Player guide

General Long's trials

Twin City keeps a soldier who has spent his life losing to things stronger than himself, and writing down how. He keeps nine of them. You fight each one alone, and each pays once a day.

Where

General Long stands in Twin City at (429, 241). Click him and he lists the trials you have reached and not yet taken today.

How it works

  • You fight alone, in a copy of the arena nobody else can enter. Whatever happens in there happens to you and the boss and nobody else.
  • Losing costs nothing. No experience, no dropped gear, no lost attempt. You are put back exactly where you were standing and may walk straight back in.
  • Only a WIN spends a trial, and you may win three a day. Which three is your choice.
  • Each boss pays once a day. Beating the same one twice pays once.
  • Ten minutes is the limit for a single attempt. Nobody has needed nine.

The ladder

LevelTrialWhat it doesWhat it pays
50Straw Captainnothing but fight2 Meteors, 1 ExpBall
60Iron Bullburns the ground under you3 Meteors, 2 ExpBalls
70Twin Fangsground fire, and it brings friendsExpPotion, 3 Meteors
80Bloodhornground fire, and it quickens when woundedExpPotion, 3 ExpBalls
90Frost Wardenground fire, guards, and bolts at range5 Meteors, 5 ExpBalls
100Ember Abbotbolts, ground fire, and it quickens8 Meteors, ExpPotion
110Storm Generalall of it, fasterPrayingStone(S), 6 Meteors
120Void Tyrantacolytes MEND it — kill them first+2 PlusStone, 10 Meteors
130Long's Shadoweverything at once, and it does not tire1 DragonBall

Two things worth knowing before you go in

The boss is measured against you. Its health is not a fixed pile — it is a fixed number of your blows. A Trojan and a Taoist fight the same number of swings, and the fight lasts as long as your class takes to land them. Good gear still ends it sooner, up to a point; poor gear makes the ten minutes real without making the fight impossible.

Armour saves you from its sword, and nothing saves you from its fire. An ordinary swing is reduced by what you wear. The ground strike is a share of your own maximum life and lands in full — at every level, in any armour. Standing in it is a mistake you cannot buy your way out of, which is the whole point: these fights ask for attention, not for numbers.

Reading the fight

  • "the ground beneath you glows" — walk. Anywhere. Two steps is enough.
  • "acolytes begin to mend it" — stop hitting the boss. They are frail, and while one lives the boss heals faster than most players can cut.
  • "it is bleeding, and furious" — the last quarter comes faster. If you are low, drink first.
  • Guards do a fraction of the boss's damage, but three things hitting you at once is how most attempts end.

Where to start

Take the trial at your own level. The first three are meant to be won on the first try; from eighty upward you should expect to lose one before you learn it, and that is what losing being free is for.

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