Fear, Terror, and Horror Trial (M2T7)  

Start Zone: Sobekite Eternal
Start NPC:
Trials of Atlantis expansion Required
Type:Master Level
Master Lev.:2 - 7
Min Level:40
Max Level:50
Grants XP:No
Grants Coin:No
(From 1 rating)
Last Updated:Tue Mar 11 23:09:27 2008
DISCLAIMER: Your Steps and Tasks may be different

This is a Trial towards the second Master Level

Per patch 1.71:

- Trial 2.7 - The sobekite guards in front of the Cellar Gate, leading to Djedkare's chambers, have been removed. This change will allow easier access to this area for solo players who wish to attempt Djedkare's solo encounter.

In the cellar and requires the cellar key. You'll go down several flights of stairs to get there.

This trial has 3 parts. Fear, you do solo.
Terror and Horror seemed to be flipped right now. Terror is described as being for a single group, and Horror for a battlegroup. What is really happening is that Horror is the easier one and Terror is the hard one. When people did Horror with a battlegroup, only one group got credit. When people did Terror with a battlegroup, no one got credit. No one has done Terror with one group.
Horror can be done with 7 people.

received the Cellar Door Key from the Anton chieftain twice. Behind the Cellar Door is challenge number seven, which works as follows:

Inside the cellar is an orange NPC croc-man who will offer you three 'versions' of his test. Fear, Terror, and Horror. Fear is for solo players only. Terror for a single group. Horror is for a battlegroup. We were able to test Fear, and Terror, but not Horror, despite having three groups with us - see below for more on why.

Fear sends you east of the NPC, down a water filled hole in the ground and along a tunnel, which is empty normally, but reportedly filled with agro mobs for the person doing the trial. Think of this like Yoda's cave test for Luke. I didn't get to do this one myself, but it's reported to be not hard, and the instructions are quire clear. Reward is 26G, and 1.5Billion XP.

Terror summons up a single purple mob to the east of the NPC. She's tough, and hits hard, plus casts mez, and has a few other less amazing tricks. A well balanced group shouldn't have any problems with her, but it's likely to be a long fight. Note, that the schpiel the NPC gives about this version of the test doesn’t really jive with the nature of the test itself, but oh well.

Horror we didn't actually get to try fighting, but we did see what it spawns in earlier in the day. In addition to the purple mob from Terror, there are red and purple con clouds that fly around her room, and two rows of red con ghost-lizard-men that spawn in. Of all that, only the one mob starts off hostile. How things proceed from there, I have no idea at this time.

That sounds easy right? So, the next question is, what's the catch? The catch is that the NPC can only start each of the tests so often. It seems that each of the three versions is on it's own timer - they could have some kind of complex combined timer, but they seem to be independent - and if the quest you want has been done recently, he'll tell you he's too tired.

It seems to take 20 to 30 minutes for the solo quest to reset, around 8 hours for the group version, and when we logged last night after around 16 hours, the zerg version still had not (it was triggered by someone who didn't know any better when we first got in the room - have only one person talk to him, just to be safe).

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