New/Updated Keyes Island Reactor iTrial Walkthrouth
Phase 1:
If going for the "Anti-Antimatter" badge, get him under 10% health during before powering the sixth terminal.
Phase 2:
The EBs will drop 3 power cells randomly among all players in the league.
Phase 2 and 3:
If 6 terminals are "primed" with 1 cell, Anti-Matter doesn't need to be pulled to that terminal.
Phase 3:
If going for the "Bunker Buster" badge, have everyone take 3 doors of one bunker down to 0 at the same time. Repeat with second bunker. Repeat with third bunker.
Phase 3 alternate:
1. Bunkers
a. If there are 3 Illusion Controllers or Stalkers (or a combination) in the league, have them use the stealth vents near the back of the bunkers. This nets 8 power cells per restock.
b. The rest of the league clears the terminals.
c. No bunker doors need to be harmed.
2. Power Up Terminals
a. Those with temp powers should prime 6 terminals around Reactor Infinity before Anti-Matter arrives.
b. WarWorks must not be present.
c. Anti-Matter must be present to use a temp power for the first time on that terminal if the terminal has not been primed.
Phase 4:
4. Time Stop
a. At 80% health, Anti-Matter will freeze time and retreat to north-west recharge bunkers in the Truck Depot
b. At 50% health, Anti-Matter will freeze time and retreat to south-east recharge bunkers in the Truck Depot
c. At 20% health, Anti-Matter will freeze time and retreat to south-west recharge bunkers in the Truck Depot
d. As soon as players can move, they should destroy the terminals around the bunkers (there are three or four). Anti-Matter regenerates health at high speed until the terminals are destroyed. Do not destroy the terminals if going for the "Loves a Challenge" badge.
Additional note: all badges award at the end of a successful trial.


Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
This is not really surprising as the developers simply have shared this information with most of the players. The design goal was to give stalkers (and Illusion Controllers) an excuse to stealth while the rest of the league beats stuff up. The inner doors, if opened, kill this strategy as it exposes the stealthed player to attacks due to stealth suppression when clicking glowies.
Stealthers can get 4 power cells per restock if the inner doors are left alone. As the phase only requires 18 power cells to complete, only the initial gathering and one restock is all that is needed.
Are those at the other end of the bunkers? I wandered over that away once but didn't want to spend time "exploring" when there was work to do. Do they just collect the temps and then rejoin the league to use them?
|

(Yes, you can include this picture with your guide.)
They collect the temps. They can join the group when done, prime the terminals and go back for more, or transfer the power cells to another player. Everyone else should be clearing War Works. If done right, Anti-Matter will not be a factor in the phase.


Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
I'm putting together a quick walkthrough to replace the PDF on my site, which still has the pre-update objectives. I'm certainly no expert on the Keyes trial though, so I appreciate any feedback you guys can provide. Thanks very much!
NOTE: ANTI-MATTER PULSE: There is an auto-hit, unresistible damage power that hits everyone on the map every 30 seconds during the reactor phases of this trial. Anyone who is not a Big Bag O Hit Points should stick with the group for heals as much as possible. The amount of damage dealt by the Anti-Matter Pulse is directly related to the amount of damage Anti-Matter has taken. The more damage he takes, the harder the pulse hits you. DO NOT ATTACK ANTI-MATTER UNTIL PHASE 4, AFTER THE PULSE HAS BEEN DISABLED. Do not use AoEs in the vicinity of Anti-Matter, target pets very carefully or dismiss them if they cant be controlled. (If Anti-Matter dies before Phase 4, the trial automatically fails.)
Phase 1: Reactor Hope
1. Kill WarWorks Guards
a. These guys are present near the entrance and as you approach Reactor Hope.
b. After you kill enough of them, the Anti-Matter engages the damage pulse.
2. Collect Glowies & Power Up Terminals
a. Glowies give temp powers that are used on the terminals around the reactor.
b. The reactor has 10 terminals, but only 6 need to be powered up.
c. The terminals cannot be powered up as long as WarWorks are present. The mobs can either be killed or knocked-back to free up the terminal.
d. There should basically be two groups at this time:
i. Group 1: fight mobs on the ground and collect glowies
ii. Group 2: run around reactor powering up terminals
iii. Players can move between the two groups as they receive or use temps, but overall each group should stick together for heals and faster killing.
Phase 2: Reactor Genesis
1. Kill Goliath Elite Bosses
a. The rest of the spawn dies when the EB dies.
b. Stick together in one or two groups to take advantage of buffs, heals, and efficient damage.
2. Collect Glowies & Power Up Terminals
a. Same general premise as previous phase: power up six terminals.
b. This time Anti-Matter must be near a terminal in order to use a temp power on it the first time on that terminal. The second and third applications do not require AMs presence.
c. Its useful to have a tank or someone with taunt pull Anti-Matter around the reactor.
Phase 3: Reactor Infinity
1. Bunkers
a. Split into 2 or 3 teams and break into the bunkers around Reactor Infinity (see map, above).
b. The WarWorks re-spawn over time, and the glowies re-stock.
2. Power Up Terminals
a. Those with temp powers should gather around Reactor Infinity and power up the terminals.
b. Anti-Matter must be present to use a temp power for the first time on that terminal, and WarWorks must not be present.
Phase 4: Fighting Anti-Matter at the Truck Depot
1. Disintegration
a. A random person will be targeted for Disintegration. They will take damage over time, and if they die Anti-Matter heals a large amount of hit points.
b. If you see someone with a bright green, glowing bubble, or calling for help, heal them!
2. The Obliteration Beam
a. Do not fly during this phase. Obliteration can target players in the air, and players on the ground will not be able to see the visual effect.
b. You will receive an on-screen warning OBLITERATION BEAM FIRING! The Obliteration Beam is a large green visual effect on the ground.
c. Do not get so absorbed into your attack chain that you become rooted. Get in the habit of moving a little bit after every attack, so that when the beam is coming, you are ready to move.
d. Dont run back into the green circle if you make it out, and dont be under the beam when it fires!
3. Entanglement
a. Players are randomly assigned a red bubble or a blue bubble.
b. Standing near someone with the opposite colored bubble will cause damage over time, and stacks.
4. Time Stop
a. At 80%, 50%, and 20% health, Anti-Matter will freeze time and retreat to recharge bunkers around the Truck Depot (see map).
b. As soon as players can move, they should destroy the terminals around the bunkers (there are three or four). Anti-Matter regenerates health at high speed until the terminals are destroyed.
Thanks in advance for your help! (Cross posted to RO forums.)