Earth Trial (Ice Trial)

The second Trial of Toroah, featuring an all-archer battle that tests ranged combat tactics.

Table of contents

  1. Overview
  2. How to Access
    1. Step 1: Find the Banana
    2. Step 2: Trade for Earth Key
    3. Step 3: Start the Trial
  3. Battle Conditions
  4. Enemy Composition
    1. Enemy List (14-16 Total)
  5. Treasure
    1. Chests
  6. Map Layout
  7. Strategy Guide
    1. General Strategy (Syonyx)
    2. Perfect Clear Strategy (Wolverine)
  8. Tips & Tricks
    1. Effective Tactics
    2. Common Mistakes to Avoid
  9. Recommended Party Composition
    1. Ideal Classes for Earth Trial
    2. Sample 8-Character Party
  10. Timing Recommendations
    1. When to Attempt
    2. Difficulty by Chapter
  11. Rewards
    1. Battle End
    2. Progress
  12. FAQ Authors’ Perspectives
    1. Wolverine Inc. (1997)
    2. Syonyx (2003-2006)
    3. Shotgunnova (2000s)
  13. Collector’s Progress
    1. Earth Trial Checklist
    2. Related Items
  14. 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):

  1. Navigate to the cross-shaped poison swamp (center of map)
  2. Send a character to the center of the cross
  3. 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:

  1. Return to Yuzu Village (Chapter 2, Section 1 location)
  2. Enter the tavern/bar
  3. Talk to the Young Man who mentioned weird fruit
  4. Give him the Banana
  5. 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

  1. Have Ash equip the Earth Key as an item
  2. Visit any Dojo in any town
  3. Try to Leave the Dojo
  4. The Dojomaster will notice the key and offer to start the Trial
  5. 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:

  1. Keep Airmen back - All enemies are archers, so flying units are in extreme danger
  2. Advance slowly - Don’t rush; let enemies come to you when possible
  3. Front-line shield - Characters with high physical defense take point
  4. Healers within reach - Constant healing required
  5. 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:

  1. Split party into two groups (maintain overlap for support)
  2. Archers and spellcasters lead the ranged assault
  3. Keep fighters in front as arrow shields
  4. Advance gradually, maintaining formation

Phase 2 - Sweep to Chest:

  1. Move forward in coordinated waves
  2. Prioritize Crimson Archers and Grenadiers - highest damage enemies
  3. Use area spells (Dark Star, etc.) on clustered enemies
  4. Let your archers and mages do most of the work

Phase 3 - Finish:

  1. Get the Earth Prism from the chest before defeating last enemies
  2. Clean up remaining stragglers
  3. 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


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

  1. Ash (Hero) - Tank/Support
  2. Clint (Armor/Knight) - Front-line tank
  3. Diego (Armor/Knight) - Front-line tank
  4. Kira (Archer) - Ranged DPS
  5. Amon (Archer) - Ranged DPS
  6. Eleni (Mage) - Spell DPS
  7. Huxley (Priest) - Main healer
  8. 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

For Chaos Trial (Trial #4):

  • ✓ Macroman collected (Ch. 2, Sec. 2 - Ygdra Canyon)
  • Still need: Tarot (Ch. 3), Ramen (Ch. 4)

Next Steps


Remember: Collect 4 more Prisms to unlock Ash’s ultimate Vandalier class!

Progress: 2/6 Trials Complete ⚔️⚔️


Copyright © Konami Co., Ltd. | Guide compiled from FAQs by Jeff Chan, Lancel0t, Shotgunnova, Syonyx, Richard Uyeyama, and Wolverine Inc.