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 The Official Infinitum FB Guide

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SleepCat
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Level: 102

PostSubject: The Official Infinitum FB Guide   Thu Jul 02, 2009 1:39 am

Alot of players wonder, what does FB mean? Fuben. Totally not a joke.

FBs are in essence, dungeons that are instanced. Instanced means that they are individual. Ex. if everyone on PW entered the dungeon, they would not see each other or affect each others' dungeon, because they are in their own personal one. The way to bypass this is to start a squad, causing everyone in the squad to enter the same dungeon as you when they enter from the entrance. To properly reset an instanced dungeon, the squad leader must disband the squad, then have another player start a squad and stay as leader until they re-enter the dungeon to make sure it has become the new leader's individual dungeon.

So what are FBs for? Players get a particular quest that gives you a special token item called a tab around Lv. 19, 29, 39, 51, 59, 70, 79, 89, 99, and 109. By completing the FBs with the tokens inserted into the pillars located at the beginning or in front of the bosses in each FB, the entire team will gain experience, spirit, and reputation for each boss killed that is tabbed.

FBs typically cannot be soloed at the player's respective level they get the quest for it, so squads are almost always preferred, if not to make it possible to complete, then to complete it at a faster rate. The higher leveled a player, the more experience the person will get from each tab. Because of this particular reward system, many upper level players have an incentive to help lower leveled players complete their FB quests.

The safest FB team should consist of a Barbarian for tanking, a Cleric to heal the Barbarian, a Venomancer to lure mobs, and the rest are damage dealers; this ideal team composition may vary depending on circumstances and levels, so no need to follow the guideline that strictly.

For the person with the FB quests, also known as the tabber, they get to complete their respective quests, get the same rewards from the tab, and have a shot at a mold and 3 starred equipment. By common courtesy, all molds and 3 starred equipment goes to the tabber, although some squads may vary in their preferences. In the end, the tabber has the full rights to declare what drops he or she gets, although this may be voided by disrespectful players.

A mold can drop from any monster, but they have a much higher rate of dropping from FB bosses and mini-bosses. After you get a mold, you can go to the legendary forges near General Summers in Archosaur, check what materials you need, farm the materials around the map, then have a person you know who can craft make a legendary weapon or armor from the mold and mats on the forges. These legendaries are strong equipment that also come with a set of attributes that are usually very valuable.

Also note that all mobs within the FB are elites, which means they are actually a lot stronger than what their level implies. The higher level the FB, the bigger they are and the more mobs they house. Because the time spent on clearing the FBs of these mobs can be extensive, people prefer to use wines on FB59 and higher; not only because of the sheer size of those FBs, but from that point on, most of the FBs don't require you to kill particular mobs within the FB.

Wines are special items able to be made from Mister Tso (527 656) by collecting materials and giving the required amount to him. After getting the wines, go into the FB dungeon, talk to the Old Swordsman NPC at the entrance and give him the wines. This will clear the dungeon of the majority of the mobs. Note that after FB29, you require 2 wines to be able to clear the dungeon.

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PostSubject: Re: The Official Infinitum FB Guide   Thu Jul 02, 2009 1:40 am

FB19

Be sure to collect all your quests related to the FB before starting it!

The use of wines for this FB is never needed as you will need some of the mobs to kill first for other quests and this FB is a good starter to learn how the FB's are run and how to play your class in an FB. Also the mats needed for the wine in this FB is just not worth it. I personally recommend doing this FB with players around your own level so you can get a feel for how things work early on. Plus you get better EXP and better drops. Having higher levels run you through just gets you though it faster with lower drop rates for molds and equipment. You'll not learn much with higher levels except what tips they may give you. Most will just rush you through and may even get you killed.

Quote :
Boss: Thromh/Poison Tail Occultist/Rend Razorjaw

Regardless of which FB19 it is, all the bosses are linear. All of the bosses have a basic physical attack with no surprises.

Potential molds:
Mold: Amulet of Thromh
Mold: Mirage Sword
Mold: Sword of Burning Clouds

Osmanthus wine: only 1 wine is needed to clear this FB
10 Logs
10 Pig Iron
10 Sandstone
10 Coal Dust

Human FB


Elven FB


Untamed FB

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PostSubject: Re: The Official Infinitum FB Guide   Thu Jul 02, 2009 1:40 am

FB29

Before you get to FB29, you have to go through a non-instanced dungeon called Secret Passage. Refer to the map below to nagivate to the FB itself. Be careful though, because the mobs inside will probably rip you a new one, especially the AoEing ones in the room entering the FB. It is highly recommended to follow someone or have an escort to guide you into the FB safely.



The shortest FB of them all. You must kill the guard tower in the north room to open the room to the boss. Since the tower is a melee attacker and does not move, you can potentially attack it with ranged moves. Be sure to be careful of aggro from the other nearby mobs though. It is very difficult to properly lure the mobs hiding behind the wall to the guardian room, so you'll just have to be very careful there.

Quote :
Boss: Quingzi

Does physical damage in close range and Earth magic damage when ranged. Its magic attack is actually very powerful at this stage in the game so when going through this with a low level sqaud, it's recommended to use a Wizard with Stone Barrier to tank it.

Potential molds:
Mold: Servant's Necklace
Mold: Fine Emerald Slacks
Mold: Zombie Warrior Leggings
Mold: Heavy Plate of Phantom
Mold: Fiend's Ring
Mold: Handaxes of Demonic Roar
Mold: Order of the Stars
Mold: Sting of Thorns
Mold: Eagle's Claw
Mold: Shady Blade
Mold: Necromania Hat

Bamboo Wine:
2 Rough Lumber
2 High Carbon Steel
2 Coal
2 Gravel


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PostSubject: Re: The Official Infinitum FB Guide   Thu Jul 02, 2009 1:42 am

FB39

This is when fbs start getting fun. Note that on the first heavy corner, make sure you kill the Dustwraith-esque guardian so you can open the door to easy access to the Demonic Mossprites instead of taking a long detour through multiple rooms to get to them. Although the closer door may appear closed, there is actually a hidden passage between the wall and the door that you can take to enter the shortcut passage. Thus, despite what the picture shows the pathing should be, I recommend the other route when the path splits. Note that all Reverixes and Dodonixwhatevers explode on death, causing mucho physical damage. Follow the map provided until you hit the Sereneti boss.

Quote :
Boss: Farren Sereneti

Arguably the toughest boss at this point. As the first boss, he has a 23 meter physical AoE, which probably resulted in a lot of party wipes for past players. Everyone should stay way back while the Barb should practice spell canceling on this guy. His AoE also causes a casting time reduction debuff.

Potential molds:
Mold: Boots of Shadow Fountain
Mold: Xeno's Sledgehammer

Swing around back to the branch that contains the last two bosses. If you haven't gotten your Mossprites yet, take a left turn until you hit them and detour back towards Calcid.

Quote :
Boss: Calcid of the Flame

A relief compared to Sereneti. Does a standard physical attack at melee and does an DoT Fire attack on range, letting you choose your pick of which class you want to tank.

Potential molds:
Mold: Sinister Bow
Mold: Inferno Bracers
Mold: Sorcerer's Pearl

Past the last cluster of Reverixes and the Lantern, the rest of the mobs along the way will pretty much all be magic based mobs. Careful for the blue mobs that drain mana.

Quote :
Boss: Hercule Trioc

One of the very few mobs that do magic only damage. Preferable to use a Wizard or Arcane Veno to tank him.

Potential molds:
Mold: Wheel of Fate
Mold: Armor of Barbarian Shaman
Mold: Barbaric Warrior's Ring
Mold: Widow's Ghost Amulet

Daughter Wine:
8 Rough Lumber
8 High Carbon Steel
8 Coal
8 Gravel


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PostSubject: Re: The Official Infinitum FB Guide   Thu Jul 02, 2009 1:42 am

FB51

Be sure to collect all your quests related to the FB and finishing the Scepter quest before starting it! Do not do until Level 51+!

This FB is very narrow and much more maze-like than many other FBs and showcases a large amount of patrols. Just follow the guidemaps and you should be fine. Note that the drop rates for the Sign of the Talon quests are terrible, and more than likely you will be missing some drops even after going through the entire FB. In this case, simply reset the FB, wait for someone else's FB51, or have an experienced FBer try to hunt down the mobs for you. Make sure you kill the guardians listed on the guidemap to open the doors to the respective bosses. Note that there are extra doors and guardians, but those are excessive and most people don't bother with them unless they really need those mobs and don't want to reset.

Quote :
Boss: Fushma

Does close range physical damage. Hits fairly hard and runs sometimes, but nothing too tough. Also note that there are patrolers on the same route so keep a close eye on the minimap so the DDers can handle the patrols while the tank and cleric keep the boss on check.

Potential molds:
Mold: Boots of Tiger Strength
Mold: Sound Chaser

Quote :
Boss: Rankar

First things first, this guy has a loooong patrol route, which means if you catch him at the wrong time, you may end up waiting up to 20 minutes for him to come back around. You could follow his route, but you'll have to go through mob infested halls to get to him. Also note that there are patrols on the same route as the boss yet again, so keep your minimap on your sight. The boss itself is fairly similar to Sereneti, whereas he uses a physical AoE. The AoE is much farther this time around so most robe users should stay alert on their HP bar.

Potential molds:
Mold: Gale Dual Hammers
Mold: Helmet of Lion Spirit
Mold: Demon Panther Ring

After this boss, the tabber needs to teleport out and turn in the quest for the first 2 bosses in order to get the last tab. Recommended to have someone escort the tabber back.

Quote :
Boss: Myriadtail Wyvern

This boss doesn't move, so no need to deal with patrols or waiting this time, but he comes will a whole set of ranged magic attack, 24 meter or so AoE, and a close range physical attack. He also does an Amplify Damage debuff, so keep your eyes peeled to make sure the tank stays healthy.

Potential molds:
Mold: Mystical Realm Pendant
Mold: Annihilator of Souls
Mold: Pants of Dragon Scales
Mold: Necklace of the Legion

Fragrances Wine:
8 Fine Lumber
8 Refined Steel
8 Rubstone Powder
8 Anthracite




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PostSubject: Re: The Official Infinitum FB Guide   Thu Jul 02, 2009 1:43 am

FB59

Be sure to collect all your quests related to the FB and Mysterywood Fruit quest before starting it!

With 5 different paths and a whooping 5 bosses and no mobs needed, it is recommended to start wining in this FB. Even after wining it, there'll be some mobs left around, but nothing too tough. Personally, I prefer going in a clockwise direction from the start, so the boss guide will be in that particular order. Don't forget to pick up the tokens.

Quote :
Boss: Zimo

The first boss on the list is also really freaking hard. He does pure metal magic attack, so get a nice Wizard to tank this boss. Zimo also has a bad habit of doing spike damage and crits, so on a fairly low level squad, it might be wise to bring a second cleric as back-up.

Potential molds:
Mold: Thunderking's Seal
Mold: Illusive Lunar Cutlass
Mold: Dragon's Will
Mold: Soul Devourer's Greaves

Quote :
Boss: Ofotis

This boss can be found wandering around that deep pit, so for ease, get a Veno or someone to lure it out of the pit and fight it on level ground. Does pure physical damage and isn't too tough.

Potential molds:
Mold: Cuisses of Devined Beast
Mold: Nature's Breath
Mold: Dragon's Will
Mold: Soul Devourer's Greaves

Quote :
Boss: Qianji

Like Zimo, this boss does pure magic damage along with spikes. Use the same strategy you did for Zimo and your team will be fine.

Potential molds:
Mold: Crystal Headdress
Mold: Hefty Poleaxe of Giants
Mold: Dragon's Will
Mold: Soul Devourer's Greaves

Between running from the Water path to the Fire path, you'll see Qinghua in between the two paths, so make sure to mention that to the tabber or whoever needed the quest.

Quote :
Boss: Drake Brute

Along with physical attacks, it occassionally employs a DoT Fire magic attack. Nothing killer.

Potential molds:
Mold: Flame Boots of Intensity
Mold: Solarslayer
Mold: Dragon's Will
Mold: Soul Devourer's Greaves

Quote :
Boss: Gluttonix
This boss has been glitched since the beginning of time, meaning the tab holder won't get the kill and the tab quest will never be completed. This problem only occurs in wined runs due to some guardian issue or something.

There are 2 ways (that i know of) to avoid that:
1. Fail the quest:
- add tab
- switch party lead to someone else in the team
- get party lead back => quest fails, tab gets back in your inventory
- add tab for the second time
- attack & kill boss

2. Delay adding the tab:
- don't tab
- start attacking the boss
- when boss HP is around 5-10% stop attacks on boss
- add tab
- kill the boss

1st way is a lot easier and more reliable imo, it always worked for me so far, so it's what i recommend. 2nd way to avoid the glitch is a bit more tricky cause you might end up with the boss dead before adding the tab. The boss itself does physical damage. Nothing bad.

Potential molds:
Mold: Shinguards of Ashura
Mold: Rage of Crixalis
Mold: Dragon's Will
Mold: Soul Devourer's Greaves

Chiennan Spring Wine:
10 Fine Lumber
10 Refined Steel
10 Rubstone Powder
10 Anthracite


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PostSubject: Re: The Official Infinitum FB Guide   Thu Jul 02, 2009 1:43 am

FB70

Quote :
FB69 AKA FB70 is probably the most complicated dungeon amongst the first 6, as there are a lot of quests in there and some such. Here are some tips:

- At level 65, you get the following quests (as Maliza had pointed out). Hold off on these until level 67.
* Key to the Altar (Kill Noxtouch Culler) -> Leave the dungeon -> Emerge Again (obtain Acephalic head from pillar)
* Secret Plan -> Hu -> Retrieve the Mail (kill Serpentrex)

- At level 67, you get 20/20/20. Find a party; usually there are others that need it, at Whetstone Keep or grinding nearby. Here's how you complete it:
* Squad composition: You need a Venomancer and Clerics. You also need a tank, but he does not have to be high level unless you are doing the quest bosses as well. I've done the mobs with a level 72 Archer tanking (3 Clerics), another instance with a BladeMaster who needed it done, and another instance with myself (level 69 archer at the time with 1 cleric) as the tank.
* Because there are not that many of the necessary mobs at the front of the dungeon, it is more efficient to reset the dungeon to get all 20/20/20.
* Kill the mobs for 20/20/20. It's a 1-way dungeon for a while.
* At some point, you will see the NPC named "Hu". He is located on the right side of big room. Talk to him for your quest, which is also named "Hu".
* Keep killing mobs until you reach Serpentrex area.
* Find as many nearby DeadMarsh Adalwolf, making sure you have killed over 10 of them.
* If you have a real tank, kill Serpentrex for the "Retrieve the Mail" quest. He can drop a mold, so discuss beforehand how distribution works.
* If your group is willing, continue forward north from Serpentrex until you hit the Noxtouch Culler. Kill him for the "Key to the Altar" quest. He can drop a mold, so discuss beforehand how distribution works.
* If you the "Key to the Altar" quest, do NOT reset the dungeon yet. Have someone wait there while the person with the quest goes out to get the next part, "Emerge Again". This person will need to dig at the pillar where the Noxtouch Culler was located.
* Reset the dungeon.
*Go back in and finish up 20/20/20.

- At level 68, you will get a quest, "Headless One", that requires you to dig a pillar after the first tabbed boss. Wait until your tabbed run to complete this.

- Do the dungeon at level 70, not 69. This way, you have all 3 tabs, all quests, and you only need to gather the 2 wines once.

- Get the wine; it takes too long otherwise.

- When you do the wined run, remember to complete any outstanding quests you have. See relative portions

in 20/20/20, including the one about standing near the Noxtouch Culler pillar so that you can return to dig the pillar.

- Don't forget to dig the pillar after the 1st boss.

- If you are helping others do their FB69, please make sure they have all of the quests and such.

- When fighting the underwater turtle boss thingy, you only deal half damage if you are not underwater.

- When you fight the last two bosses, lure each out to the lake area. If things go bad, everyone can dive into the water. This increases your survivability. It is still possible for the boss to hit you with his AoE and crit, but nonethelss you have a much greater chance of not dying.

- Make sure your inventory has a lot of room if you plan on killing all of the bosses. There are three nontabbed bosses, Serpentrex, Noxious Culler, and the lake turtle boss thingy. With 6 bosses, you (the tabber) have an opportunity to gain a lot of drops. The groups I have been with for my own tabbed run, as well as others, are usually willing to kill all bosses.

info by Elenacostel - Heavens Tear


You can open a shortcut (door) by killing 3 gaurds. It is time dependent though.
Kill guard in the first room you get (leave it alive until you have cleared the way to the southwest room).

Next kill the second guard within 10 minutes (it's located in the south left room). Next double back and kill a third guard in the first room (it spawns with 3 helpers after you kill the first two gaurds).
Guard can be lured.

First two minibosses are tankeble by a lvl65 barb.

The first miniboss you get to 'Serpentrex' (just before the shortcut ) you need to kill for quest 'Retrieve the Mail' (lvl67 quest).

Next miniboss is 'Noxtouch Cullers' for 'Key to the Altar' (lvl 65 quest). This boss has aoe poison, wich he doesn't use that often.
After this miniboss leave dungeon to update the quest and return to the same area to dig the pillar there for the quest 'Emerge Again' (lvl65 quest).

Mob quest 20/20/20 (lvl67 quest)
Kill 20 Taurox Captain, 20 DeadMarch Sori and 20 DeadMarsh Adalwolf

So probably lvl 67 is a good time to start the quests if you want the xp and a first impression on the dungeon.

The rest of the quests/tabs you get at lvl69 and lvl70:
lvl69 Call: Underworld (1 tab)
lvl69 Cultivation, mission#4 (kill Resentful Pyrosteosis), no AoE dig pillar in the boss room after you killed it. Tankeble by 68-69 barb.

To open the door to the last bosses you need to kill a boss in a lake in the dungeon. Barb lvl69 can tank it, no AoE
lvl70 Call to Duty Underworld (2 tabs)
lvl70 Into the Wraith's Gate (kill Damned Gaurnob and Cenequus Polearm)
Both bosses have AoE (2 clerics needed):

Lure both bosses away from the boss room (no need to clear mobs there, I think they will respawn)
Damned Gaurnob was tankeble by a Hercules lvl73 with 2 veno's healing.

Cenequus Polearm debuffs with armour break: lvl76 barb tanked it (Hercules got owned even with 3 veno's healing it), 2 clerics needed:
1 purify/barb healing duty (purge fast)
1 squad heal/barb healing duty
If possible the barb can use 'Invoke the Spirit' during debuf for survival this gives clerics more room to purify him. Veno's should bring his chi back up asap after (Lending Hand).

info from Maliza - Heavens Tear perfect world forums

I haven't really read what I copied and pasted, but it's probably something about the fb70 202020. If you don't want to fight the two minibosses, just stop at the 2nd room and reset after gathering all the Adawolves there. This way, you'll have to do 3 runs, but you can do the 202020 with a subpar team since you don't need to prep for the minibosses. The other method is to go all the way to Serpentrex, and clear the room of the Adawolves. This way, you only actually need 2 runs, but you'll still get your shot at the Serpentrex molds without wasting a bunch of time if you went all the way to the Noxtouch.

Quote :
Mini Boss: Serpentrex

Like most bosses from this point on, Serpentrex will have a bad habit of spike damaging, making it difficult for BMs to tank anymore fbs. He casts magic from time to time, so that's another good reason you'll want a barb to tank this guy. Around half point, his spikes become a lot more frequent so if you don't trust your barb too well, bring a second cleric.

Potential molds:
Mold: Viper's Seal
Mold: Ghoul Bane
Mold: Light Hat of Devil Bone

Quote :
Mini Boss: Noxtouch Culler

Melee with some magic, the main problem with this guy is his poison AoE and decrease casting time AoE. Other than that, he's generally easier than Serpentrex.

Potential molds:
Dragon's Will
Soul Devourer's Greaves

Quote :
Boss: Resentful Pyrosteosis

When approaching him, you should be pretty careful because his fire magic attack hurts alot. Other than his magic attacks, his melees aren't dangerous enough to the point where a level 70 or so BM can tank it without too much problem. Don't forget to have the tabber dig the pillar behind him when you're done. :p

Potential molds:
Mold: Wind and the Clouds
Demon's Heart Ring
Ghoul Bane
Light Hat of Devil Bone

Quote :
Mini Boss: Undying Hornshell

A water boss, that's new. You can run around him, but like the Noxtouch, the gates won't open until he's dead. Other than the fact that you can't Hercs this guy since he's in the water, he's a very linear boss.

Potential molds:
Mold: Helm of Aqua Viciousness
Mold: Dark Flash
Mold: Ghoul Bane
Mold: Light Hat of Devil Bone

At this point, you'll enter an area with two split paths, leading to 2 of the fb bosses patrolling in an 8 pattern along with countless Death Knights. Save yourself time and have a Veno pull the bosses. :p

Quote :
Boss: Damned Gaurnob

Here's where the real fb starts. For this and the next boss, you'll definitely want an fb level barb tanking along with two clerics. If either the cleric or barb is high level enough, you could scrap off with a single cleric, but best to bring along two because you'll need it for the next boss anyways. The first big thing is that this guy has a physical and a magical AoE. The physical one looks like shockwaves traveling the ground and is a bit shorter ranged, which means those of you in the 20+ meter zone should be safe. The physical AoE hits hard and can potentially 1 hit low vit clerics, so make sure you double check your clerics before bringing them in for this boss. The magical AoE is much longer ranged and does water damage, but it's not as big as a problem. The main issue is that this guy gives an amp damage-esque debuff, so it is important that your clerics watch the barb's status closely so they can purify as soon as possible. If the healing cleric or barb isn't a very high level, it really does determine whether it'll end up as a wipe or not.

Potential molds:
Mold: Calamity Axes of Blood
Mold: Dark Shinguards of Hedes
Mold: Cape of Tauran Chieftain

Quote :
Boss: Cenequus Polearm

This boss is pretty much identical to the Gaurnob, except he has a decrease physical defense debuff rather than an amp damage one. Although it's only physical defense, it's a very big % decrease for the defense. I don't know the exact numbers, but it's enough to scare a level 90 barb into making sure one of the two clerics purifies that crap.

Potential molds:
Mold: Sakyamuni's Light
Mold: Dark Pants of Hedes
Mold: Equine Talisman

When you're done, don't disband the squad yet. Make sure one person stays and keeps the fb from resetting while you turn in all those quests. After turning in the bundle, there's one more fb69 quest that asks you to dig that pillar next to the Noxtouch Culler. Go back in, dig it, and prepare to do this all over again for the Chrono Wheel series quest.

Ancient Well Wine:
10 High Grade Lumber
10 Steel Alloy
10 Corundom Powder
10 Charcoal


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Level: 102

PostSubject: Re: The Official Infinitum FB Guide   Thu Jul 02, 2009 1:44 am

FB79

FB79 has a 202020 as well. Fortunately, you don't need it to get all your tabs, but a lot of people like doing it anyways. Since the 202020 takes you through 2 of the bosses and a few rooms away from the last 2 bosses, some people actually opt not to wine the fb. This still takes a good 3 or 4 hours depending on your team, but it kills 2 birds with one stone I guess. The drop rates aren't too pretty for the quest drops, so if you're not lucky, you may have to end up doing a second run for the 202020. Personally, I would recommend you to just wait it out until you see another 202020 on WC or from your faction instead of going for a 2nd consecutive run.

FB79 is interesting in that the doors are supposedly either random or there's some sort of trick to opening up certain doors. I have no clue how it works, but right now, I'll just assume it's random. If Door 1 isn't open when you pass by it, you'll end up fighting Hooli first. From my experiences, Door 1 is usually closed so I'll go through Hooli first.

Quote :
Boss: Hooli, The Black

Simple boss, does some melee, does some non-elemental magic. Watch out though, because there are a number of patrols in the area. I recommend clearing the room first before charging in at him.

Potential molds:
Mold: Helmet of Pirate
Mold: Amulet of the Black Hand
Mold: Heavy Helmet of Ape
Mold: Greaves of Fallen
Mold: Guardian of the Realm
Mold: Cudgel of the Barb. Lord
Mold: Dragonfly Assualt Blade

For Door 1, I know for certain that after you kill Hooli and Door 1 wasn't open before, it will open now. Backtrack to the Door 1 area and go for the next boss. Sometimes, you'll see a Summonbot XXL or something near the entrace of the Stygean's room, just like the one at Pierced Heart Lake! There seems to be a correlation that he only appears when Door 1 is initially unlocked, but it gives no clue as to what triggers it.

Quote :
Boss: Stygean Quartermaster

I have little experience with FB79 bosses in general, but the guide says this boss is physically ranged. I'll take the guide's word for it.

Potential molds:
Mold: Armor of Grieving Sorrow
Mold: Ghoul Bane
Mold: Light Hat of Devil Bone

Door 2 or 3 will either be open. Never both. In most runs I've done, Door 3 is the open door. Preferably, that is the open door anyways because it's way shorter than the Door 2 path. I don't believe the next miniboss is necessary to open Door 4, but if you want a shot at some very nice molds, you might as well head to the red dot in the Door 2 pathway.

Quote :
Mini Boss: Bloodlusted Loon

Melee and magic basics again. However, this guy hits harder than the previous two bosses from what I've seen, but nothing a Hercs or a barb cleric combo can't handle. Don't forget to care for the patrols circling the room.

Potential molds:
Mold: Steppenwolf Lord's Cape
Mold: Massive Champion
Mold: Blood Bracers of Fang
Mold: Heavy Helmet of Ape
Mold: Greaves of Fallen
Mold: Guardian of the Realm
Mold: Cudgel of the Barb. Lord
Mold: Dragonfly Assualt Blade

Door 4 is usually open in general, but in the last two unwined runs I've done, it's been closed. There doesn't seem to be any correlation with Door 2 or 3 either, since I've been in squads that went through both pathways and Door 4 was closed either way. However, there is an absolute way to open Door 4. Head to the east side of the room and take the north path and you'll see a tower mob. It doesn't have a guardian in its name, but by killing it, Door 4 will most certainly be open. When you reach the last room, I believe you have to kill Linus first in order to get the 4th tab.

Quote :
Boss: Linus, the Woeful

Basic melee and magic boss. Heads up for the Misty Forest Ring everyone wants though, as it's even more expensive than a base Tauren Chieftain Cape.

Potential molds:
Mold: Misty Forest Ring
Mold: Glaives of Divinity
Mold: Heavy Helmet of Ape
Mold: Greaves of Fallen
Mold: Guardian of the Realm
Mold: Cudgel of the Barb. Lord
Mold: Dragonfly Assualt Blade

After finishing up Linus, the tabber should go back to the NPC behind the rock in Nightscream and turn in the Linus quest. The tabber should then get the final tab and return to the FB79. Unlike FB51, I don't believe the mobs respawn, so no escort necessary.

Quote :
Boss: Brigand Transient

The same as Linus except with 2mil HP instead of just 1mil. No tricks up this pirate's sleeve.

Potential molds:
Mold: Sleeves of Sea Captain
Mold: Cuisses of Sea Captain
Mold: Pirate King's Seal
Mold: Proud Plate of Corsaire
Mold: Cudgel of Ancient Alloy
Mold: Heavy Helmet of Ape
Mold: Greaves of Fallen
Mold: Guardian of the Realm
Mold: Cudgel of the Barb. Lord
Mold: Dragonfly Assualt Blade

When finished, clear the mobs on the platform where the two bosses were and have the tabber dig up the pillar before bailing.

Afterglow Wine:
15 High Grade Lumber
15 Steel Alloy
15 Corundom Powder
15 Charcoal


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Level: 102

PostSubject: Re: The Official Infinitum FB Guide   Thu Jul 02, 2009 1:46 am

FB89: Brimstone Pit

Pick up the tabs from the Celestial guy and when you see the tabs saying demon on it, don't toss them like I did. It's the right set. :p

Definitely do this one wined. Sure it looks short and small but even when wined, this FB can feel alot like an unwined run anyways. I did this FB only once, but that's good enough to give an overview of what to do in it. The easier path I believe is the upper or rightmost path, since most of the mobs are located in the left paths. The first room you hit contains the first and easiest boss.

Quote :
Boss: Demonic Vexation

Yet another basic Melee and Magic boss. Fear not, because despite its looks, it does not AoE. Full attack clerics who have a habit of attacking instead of healing will be put down by this boss, having a special attribute of having immunity to Metal. The immunity is actually just a 100% damage reduction though because I heard that any debuffs that lower a target's Metal defense will allow Metal attacks to deal damage anyways. Not that I'm advocating FACs to DD on a Metal immune boss like this.

Potential molds:
Mold: Drakeshadow Amulet
Mold: Cuisses of Hamadryad
Mold: Pants of Demonic Evil

So far this FB doesn't seem too bad, despite all the horror stories that FB89 Brimstone really lives up to its AKA FB89 Hell as opposed to Eden. But as you pass the midpoint intersection, the mobs start appearing way more frequently, and you'll start seeing those jerkfaced Acephalid Rangers, who have a fairly short AoE that does an ungodly 3546 raw physical damage, pretty much one or two hitting every robe class in the vicinity. Not only that, but they kite multiple times, meaning if you didn't give enough leeway to catch after a Veno lures it, you might be in for a wipe when it runs back to another one of those Rangers and aggros it. After awhile of those, you'll approach the 2nd room in the center, which contains one of the scariest bosses ever.

Quote :
Boss: Ethereal Abomination

He's doable with an upper level Hercs with two Venos healing, but it takes a lot of luck for that. To wake you up from the FB79 bosses and the first FB89 boss, this guy wields a short ranged physical AoE. While fighting him, you'll notice he shifts around a lot and if your party is standing fairly close to him despite my AoE warning, you'll notice he's also taking a bite out of random party members every once in awhile. That is because this guy has that terrible random aggro, like Ancient Evil in TT2-3 high. You'll want your tank to have that ranged Genie skill to steal back aggro whenever that happens so your party doesn't get crunched around. Other than that, he's not too bad besides his massive 3mil HP, at least until he gets into the 5% HP range. Suddenly, he'll start scoring crits and spike damage. At this point, it might be smart to BB up or something because he hits haaard. Sky Demon's Pearl apparently sells for up to 10mil so wish for it. :p

Potential molds:
Mold: Devil's Cape of Ares
Mold: Sky Demon's Pearl
Mold: Requiem Blade
Mold: Cuisses of Hamadryad
Mold: Pants of Demonic Evil

Make your way down the left path through even more of the Rangers and you'll end up on the leftmost room, with a big hill in the middle with a spiral pathway up and a group of those evil Rangers slowly circling the structure. The trick to save your time is to wait for the Ranger train to pass, then have your Veno lure the Rangers on the slope pathway back to the hallway where you can deal with it more easily and without fear. After clearing the slope, the peak will have the last boss along with 4-5 of the Rangers near him. Interestingly, the mobs cannot climb up or down this particular hill, despite your fears of it after seeing mobs suddenly scaling 30 alt walls in FB59. Use this to your advantage to either lure out each Ranger to fight them on the lower part of the slope or to avoid more fighting, have someone aggro all of them and sort of get them to cluster up to one side of the hill. By doing this, you can sneak to the other side of the hill where Fats patrols without aggroing the Rangers. Prep up your buffs and wait until the boss gets as far away as possible from the Rangers before engaging him.

Quote :
Boss: Fats

Does pretty heavy melee damage and siphons its target's HP once in awhile. He's also immune to Water, although I didn't notice that when fighting him; but its listed on a source site, so I'll trust it. He pretty much keeps up the same pattern until about 10% HP, where his already heavy melee damage skyrockets with some sort of invisible buff, meaning that if you haven't been BBing before, you should definitely do so now.

Potential molds:
Mold: Demon Slaughter Belt
Mold: Amulet of Passion
Mold: Cuisses of Hamadryad
Mold: Pants of Demonic Evil

After you get out and finish the quest, you'll get a challenge quest which is basically a 202020 for your FB89...except you only get it after your FB89. Screw it.

Tukang's Wine:
15 Lumber Essence
15 High Steel Alloy
15 Granite
15 Extruded Charcoal



The images and some of the information were pulled off from SaintGabrial from some faction called Intrigue in some Server I don't even know. A few other FB images and info were taken from the website site of Calamity of the Dreamweaver server. The FB70 and FB89 images were homemade. 95% of the text here is written by yours truly.

I have absolutely no knowledge about FB89: Eden, nor FB99 and FB109. If I ever get the chance to do those, or when I get more info regarding the current FBs, I'll start updating this again. Hope this guide helps. :D

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PostSubject: Re: The Official Infinitum FB Guide   Fri Jul 03, 2009 12:01 am

Excellent guide Sleep. However, some of the boss descriptions are incorrect or inadequate. Here are some of my suggestions:

FB39
Boss: Farren Sereneti
The spell animation for this guy is non-existent (he just stops attacking for a second) and the spell cast time is very quick, making his spell EXTREMELY difficult to cancel (I find it harder to cancel than the quick cast of the twin FB70 bosses). So the advice about using Farren to practise spellcasting is a bit flawed.

FB51
Boss: Fushma
"Close-range physical damage" is false. Fushma is a ranged archer boss, who will, like all archers, run for 2 sets before stopping. The easy trick to this guy, as with all archers (and archer bosses), is to go close enough to him so that he does half damage but not so close that he will start running again.

Boss: Rankar
Rankar, like Dragon of the Depths, has TWO aoes - one long range magic one and one shorter range physical one. However, the long-range magic aoe attack is avoidable by ranged heroes, so as long as the tank holds aggro and everyone else keeps their distance, this boss is straightforward.

Boss: Myriadtail Wyvern
When the description above says close physical/long-range magical attacks, it means close/long-range aoe attacks. Unlike Rankar, the long-range magic attack cannot be avoided while still healing/doing DD, so a cleric may need to party heal. The debuff is still the primary concern though.

FB59:

The first 3 boss descriptions are incorrect.

Zimo, Ofotis, and Qiangji (metal/wood/water) all have a normal melee attack and a quite high damage ranged-magic attack. Wizards can still easily tank these bosses, since their high mdef results in a lower boss dps (spell casting time for the bosses means slightly higher damage per hit is negated).

The Gluttonix bug is, according to a GM statement, fixed. I have not encountered it after the one time it happened pre-GM statement, so this is unconfirmed.

FB70:

Mini-boss: Serpentrex
No idea where the "spikes" in damage description comes from. I assume the original author meant that Serpentrex's physical damage range is very high, and thus "spiky". However, a LOT of bosses are like this, and any player with half a brain will realize that bosses won't hit for the exact same damage all the time. Very simple, straightforward boss, with alternating phys attacks and magic nuke.

Mini-boss: Noxtouch Culler
The "magic damage" and poison aoe are alternately cast at the magic casting point. In other words, a good barb will be able to cancel all of it, leaving this boss as extremely straightforward and saving the cleric a lot of worry.

Boss: Damned Gaurnob
As with Noxtouch Culler, all of this guys different attacks are cycled at random at the magic casting point (~ every 9.5 sec). The cast time on this boss and Cenequus is very short (~1 sec) so it is tough to cancel the spells, but if you have very good timing you can actually cancel every spell and not worry about AOEs or debuffs.

Boss: Cenequus Polearm
The "decrease physical defense" debuff is 100%. I'm not kidding. This will reduce an FB-level barb from 10k+ pdef (so let's say ~75% damage reduction) to 0, effective quadrupling damage taken. This is the reason level 90 barbs will still need quick purifies for this boss (Krimson as well).

FB79

All bosses can be tanked by an FB-level herc, though a secondary healer is probably necessary.
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PostSubject: Re: The Official Infinitum FB Guide   Fri Jul 03, 2009 5:56 pm

The GMs lied. I just did an unwined fb59 run and the Gluttonix bug still occurred, which means it's not actually related to some guardian issue like i said earlier. :/

Thanks for all the verifications Blake.

Take his specific advice over mine, since Blake actually tanks and pays attention to how the bosses deal damage. :D

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PostSubject: Re: The Official Infinitum FB Guide   Wed Oct 07, 2009 7:27 am

here are some images of fb99 hell (abaddon) and heaven (seat of torment). both have a crazy number of bosses and take about 2.5 hours wined.

all of the bosses that have not been specially mentioned are basically the same. physical damage, aoe magic attack that interrupts blue bubble. cast timing on the bosses vary according to each boss but are static (except for hellfire), so it is easy to cancel once you get the rhythm. i have done these runs with 1 cleric using ih and aoe heal, but those clerics were level 99 and 100. the standard way to do the bosses is to have 1 cleric bb and the other cleric dd/heal until the bb is knocked down, and then switch. an excellent barb will negate the need for bb but the room for error is slim.


heaven is easier.



the numbered areas 1-9 are bosses except for 4 and 8, which are mobs that need to be killed to activate the next area/boss. the order of boss kills is pretty set in stone, especially doing 7 after the rest, since killing 7 will spawn the mob at 8, which will spawn the boss at 9 only if killed within 1 hour. boss 6 is the "book" boss, hellfire abomination, who has a lot of random aggro resets and a strong mid-range physical aoe. the line after boss 6 indicates that the party should jump off the cliff to tele back to the entrance and then move to boss 7. boss 7 has an annoying aoe pdef debuff+phys nuke (like the wraith commanders at wraith events) that casts every 8 seconds. level 10 alacrity is required to cancel.


hell is hell.



the numbered areas 1-9 are bosses except for 1, which is a strong tower mob. once again, the order is logical. the "book" boss is boss 8 and has an extremely powerful aoe mana drain that will eat through 10k mana in a few seconds. the timing of the cast is very difficult to cancel. boss 9 is an impossible boss that i don't think anybody has ever killed. it is immune to physical damage but has multiple ranged attacks, one of which is the physical life drain (red dot animation).

*edit* number 6 may not contain a boss. i vaguely recall needing to go there but i can't say for sure. if the door to 7 opens after killing 3, 4, and 5, then 6 is not necessary and i just misremembered the way to go.
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PostSubject: Re: The Official Infinitum FB Guide   Wed Oct 07, 2009 11:26 am

I should start writing up about fb89 eden and fb99 SoT since I think I have enough experience with them to write a guide on it. I actually haven't done a full Abaddon run yet. Only book runs there. :p

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PostSubject: Re: The Official Infinitum FB Guide   Wed Oct 07, 2009 3:42 pm

Your fb70 map is missing the gate to cenequus/gaurnob.

So if i want to become demon, i'll get sage tabs and do Eden right?
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PostSubject: Re: The Official Infinitum FB Guide   Wed Oct 07, 2009 3:57 pm

The gate is there on the map. :p

Nono, make sure you talk to the demon guy, but you'll get tabs for Eden.

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PostSubject: Re: The Official Infinitum FB Guide   Wed Oct 07, 2009 3:59 pm

I meant the one where noxtouch is. Noxtouch opens two doors, north and east door.
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PostSubject: Re: The Official Infinitum FB Guide   Wed Oct 07, 2009 4:17 pm

Whoops. :p

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PostSubject: Re: The Official Infinitum FB Guide   Tue Oct 20, 2009 11:31 pm

WilliamBlake wrote:

hell is hell.



the numbered areas 1-9 are bosses except for 1, which is a strong tower mob. once again, the order is logical. the "book" boss is boss 8 and has an extremely powerful aoe mana drain that will eat through 10k mana in a few seconds. the timing of the cast is very difficult to cancel. boss 9 is an impossible boss that i don't think anybody has ever killed. it is immune to physical damage but has multiple ranged attacks, one of which is the physical life drain (red dot animation).

*edit* number 6 may not contain a boss. i vaguely recall needing to go there but i can't say for sure. if the door to 7 opens after killing 3, 4, and 5, then 6 is not necessary and i just misremembered the way to go.

did this run again. i'm missing a number near the entrance (there is a firefox guard along the path i drew that opens the door to 4) and 6 is not a boss, but a guard.

in the area of 6, there are 3 guards. if you kill the wrong guard, the others will disappear and the door to 7 will remain closed PERMANENTLY!!! make sure you go along the lake and kill the big fat guard that has little magnetic balls floating around it, NOT the little guards. killing this guy properly will result in him shouting on death something about Horned Thunderclap, who is the boss at 7.

this run is actually not as difficult as i thought after my first experience. it is still more difficult than heaven, since there are numerous mobs with aoe stuns, but it is quite tame for any experienced 90+ group (although i did my first run at 92, and 2nd at 96, so that might explain it too).
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