Nova Trial
The first of six Trials of Toroah, featuring a challenging hill assault against multiple enemy types.
Table of contents
- Overview
- How to Access
- Battle Conditions
- Enemy Composition
- Treasure
- Map Layout
- Strategy Guide
- Tips & Tricks
- Rewards
- FAQ Authors’ Perspectives
- Next Steps
Overview
The Nova Trial is the first Trial you can access, available as early as Chapter 1, Section 5 (after defeating the Death Ant). This Trial features a hill assault where your party must climb a central mountain while fighting enemies on all sides.
IMPORTANT: Most FAQ authors recommend waiting until Chapter 2 or later before attempting this Trial. Your party will be better equipped, have more characters, and be at higher levels.
How to Access
Step 1: Defeat the Death Ant
Complete Chapter 1, Section 5 (Sand Dunes) by defeating the Death Ant boss.
Step 2: Get the Nova Key
After defeating the Death Ant:
- Visit Port City Minato (Minalto)
- Enter the tavern
- Talk to the woman inside
- She’ll be thrilled that the desert is safe again for tanning
- She gives you the Nova Key for free
The Nova Key is NOT MISSABLE. You can return to Minato at any time to collect it, even in later chapters.
Step 3: Start the Trial
- Have Ash equip the Nova 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: 140G (10G per enemy)
- Experience: Only from curative/supportive spells (no combat EXP)
Enemy Composition
The enemy count and levels scale based on Ash’s level when you start the Trial.
Enemy List (14 Total)
| Enemy | Count | Typical Level | HP Range | Notes |
|---|---|---|---|---|
| Hunter Imp | 4 | L9-28 | 63-182 | Flying archers, positioned around hill |
| Buccaneer | 4 | L9-28 | 70-203 | Melee fighters, medium strength |
| War Ghost | 2 | L9-28 | 75-217 | Flying units, magic users |
| Sparkie | 2 | L9-28 | 75-217 | Flying attackers |
| Dark Golem | 2 | L9-28 | 80-232 | Heavy defense, slow movement |
Ash Level Strategy: If Ash is Level 9, enemies will be around Level 9 (easy). If Ash is Level 28, enemies will be Level 28 (hard). Keep Ash underleveled for easier Trials!
Treasure
Chests
- Nova Prism - Located on the ally side of the hill (must collect!)
CRITICAL: You MUST collect the Nova Prism from the chest before defeating all enemies! If you win the battle without getting the Prism, you cannot retry this Trial, and you’ll be permanently locked out of the Vandalier class!
Map Layout
[TOP OF HILL]
/ \
[West Path] [East Path]
/ \
[Ally Start] [Chest]
Key Features:
- Central hill with steep slopes on all sides
- Two main paths up the hill (east and west sides)
- Nova Prism chest on the ally starting side
- Walls along the paths provide cover from archers
- Flying enemies have free movement
Strategy Guide
Option 1: General Strategy (Syonyx)
Flexible Approach
This strategy emphasizes player choice and adapts to your party composition.
Core Tactics:
- Split your party into two groups (one for each side of the hill)
- Climb simultaneously up the east and west paths
- Get the Nova Prism chest as you climb on the ally side
- Reach the top first to gain the high ground advantage
- Use archers to counter enemy flyers (can target them by turn 3)
- Stay close to walls to avoid enemy archer fire
- Pummel from above once you control the hilltop
Class Recommendations:
- Archers/Airmen: Essential for countering flying enemies
- Mages: Spells like Dark Star are effective against groups
- Healers: Keep them in the middle, protected by fighters
- Fighters: Lead the charge, tank damage
Option 2: Perfect Clear Strategy (Wolverine)
Hardcore Difficulty
Wolverine attempted this at Chapter 1 and described it as “6 solid hours of hell.” Only for masochists!
If You Insist on Attempting at Chapter 1:
Phase 1 - Third Shelf Positioning (Turns 6-7):
- Move your party to the middle of the 3rd shelf (elevation level)
- Wait for enemies to come to you
Phase 2 - Flying Enemy Elimination:
- Priority: Sparkies and War Ghosts
- Use Dark Star (Eleni) + physical attacks on first Sparkie
- Use arrows + physical attacks on second Sparkie
- Next round: Arrows on War Ghosts, fighters clean up
- Save mana for later phases!
Phase 3 - Race to Top:
- After eliminating flyers, race to the hilltop
- Hug the walls to minimize archer exposure
- GRAB THE NOVA PRISM chest on the way up!
Phase 4 - Hilltop Defense:
- Line up everyone at the top
- Use Eleni’s Dark Star on Hunter Imps and clustered enemies
- Reserve one Dark Star for EACH Dark Golem (critical!)
- Have fighters engage Hunter Imps in melee
- Use arrows on wounded golems
- “Teeter back and forth” on the hilltop to control enemy approaches
- Split up the Buccaneers with focused fire
Save Magic: Reserve Dark Star casts specifically for the Dark Golems. They have high defense and are very difficult to kill with physical attacks at Chapter 1 power levels.
Option 3: Delayed Strategy (Recommended)
Smart Approach
Wait until Chapter 2+ when you have more characters and better equipment.
Why Wait?
- Full party of 8+ characters instead of 6-7
- Access to Iron/Steel equipment
- Advanced job classes (Swordsman, Bowman, etc.)
- Higher levels = faster kills
- More spells and MP available
When to Do It:
- Minimum: Start of Chapter 2 (after recruiting Dolan)
- Recommended: Mid-Chapter 2 or later
- Optimal: Chapters 4-6 with full party and endgame gear
At Higher Levels:
- Enemies scale with Ash but become relatively easier
- Their special abilities don’t scale well
- Battle becomes “absurdly easy” (Syonyx)
- Still challenging enough to be fun
Tips & Tricks
General Combat Tips
✓ Flying units counter flying units - Use your Airmen against enemy Sparkies and War Ghosts
✓ Wall hugging - Stay next to hill walls to break line of sight from enemy archers
✓ High ground advantage - Archers and mages get better range from elevation
✓ Golem priority - Dark Golems are tough but slow; isolate and magic them
✓ Spell EXP - If you want to grind experience, cast Mystic Shield on your own characters
Common Mistakes to Avoid
✗ Forgetting the Prism - Battle ends immediately when last enemy dies; get chest first!
✗ Splitting up too much - Groups of 2-3 are ideal; lone characters get swarmed
✗ Wasting MP early - Save powerful spells for the toughest enemies (Golems)
✗ Ignoring flyers - Flying enemies can bypass your formation; prioritize them
✗ Fighting uphill - Let enemies come to you when possible; uphill attacks are harder
Rewards
Battle End
- 140G (10G × 14 enemies)
- Nova Prism (from chest, required for Vandalier)
Progress
- ✓ 1 of 6 Trials complete
- ✓ Nova Key consumed (Trial cannot be replayed)
- ✓ Nova Prism added to inventory
After completing the Nova Trial, you can still replay it by NOT collecting the Prism. This is useful for spell EXP grinding, but you won’t get another Prism if you already have it.
FAQ Authors’ Perspectives
Wolverine Inc. (1997)
Difficulty: “Absolutely insane… 6 solid hours of hell!” Recommendation: “Wait until Chapter 2!” Approach: Turn-by-turn perfect execution with minimal party
Syonyx (2003-2006)
Difficulty: Moderate if done at appropriate level Recommendation: “Split party, reach hilltop first” Approach: Flexible tactics emphasizing player choice
Shotgunnova (2000s)
Difficulty: Depends on timing Recommendation: Complete when comfortable Approach: Multiple strategy options based on when attempted
Next Steps
- Return to Trials of Toroah Overview to plan your next Trial
- Continue the Walkthrough to progress the story
- See Earth Trial Strategy for the second Trial (Chapter 2)
- Review Ash’s Character Page for class advancement info
Remember: Collect 5 more Prisms to unlock Ash’s ultimate Vandalier class!
Progress: 1/6 Trials Complete ⚔️