Hexagon

Overview:

The Hexagon is a challenging area in Shilla designed for Elite and higher-level monsters. It's a primary source for Tier 5 Armor drops.

Progression:

Most of the Hexagon is one-directional, requiring you to defeat the creature in each room to proceed. However, you can backtrack from the GM section to the Noble section by moving through the Leader section and exiting in the SW corner.

Creatures:

Name Life Creature Align Armor % Magic % Attacks Max Hit Exp Gold Drops
Unicorn 350000 Mythic Earth 30%  30% 4 4200 2000000 1350 Unicorn Cloak/Leggings/Sandals/Sleeves
Kraken 350000 SeaCreature Water 30%  30% 4 4400 2200000 1130 Holy Pearl Brigadine/Helm/Greaves
Quetzalcoati 350000 Mythic Air 30%  30% 2 4450 2400000 1050 Serpentscale Escutcheon/Pants/Tunic
Medusa 550000 Other 15%  15% 2 5500 3290000 1200 Serpentscale Coif/Footwraps/Wristbands
Holy Knight1 550000 Humanid Good 15%  15% 1 5300 3290000 1415 Holy Pearl Gloves/Boots2, Holy Pearl Neckbrace/Bucker3
Imprisoned Unicorn 550000 Humanid 15%  15% 1 5400 3290000 1500 Unicorn Cap/Scarf/Ward

Early Sections:

Each regular, Elite, and Veteran room features a specific creature, organized by sides of the Hexagon (see map).
Noble and Beyond: Rooms in these sections spawn from two creature groups:
Kraken/Imprisoned Unicorn/Quetzalcoati
Holy Knight/Imprisoned Unicorn/Medusa
Holy Knights can drop Holy Pearl Boots/Gloves or Neckbrace/Buckler.

Entrance Locations:

  • Mages: Maze Dead End
  • Thieves: SW corner of Lake Gala
  • Fighters: East side of the Dungeon, last cell to the east
  • Mages: Bottom of DDF Pit
  • Thieves: Middle of the southern corridor of the Sky Castle, Level 2
  • Fighters: Druid Keep Entrance of Druid Valley

Entering and Exiting:

Entrance: Entering the portal room from any of the above locations inflicts approximately 10% damage. Clicking the Portal link sends you to another room, dealing another 10% damage. From there, go "Up" to enter the Hexagon.
Exit: Exiting is the reverse of entering. However, teleporting out is generally easier.

Portal Room Exits:

  • SW Corner: Sky Castle Level 2
  • W Corner: Druid Keep Entrance
  • NW Corner: Maze Dead End
  • NE Corner: Sky Castle Level 2
  • E Corner: Dungeon
  • SE Corner: Bottom of the Pit

Training Potential:

Some of the outside areas just have one monster in it's path, and by clicking a direction that you can not go in(Example: Fighter trying to take a Mage path), you can continuously force spawn a new monster. This can help with bounty hours/days.

The Why:

Acquiring a full set of Pearl Armor significantly increases your survivability, particularly against powerful enemies like the Limbo Keeper. It also allows you to obtain your own Phylactery more easily and cheaply. Simply request assistance in chat.

Map

Click on Map to enlarge

Hexagon%208-11-24.jpg
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