Earth Trial (Ice Trial)
The second Trial of Toroah, featuring an all-archer battle that tests ranged combat tactics.
Table of contents
- Overview
- How to Access
- Battle Conditions
- Enemy Composition
- Treasure
- Map Layout
- Strategy Guide
- Tips & Tricks
- Recommended Party Composition
- Timing Recommendations
- Rewards
- FAQ Authors’ Perspectives
- Collector’s Progress
- Next Steps
Overview
The Earth Trial (called “Ice Trial” in some versions) is the second Trial of Toroah, available in Chapter 2. This Trial features 14 archer-class enemies exclusively, making it a unique test of ranged combat strategy.
Translation Note: The game displays “ICE PRISM” in the U/C (US/Canadian) version, but this is actually the Earth Prism. The naming matches the Earth Key used to access the trial.
How to Access
Step 1: Find the Banana
During Chapter 2, Section 3 (Loris Beach):
- Navigate to the cross-shaped poison swamp (center of map)
- Send a character to the center of the cross
- Search to find the Banana secret item
The character who retrieves the Banana will be poisoned by the swamp. Plan accordingly!
Step 2: Trade for Earth Key
After obtaining the Banana:
- Return to Yuzu Village (Chapter 2, Section 1 location)
- Enter the tavern/bar
- Talk to the Young Man who mentioned weird fruit
- Give him the Banana
- He gives you the Earth Key in thanks
MISSABLE: The Banana can only be found in Chapter 2, Section 3. If you leave this battle without collecting it, you cannot access the Earth Trial or unlock Vandalier!
Step 3: Start the Trial
- Have Ash equip the Earth Key as an item
- Visit any Dojo in any town
- Try to Leave the Dojo
- The Dojomaster will notice the key and offer to start the Trial
- Select “Transform” to begin
Battle Conditions
- Victory: Destruction of all enemies
- Defeat: Death of Ash Lambert
- Gold Reward: ~160-180G (10G per enemy)
- Experience: Only from curative/supportive spells (no combat EXP)
Enemy Composition
ALL ARCHERS: Every single enemy in this Trial is an archer-class unit! This makes flying units extremely vulnerable but also means you can use ranged units effectively.
Enemy List (14-16 Total)
| Enemy | Count | Typical Level | HP Range | Notes |
|---|---|---|---|---|
| Hunter | 2-3 | L11-28 | 75-180 | Ground archers, standard range |
| Hunter Imp | 2-3 | L11-28 | 75-182 | Flying archers, mobile |
| Shooter Imp | 3 | L11-28 | 75-180 | Flying archers, enhanced range |
| Corsair | 3 | L11-28 | 75-203 | Ground archers, better equipment |
| Grenadier | 2 | L11-28 | 80-200 | Explosive attacks, area damage |
| Crimson Archer | 2 | L11-28 | 85-217 | Elite archers, high damage |
Enemy levels scale with Ash’s level. The lower Ash’s level, the easier this Trial becomes.
Treasure
Chests
- Earth Prism (displayed as “Ice Prism”) - Location varies by map layout
CRITICAL: You MUST collect the Earth Prism from the chest before defeating all enemies! If you win the battle without getting the Prism, you cannot retry this Trial!
Map Layout
The Earth Trial features a gradual advancement map where enemy strength increases as you move forward.
Key Features:
- Linear progression from starting point toward chest
- Enemies arranged in waves - weakest first, strongest at the end
- Minimal cover - open battlefield favors ranged combat
- No elevation - flat terrain
Strategy Guide
General Strategy (Syonyx)
Defensive Tactics
This strategy emphasizes careful advancement and front-line protection.
Core Tactics:
- Keep Airmen back - All enemies are archers, so flying units are in extreme danger
- Advance slowly - Don’t rush; let enemies come to you when possible
- Front-line shield - Characters with high physical defense take point
- Healers within reach - Constant healing required
- Wave combat - Enemy strength increases as you advance forward
Class Priorities:
✓ Armors/Knights (Heavy): Best physical defense, tank arrows effectively
✓ Archers (Ground): Counter-attack at range without vulnerability
✓ Mages: Offensive spells bypass archer defense
✓ Priests: Constant healing and support required
✗ Airmen/Hawknights: AVOID! Flying units are extremely vulnerable to archer fire
Perfect Clear Strategy (Wolverine)
Sweep and Clear
Systematic elimination with coordinated advancement.
Phase 1 - Initial Contact:
- Split party into two groups (maintain overlap for support)
- Archers and spellcasters lead the ranged assault
- Keep fighters in front as arrow shields
- Advance gradually, maintaining formation
Phase 2 - Sweep to Chest:
- Move forward in coordinated waves
- Prioritize Crimson Archers and Grenadiers - highest damage enemies
- Use area spells (Dark Star, etc.) on clustered enemies
- Let your archers and mages do most of the work
Phase 3 - Finish:
- Get the Earth Prism from the chest before defeating last enemies
- Clean up remaining stragglers
- Use ranged attacks to finish wounded enemies safely
Key Tactics: Your archers and spellcasters will carry this battle. Physical fighters serve primarily as tanks to absorb arrows and protect your ranged damage dealers.
Tips & Tricks
Effective Tactics
✓ Armor matters - High DEF gear significantly reduces arrow damage
✓ Ranged supremacy - This is a pure archer duel; bring your best bows and spells
✓ Formation discipline - Tight formation keeps everyone in healing range
✓ Shields up front - Heavily armored units block arrows for softer targets
✓ Target priority - Kill Crimson Archers and Grenadiers first (highest threat)
✓ Spell efficiency - Use area spells when enemies cluster
Common Mistakes to Avoid
✗ Using Airmen - Flying units get shredded by concentrated archer fire
✗ Spreading out - Isolated units get focused down quickly
✗ Rushing forward - Advance slowly and methodically
✗ Ignoring Grenadiers - Their explosive attacks hit multiple characters
✗ Forgetting the Prism - Always grab the chest before killing the last enemy!
✗ Low HP healing - Heal preemptively; archer damage adds up fast
Recommended Party Composition
Ideal Classes for Earth Trial
| Role | Classes | Priority | Notes |
|---|---|---|---|
| Tanks | Armor, Knight, Hero | High | Absorb arrows, protect others |
| Archers | Archer, Bowman, Sniper | High | Counter-attack at safe range |
| Mages | Mage, Sorcerer | High | Offensive spells ignore defense |
| Healers | Priest, Bishop | Critical | Constant healing required |
| Monks | Monk, Ninja | Medium | Hybrid healing/offense |
| Airmen | Hawknight, Sky Lord | AVOID | Extremely vulnerable |
Sample 8-Character Party
- Ash (Hero) - Tank/Support
- Clint (Armor/Knight) - Front-line tank
- Diego (Armor/Knight) - Front-line tank
- Kira (Archer) - Ranged DPS
- Amon (Archer) - Ranged DPS
- Eleni (Mage) - Spell DPS
- Huxley (Priest) - Main healer
- Sara (Priest) - Support healer
Timing Recommendations
When to Attempt
Minimum Level:
- Ash Level 11+ (makes enemies Level 11+)
- Party at Level 10-12 range
Recommended Timing:
- Early: End of Chapter 2 (after recruiting Sara, Dolan, Amon)
- Mid: Chapter 3-4 with advanced classes
- Late: Chapters 5-6 with endgame gear (becomes very easy)
Equipment Recommendations:
- Weapons: Iron Bow minimum, Steel Bow preferred
- Armor: Scale Mail or better for tanks
- Helms: Iron Helm minimum for front-line
Difficulty by Chapter
| Chapter | Difficulty | Notes |
|---|---|---|
| Chapter 2 | Hard | Limited party, basic equipment |
| Chapter 3 | Medium | Advanced classes available |
| Chapter 4+ | Easy | Full party, superior gear, enemy abilities don’t scale |
According to Syonyx, waiting until higher levels makes earlier Trials “absurdly easy” because enemy special abilities don’t scale well with level increases.
Rewards
Battle End
- ~160-180G (10G × enemies)
- Earth Prism (from chest, required for Vandalier)
Progress
- ✓ 2 of 6 Trials complete
- ✓ Earth Key consumed (Trial cannot be replayed with Prism)
- ✓ Earth Prism added to inventory
FAQ Authors’ Perspectives
Wolverine Inc. (1997)
Difficulty: Moderate with proper tactics Recommendation: “Archers and spellcasters do most of the work” Approach: Split party sweep with ranged priority
Syonyx (2003-2006)
Difficulty: Manageable with defensive tactics Recommendation: “Keep airmen back, advance slowly with physical tanks in front” Approach: Defensive advancement with healer support
Shotgunnova (2000s)
Difficulty: Medium, scales with preparation Recommendation: Complete when comfortable Approach: All-archer composition requires tactical adaptation
Collector’s Progress
Earth Trial Checklist
- Defeat enemies at Loris Beach (Ch. 2, Sec. 3)
- Find Banana in cross-shaped poison swamp
- Return to Yuzu Village tavern
- Trade Banana to Young Man for Earth Key
- Equip Earth Key to Ash
- Visit Dojo and select “Transform”
- Complete battle and collect Earth Prism
- Verify Earth Prism in inventory
Related Items
For Chaos Trial (Trial #4):
- ✓ Macroman collected (Ch. 2, Sec. 2 - Ygdra Canyon)
- Still need: Tarot (Ch. 3), Ramen (Ch. 4)
Next Steps
- Return to Trials of Toroah Overview to plan your next Trial
- Continue the Walkthrough to progress the story
- See Mana Trial Strategy for the third Trial (Chapter 3)
- Review Reference Materials to prepare for future Trials
Remember: Collect 4 more Prisms to unlock Ash’s ultimate Vandalier class!
Progress: 2/6 Trials Complete ⚔️⚔️