Trials of Toroah
The six optional Trials. Each grants one Prism; collecting all six lets Ash advance to the ultimate Vandalier class. Keys are found across the acts (flagged in each act) — once you have a key the Trial is open at any Dojo, do it whenever. Heaven is last: it requires the other five Prisms first.
Table of contents
- Nova Trial
- Earth Trial
- Mana Trial
- Chaos Trial
- Logos Trial
- Heaven Trial
Nova Trial
Key obtained in Act 1. Full strategy: Nova Trial guide.
Unlocked once you have the Nova Key — enter at any Dojo, do it whenever.
Goal: Defeat all enemies and grab the Nova Prism from the chest · Lose: Ash dies · Lv: 9–12
🔑 VANDALIER (1/6): Take the Nova Prism from the chest @ (7,8) before you kill the last enemy. If the battle ends without it, the Trial can’t be retried and you lose the Prism forever.
Treasure: Nova Prism @ (7,8) — the whole point of the Trial
Strategy: Hill assault (enemies scale to Ash’s level ±2, so a lower Ash is easier). First clear the airmen with Diego/Kira before they reach your mages. Then Clint/Grog tank up the hill while Eleni Dark Stars clusters and Huxley heals. Secure the center chest, grab the Prism, then finish the rest.
Enemies (scale with Ash):
- Buccaneer (knight) ×4 · Hunterimp (archer) ×4 · Dark Golem (armor) ×2 · War Ghost (airman) ×2 · Sparkie (airman) ×2
Location: Special battle arena (access via any Dojo with Nova Key) Recommended Level: 9-12 Available Party: Ash, Clint, Diego, Eleni, Huxley, Kira, Grog
Enemy Scaling: All enemy levels = Ash’s level ± 2. Lower Ash level = easier Trial!
Objectives
- Victory: Defeat all enemies + collect Nova Prism from chest
- Defeat: Death of Ash
MUST COLLECT PRISM! Defeating enemies without getting chest = cannot retry Trial!
Enemy Composition
| Enemy Type | Count | Scales with Ash |
|---|---|---|
| Buccaneer (Knight) | 4 | Yes |
| Hunterimp (Archer) | 4 | Yes |
| Dark Golem (Armor) | 2 | Yes |
| War Ghost (Airman) | 2 | Yes |
| Sparkie (Airman) | 2 | Yes |
Total Enemies: 14
Example Stats (Ash Lv.10):
- Enemies: Lv.8-12
- HP: 40-80 depending on type
- Moderate challenge
Battle Strategy
Key Challenge: Hill assault - enemies have high ground advantage
Phase 1: Eliminate Airmen
- Diego/Kira: Shoot War Ghosts and Sparkies (priority)
- Airmen can bypass hill defenses
- Kill before they reach your mages
Phase 2: Advance Up Hill
- Clint/Grog: Tank front, climb hill
- Eleni: Dark Star on enemy clusters
- Huxley: Heal climbers
- Archers: Support from range
Phase 3: Secure Summit
- Clear enemies near chest (center-ish location)
- DON’T FORGET CHEST - coordinates (7,8)
- Collect NOVA PRISM
- Clean up remaining enemies
Difficulty: Moderate (depends on Ash’s level)
Treasure & Items
Treasure Chests:
| Coordinates | Item | CRITICAL |
|---|---|---|
| (7,8) | NOVA PRISM | MUST COLLECT! |
Nova Prism is mandatory! This is 1 of 6 Prisms needed for Vandalier class. Missing it = no Vandalier!
Total Gold: 140G (very low - Trials give minimal gold)
Post-Trial
Reward: Nova Prism (1/6 for Vandalier) Next Trial: Earth Trial (requires Banana from Act 2)
Earth Trial
Key obtained in Act 2. Full strategy: Earth Trial guide.
Unlocked once you have the Key of Earth — enter at any Dojo, do it whenever.
Goal: Defeat all enemies and grab the Earth Prism from the chest · Lose: Ash dies · Lv: 11–13
🔑 VANDALIER (2/6): Take the Earth Prism from the chest @ (12,7) before you kill the last enemy. If the battle ends without it, the Trial can’t be retried and you lose the Prism forever.
Treasure: Earth Prism @ (12,7) — the whole point of the Trial (mislabeled “Ice Prism” in the US/Canada version)
Strategy: All 16 enemies are archers. Bring ground Snipers, not flying Hawknights/Sky Lords — airmen take bonus damage from archers and die in 2–3 hits. Focus-fire with Diego/Kira/Amon (3 archers ≈ 1 kill/round), Eleni Dark Stars clusters, and both healers keep archers above 50%. Grab high ground for the range bonus.
Enemies (scale with Ash):
- Hunter (archer) ×3 · Hunterimp ×3 · Corsair ×3 · Shooterimp ×3 · Grenadier ×2 · C.Archer ×2
Location: Special battle arena (access via any Dojo with Earth Key) Recommended Level: 11-13 Available Party: All 10 characters
ALL ENEMIES ARE ARCHERS! This Trial features 16 archer-class enemies. Flying units (Hawknights/Sky Lords) are extremely vulnerable (take bonus damage)!
Objectives
- Victory: Defeat all enemies + collect Earth Prism from chest
- Defeat: Death of Ash
MUST COLLECT PRISM! Defeating enemies without getting chest = cannot retry Trial!
Enemy Composition
| Enemy Type | Count | Notes |
|---|---|---|
| Hunter (Archer) | 3 | Scales with Ash level |
| Hunterimp (Archer) | 3 | Scales with Ash level |
| Corsair (Archer) | 3 | Scales with Ash level |
| Shooterimp (Archer) | 3 | Scales with Ash level |
| Grenadier (Archer) | 2 | Scales with Ash level |
| C.Archer (Archer) | 2 | Scales with Ash level |
Total Enemies: 16 Archers
Battle Strategy
Archer vs Archer battle! This is unique - only ranged enemies.
Critical: DO NOT bring Hawknights/Sky Lords!
- Flying units take bonus damage from archers
- Will die in 2-3 hits
- Bring ground Snipers only
Recommended Party:
- Archers: Diego, Kira, Amon (all ground-based)
- Mages: Eleni (Dark Star from range)
- Healers: Huxley, Sara (keep archers healthy)
- Knights: Ash, Clint, Grog, Dolan (tanks, but less useful)
- AVOID: Any flying units
Strategy:
- Archer duel - Your archers vs their archers
- Focus fire - All 3 archers shoot same target (quick kills)
- Eleni supports - Dark Star on clustered enemies
- Healers sustain - Both healers keep archers alive
- Knights advance - Slow but steady front-line pressure
Key Tactics:
- Elevation advantage - Seek high ground (range bonus)
- Kiting - Shoot and retreat (stay at max range)
- Focus fire - 3 archers = 1 enemy dead per round
- Heal preemptively - Don’t let archers drop below 50% HP
Difficulty: Moderate (if ground archers), Very Hard (if flying units)
Treasure & Items
Treasure Chests:
| Coordinates | Item | CRITICAL |
|---|---|---|
| (12,7) | Earth Prism | MUST COLLECT! |
Translation Note: Called “Ice Prism” in US/Canada version but actually Earth Prism (matches key name). Japanese version correct.
Total Gold: 160G
Post-Trial
Reward: Earth Prism (2/6 for Vandalier) Prisms Collected: 2 of 6 (Nova + Earth) Next Trial: Mana Trial (requires Mana Key from Act 3)
Mana Trial
Key obtained in Act 3. Full strategy: Mana Trial guide.
Goal: Defeat all enemies and grab the Mana Prism from the chest @ (22,1) · Lose: Ash dies · Lv: 16-18
🔑 VANDALIER (3/6): Take the Mana Prism from the chest @ (22,1) NE corner before you kill the last enemy. If the battle ends without it, the Trial can’t be retried and you lose the Prism forever.
Treasure: MANA PRISM @ (22,1) NE corner — the prize; the other 19 chests are Mimics
Strategy: Keep at least 1 enemy alive (the Brigand boss) as insurance until the prism is secured. Rush a fast/flying unit straight to (22,1) for the Mana Prism, fighting Mimics as chests open (gang up 2-3 per Mimic, one chest at a time). Verify the prism is in inventory, then clean up.
Enemies:
- Brigand (boss) ×1 — Lv scales with Ash, ~133 HP — keep alive as insurance
- Mimic ×19 — Lv scales with Ash, ~123 HP — hidden in the chests
Unlock Requirement: MANA KEY (from Act 3, Battle 3.6) Recommended Level: 16-18 Map Size: 24×21 grid
This Trial becomes accessible after Act 3. Detailed strategy available in Trial of Mana guide. This section provides complete battle information.
How to Access
- Ensure MANA KEY is in inventory (from Prison Fortress II in Act 3)
- Give MANA KEY to Ash (equip as item)
- Enter any Dojo
- Select “Leave” option
- Dojomaster asks about transformation
- Select “Yes” to enter Trial
Enemy Composition
| Enemy Type | Count | Level | HP | AT | DF | AGL | Notes |
|---|---|---|---|---|---|---|---|
| Brigand (Boss) | 1 | Scales with Ash | ~133 | Varies | Varies | Varies | Keep alive! |
| Mimic (Mo) | 19 | Scales with Ash | ~123 | Varies | Varies | Varies | Hidden in chests! |
Total Enemies: 20 (1 boss + 19 Mimics)
Enemy Scaling: All enemies scale with Ash’s level. If Ash is Level 18, all enemies are Level 18.
Total Gold: 200 G (minimal)
Treasure & Items
Chests (20 total - 19 are MIMICS!):
| Location | Coordinates | Contents | Safe? |
|---|---|---|---|
| (7,4) | Multiple locations | MIMIC | ❌ |
| (7,16) | MIMIC | ❌ | |
| (10,1) | MIMIC | ❌ | |
| (10,7) | MIMIC | ❌ | |
| (10,13) | MIMIC | ❌ | |
| (10,19) | MIMIC | ❌ | |
| (13,4) | MIMIC | ❌ | |
| (13,10) | MIMIC | ❌ | |
| (13,16) | MIMIC | ❌ | |
| (16,1) | MIMIC | ❌ | |
| (16,7) | MIMIC | ❌ | |
| (16,13) | MIMIC | ❌ | |
| (16,19) | MIMIC | ❌ | |
| (19,4) | MIMIC | ❌ | |
| (19,10) | MIMIC | ❌ | |
| (19,16) | MIMIC | ❌ | |
| (22,7) | MIMIC | ❌ | |
| (22,13) | MIMIC | ❌ | |
| (22,19) | MIMIC | ❌ | |
| NE Corner | (22,1) | MANA PRISM | ✓ THE PRIZE! |
CRITICAL WARNING: If you defeat ALL enemies before collecting the MANA PRISM, the battle ends and you lose access to the prism forever! You CANNOT retry this Trial!
Battle Strategy
Difficulty Assessment: High - “Most Mimic-heavy Trial”
This is the most dangerous Trial for getting trapped. 19 of 20 chests contain aggressive Mimic monsters. The challenge is navigating the maze, fighting Mimics, and collecting the prism before running out of enemies.
Core Strategy: Insurance Enemy Method
Critical Rule: Keep at least 1 enemy alive until you have the MANA PRISM!
Recommended Insurance Enemy:
- Brigand (boss) - Keep him alive as “insurance”
- Don’t kill him until prism is secured
- If you accidentally open too many Mimic chests early, keep 1 Mimic alive
Turn-by-Turn Execution
Turn 1 - Split Party Formation:
Why Split:
- Map has chests distributed across entire field
- Need to open chests to progress (Mimics block paths)
- Faster collection if party spreads out
- Each group can handle Mimics as encountered
Group Assignments:
Group 1 - SE Mission (Priority!):
- Diego (if Hawknight/Sky Lord) or fastest ranged unit
- Purpose: Rush directly to (22,1) for MANA PRISM
- Support: 1 healer if possible
Group 2 - West Side:
- 3-4 characters
- Clear west column of chests
- Fight Mimics as encountered
Group 3 - Center:
- 3-4 characters
- Clear center columns
- Engage Brigand but DON’T KILL
Group 4 - East Side:
- Remaining characters
- Support SE mission group
- Clear eastern chests
Turn 2-4 - Chest Opening & Mimic Combat:
Mimic Engagement Tactics:
- One chest at a time - Don’t open multiple simultaneously
- Gang up - 2-3 characters per Mimic
- Ranged attacks - Archers fire from safety
- AOE magic - Phase Shift if multiple Mimics grouped
Mimic Stats (at Level 18):
- 123 HP
- High agility (~76)
- Physical attacks
- Can kill weakened characters
Combat Tips:
- Mimics appear immediately when chest opened
- They’re aggressive and attack nearest character
- Heal after each Mimic fight
- Don’t let characters get surrounded
Turn 3-5 - SE Corner Rush:
Diego’s Mission (or equivalent fast unit):
- Make direct path to SE corner
- Open chests in the way (fight resulting Mimics)
- Allies support by killing Mimics behind him
- Reach (22,1) as fast as possible
- Open chest → MANA PRISM
- VERIFY IT’S IN INVENTORY!
Why Hawknight/Sky Lord Ideal:
- Flying movement ignores terrain
- Can fly directly over obstacles
- Fastest route to SE corner
- Can escape if surrounded
Turn 5-8 - Cleanup:
After Securing Prism:
- Verify MANA PRISM in inventory (critical!)
- Continue opening remaining chests if desired (EXP/gold)
- Kill Brigand when ready
- Finish any remaining Mimics
- Battle ends when all enemies dead
Alternative Strategy: Conservative Clear
For players who want safer approach:
Phase 1 - Establish Base:
- Stay grouped at start
- Open nearest chests one at a time
- Kill each Mimic before opening next
- Create “cleared zone”
Phase 2 - Systematic Progression:
- Advance as group toward SE
- Clear one column at a time
- Keep Brigand away (don’t engage)
- Slow but safe
Phase 3 - Final Sprint:
- When close to SE, send fast unit
- Rush to (22,1)
- Get prism
- Return to group safety
Common Mistakes
❌ Killing All Enemies Too Fast:
- Opening all chests without planning
- Forgetting to get prism before last kill
- Battle ends = prism lost forever
❌ Getting Overwhelmed:
- Opening multiple chests at once
- 4-5 Mimics surrounding party
- Can’t reach SE corner
❌ Ignoring the Brigand:
- Killing him early removes insurance
- If you misjudge Mimic count, could lose prism access
✓ Correct Approach:
- Keep Brigand alive as insurance
- Rush SE corner early with fast unit
- Get prism first, clear Mimics second
- Verify prism in inventory before finishing
Post-Trial
Reward:
- MANA PRISM (3/6 Prisms for Vandalier)
- 200 G
- Minimal EXP (Mimics scale with Ash)
Progress:
- ✅ Nova Prism (Trial #1)
- ✅ Earth Prism (Trial #2)
- ✅ Mana Prism (Trial #3) ← Just obtained!
- ⬜ Chaos Prism (Trial #4 - can get this Act after collecting RAMEN)
- ⬜ Logos Prism (Trial #5 - Act 5)
- ⬜ Heaven Prism (Trial #6 - Act 6)
3 of 6 Prisms obtained!
For more detailed strategy, see Trial of Mana guide.
Chaos Trial
Key obtained in Act 4. Full strategy: Chaos Trial guide.
Unlocked once you trade the 3 Collector’s Treasures for the Chaos Key — enter at any Dojo, do it whenever.
Goal: Defeat all enemies and grab the Chaos Prism from the chest @ (13,14) · Lose: Ash dies · Lv: 20-21
🔑 VANDALIER (4/6): Take the Chaos Prism from the chest @ (13,14) NE high tier before you kill the last enemy. If the battle ends without it, the Trial can’t be retried and you lose the Prism forever.
Treasure: CHAOS PRISM @ (13,14) NE high tier — build the box bridge to reach it
Strategy: Every enemy is Armor class, so Phase Shift spam dominates (100+ dmg each). Kill most Golems but leave 3 on the top tier alive as a timer while you solve the puzzle. Stack all 3 boxes into a bridge: push Box 1 around the perimeter to the chest area (never into a corner), then push Box 2 and Box 3 through the aqueducts onto it. Cross to the chest, grab the Chaos Prism, then kill the last 3 Golems.
Enemies:
- Clay Golem ×3 — Lv scales with Ash — weakest golems
- Dark Golem ×7 — Lv scales with Ash — medium golems
- Gold Golem ×8 — Lv scales with Ash, ~176 HP — strongest golems
Unlock Requirement: CHAOS KEY (trade 3 Collector’s Treasures at Kerachi Tavern) Recommended Level: 20-21 Map Size: 20×16 grid
This Trial becomes accessible after trading all 3 treasures. Detailed strategy available in Trial of Chaos guide. This section provides complete battle information.
How to Access
- Collect all 3 Collector’s Treasures:
- MACROMAN (Act 2, Battle 2.1)
- TAROT (Act 3, Battle 3.3)
- RAMEN (Act 4, Battle 4.4)
- Trade at Kerachi Tavern → receive CHAOS KEY
- Give CHAOS KEY to Ash (equip as item)
- Enter any Dojo
- Select “Leave” option
- Dojomaster asks about transformation
- Select “Yes” to enter Trial
Enemy Composition
| Enemy Type | Count | Level | HP | AT | DF | AGL | Notes |
|---|---|---|---|---|---|---|---|
| Clay Golem (Ar) | 3 | Scales with Ash | Varies | Varies | Varies | Varies | Weakest golems |
| Dark Golem (Ar) | 7 | Scales with Ash | Varies | Varies | Varies | Varies | Medium golems |
| Gold Golem (Ar) | 8 | Scales with Ash | ~176 | Varies | Varies | Varies | Strongest golems |
Total Enemies: 18 Golems (all Armor class!)
All Armor Types: Every enemy is Armor class. Mages are EXTREMELY effective! Phase Shift dominates.
Total Gold: 180 G (minimal)
Special Mechanic: Box Puzzle
Map Layout:
- Multi-tiered arena
- 3 boxes (crates/boulders) positioned on different tiers
- Aqueducts connecting tiers
- Chest on highest tier (requires bridge)
- Must stack all 3 boxes to create bridge to chest
CRITICAL PUZZLE: Need ALL 3 boxes to form bridge to chest! If you trap a box in a corner, you fail the puzzle and cannot get the Chaos Prism!
Treasure & Items
Chests (1):
| Location | Coordinates | Item | Notes |
|---|---|---|---|
| NE high tier | (13,14) | CHAOS PRISM | Must build bridge to reach! |
YOU MUST GET THE CHAOS PRISM! If you defeat all enemies without collecting it, you lose access to the prism forever. Cannot retry Trial!
Battle Strategy
Difficulty Assessment: Medium - “Golems are easy” but puzzle is tricky
The combat is straightforward (all Armor weak to magic), but the box puzzle requires planning. Many players fail by trapping boxes incorrectly.
Phase 1: Golem Cleanup (Turns 1-5)
Why Kill Most Golems First:
- Need time to solve box puzzle
- Golems interfere with box pushing
- Can’t focus on puzzle while fighting
- Leave 3 golems at top alone - they buy time
Combat Strategy:
Zohar/Eleni (Enchanters):
- Phase Shift spam - “Do a bunch of Phase Shifts”
- 100+ damage to each Golem
- One-shot or near one-shot most
- R3-7, F1 = can hit multiple at once
- Most effective spell in this Trial
Physical Attackers:
- “Couple of attacks” finish wounded Golems
- Clean up stragglers
- Support magic users
Target Priority:
- Lower tier Golems first (near start)
- Work up toward higher tiers
- Leave 3 Gold Golems on top tier alive
- They’re far from boxes
- Need them as “timers” while solving puzzle
- Insurance so battle doesn’t end
Keep 3 Golems Alive: Critical! Need time to push boxes without battle ending. “Leave 3 golems at top alone”
Phase 2: Understanding the Box Puzzle
Goal:
- Stack all 3 boxes to create bridge
- Bridge allows access to highest tier
- Chest with Chaos Prism on highest tier
Box Locations:
| Box | Starting Tier | Notes |
|---|---|---|
| Box 1 | Lowest tier (1st) | Must move first |
| Box 2 | Middle tier (2nd) | Moves second |
| Box 3 | Upper tier (3rd) | Moves last |
Aqueducts:
- Channels connecting tiers
- Boxes can be pushed through aqueducts
- Boxes stack on top of each other
- Creates “stairs” or “bridge”
THE TRICK: Don’t get 1st tier box trapped in a corner! “The trick is NOT to get the 1st tier box trapped in a corner”
Phase 3: Box Puzzle Solution (Turns 5-10)
Step 1 - Position Box 1 (Lowest Tier):
Initial Setup:
- Push lowest tier box to wall
- Allows characters to climb to 2nd tier
- This is temporary position
Moving Box 1 Around:
- Push 1st tier box ALL the way around perimeter
- Don’t push across middle (traps it!)
- Push around edges by chest area (final destination)
- “Spend next couple rounds pushing 1st tier box all the way around by chest”
- This takes several turns
Critical Warning:
“The trick is NOT to get the 1st tier box trapped in a corner”
- If pushed into corner = can’t get out
- If can’t reach aqueduct = can’t use for bridge
- Puzzle fails = no Chaos Prism
Step 2 - Move Characters to 3rd Tier:
While Pushing Box 1:
- Move 1-2 characters to 3rd tier (highest)
- Recommended: Ash + Healer
- “Author used Ash”
- Healer for safety
- DON’T ATTACK the golems yet
- Need them alive for time
- Insurance enemies
Why Characters on 3rd Tier:
- Can handle 3 remaining Golems if needed
- Protected position
- Ready to get chest when bridge complete
Step 3 - Push Box 2 (Middle Tier):
After Box 1 in Position:
- Box 1 is now near chest area (on 1st tier)
- Push 2nd tier box through aqueduct
- Box 2 lands on top of Box 1
- First part of bridge complete!
Step 4 - Push Box 3 (Upper Tier):
Final Box:
- Push 3rd tier box to where 2nd one started
- Push through aqueduct
- Box 3 lands on top of other two
- VOILA, instant bridge! (three boxes stacked)
- “Beauty, eh?”
Bridge Complete:
- All 3 boxes stacked
- Creates stairs/bridge to highest tier
- Can now reach chest
Phase 4: Get Prism & Finish (Turn 10+)
Collect Chaos Prism:
- Character walks across box bridge
- Reach highest tier where chest is
- Open chest → CHAOS PRISM
- VERIFY IN INVENTORY!
Cleanup:
- Kill 3 remaining Golems on top tier
- Easy with character already there + Phase Shift
- Victory
Common Mistakes
❌ Trapping Box 1 in Corner:
- Pushing box into corner
- Can’t get it out
- Can’t complete bridge
- Puzzle fails = no prism
❌ Killing All Golems Too Fast:
- Battle ends before puzzle solved
- No time to push boxes
- Lose prism access
❌ Not Leaving Insurance Golems:
- Kill all enemies
- Battle ends immediately
- Can’t get to chest
❌ Pushing Boxes Wrong Order:
- Trying to move Box 3 before Box 1
- Doesn’t work
- Must go in sequence
✓ Correct Approach:
- Kill most Golems (Phase Shift spam)
- Leave 3 on top tier
- Push Box 1 around perimeter to chest area
- Stack Box 2 on Box 1 (through aqueduct)
- Stack Box 3 on others (through aqueduct)
- Cross bridge, get Chaos Prism
- Verify in inventory
- Kill last 3 Golems
Post-Trial
Reward:
- CHAOS PRISM (4/6 Prisms for Vandalier)
- 180 G
- Minimal EXP
Progress:
- ✅ Nova Prism (Trial #1)
- ✅ Earth Prism (Trial #2)
- ✅ Mana Prism (Trial #3)
- ✅ Chaos Prism (Trial #4) ← Just obtained!
- ⬜ Logos Prism (Trial #5 - Act 5)
- ⬜ Heaven Prism (Trial #6 - Act 6)
4 of 6 Prisms obtained! Two-thirds complete!
For more detailed strategy, see Trial of Chaos guide.
Logos Trial
Key obtained in Act 5. Full strategy: Logos Trial guide.
Unlocked once you have the Logos Key — enter at any Dojo, do it whenever.
Goal: Defeat all enemies and grab the Logos Prism from the chest · Lose: Ash dies · Lv: 25–27
🔑 VANDALIER (5/6): Take the Logos Prism from the chest @ (17,2) before you kill the last enemy. Win without it and the Trial can’t be retried — you lose the Prism forever.
Treasure: LOGOS PRISM @ (17,2) SE area — the whole point of the Trial
Strategy: Enemies scale to Ash’s level. It’s a spiral-tower grind (~25 rounds) — easy but tedious. Stay single-file against the tower wall, rely on physical attacks and archers, and conserve MP. Arrow the 2 Dark Mages immediately (Dark Hurricane R6F1 / Evil Stream R9). Leave one enemy alive, grab the Prism, then finish.
Enemies (scale with Ash):
- Guardian (Ar) ×13 · Basilisk (Bo) ×5 · Salamander (Ai) ×7 · Dark Mage (Ma) ×2 — Dark Hurricane R6F1 / Evil Stream R9, kill first
Unlock Requirement: LOGOS KEY (from Battle 5.3 - Smoking Bones Cave) Recommended Level: 25-27 Map Size: 20×20 grid
This Trial becomes accessible after Smoking Bones Cave. Detailed strategy available in Trial of Logos guide. This section provides complete battle information.
How to Access
- Ensure LOGOS KEY is in inventory (from Salamander’s cave, lava pool)
- Give LOGOS KEY to Ash (equip as item)
- Enter any Dojo
- Select “Leave” option
- Dojomaster asks about transformation
- Select “Yes” to enter Trial
Enemy Composition
| Enemy Type | Count | Level | HP | AT | DF | AGL | Spells |
|---|---|---|---|---|---|---|---|
| Guardian (Ar) | 13 | Scales with Ash | ~216 | Varies | Varies | Varies | None |
| Basilisk (Bo) | 5 | Scales with Ash | ~170 | Varies | Varies | Varies | None |
| Salamander (Ai) | 7 | Scales with Ash | ~202 | Varies | Varies | Varies | None |
| Dark Mage (Ma) | 2 | Scales with Ash | ~148 | Varies | Varies | Varies | DARK HURRICANE R6F1, EVIL STREAM R9 |
Total Enemies: 27 (large battle!)
Enemy Scaling: All enemies scale with Ash’s level. At Level 26, enemies are Level 26.
Dark Mages: 2 Dark Mages have powerful spells! DARK HURRICANE (range 6, field 1) and EVIL STREAM (range 9)!
Total Gold: 270 G (minimal)
Special Note: Translation Error
Item Name: Called “LOGO PRISM” in U/C version, but should be LOGOS PRISM to match “LOGOS KEY” naming. Japanese version uses consistent “Logos” naming.
Treasure & Items
Chests (1):
| Location | Coordinates | Item | Notes |
|---|---|---|---|
| SE area | (17,2) | LOGOS PRISM | Must collect before battle ends! |
CRITICAL: You MUST collect the LOGOS PRISM before defeating all enemies! If you win without it, you cannot retry this Trial!
Battle Strategy
Difficulty Assessment: Medium - “EASY but extremely tedious and boring!” (~25 rounds)
The combat itself isn’t hard (if fully equipped), but the spiral tower grind makes this the most tedious Trial.
Map Layout
Spiral Tower:
- “This board is simply a huge spiral staircase tower with monsters”
- 27 enemies distributed along spiral
- Single-file path winding upward
- Long climb to top
- Chest at summit (SE area)
Recommended Strategy: Single-File March
Core Strategy: “Stay single file against tower wall as you climb”
Turn-by-Turn:
Formation:
- Single-file line along tower wall
- Frontline: Knights (high HP/DF)
- Mid-line: Archers and Monks
- Rear: Mages and Priests
- March upward systematically
Combat Approach:
Don’t Waste Attack Spells Early:
“Don’t waste your attack spells until closer to end”
- Conserve MP for later enemies
- Use physical attacks primarily
- Archers very effective
- Save Phase Shift for emergencies
Dark Mage Priority:
“Pause only to put an arrow through the Mages”
- Kill Dark Mages ASAP when encountered
- DARK HURRICANE and EVIL STREAM dangerous
- 2-3 arrows should kill them (low HP ~148)
- Don’t let them cast repeatedly
Guardians (13 total):
- Armor class = weak to magic
- But conserve MP
- Physical attacks work fine
- High DF but killable with good weapons
Basilisks (5 total):
- Flying archers
- Shoot them with your archers
- 2-3 arrows each
- Not threatening
Salamanders (7 total):
- Flying dragon-types
- Higher HP (~202)
- 3-4 attacks to kill
- Magic or physical both work
Pace:
- ~25 rounds total
- Extremely long grind
- Tedious but not difficult
- Bring healing items
Phase Shift Usage:
- Save for grouped enemies near top
- When 3+ enemies clustered
- Late battle when MP less needed
- Speeds up final push
Final Push & Prism Collection
Near Top (Rounds 20-25):
- Enemies thinning
- Chest visible in SE (17,2)
- Leave at least 1 enemy alive as insurance
Collect Prism:
- Character reaches chest
- Open → LOGOS PRISM
- VERIFY IN INVENTORY!
Finish:
- Kill remaining enemies
- Victory
Common Mistakes
❌ Not Conserving MP:
- Wasting Phase Shift on early enemies
- Running out of MP for Dark Mages
- Tedious ending with no spells
❌ Spreading Out:
- Breaking single-file formation
- Getting flanked on spiral
- Healers can’t reach frontline
❌ Ignoring Dark Mages:
- Letting them cast EVIL STREAM (range 9!)
- Party-wide damage
- Accumulates over time
❌ Forgetting Prism:
- Killing all enemies first
- Battle ends, can’t get prism
- Locked out of 5th Prism forever
✓ Correct Approach:
- Single-file against wall
- Physical attacks primarily
- Arrow the Dark Mages immediately
- Conserve MP for emergencies
- Leave 1 enemy for prism
- Verify prism collected
- Kill last enemy
Post-Trial
Reward:
- LOGOS PRISM (5/6 Prisms for Vandalier)
- 270 G
- Minimal EXP (scales with Ash)
Progress:
- ✅ Nova Prism (Trial #1)
- ✅ Earth Prism (Trial #2)
- ✅ Mana Prism (Trial #3)
- ✅ Chaos Prism (Trial #4)
- ✅ Logos Prism (Trial #5) ← Just obtained!
- ⬜ Heaven Prism (Trial #6 - Act 6)
5 of 6 Prisms obtained! Only Heaven Trial remains for Vandalier!
For more detailed strategy, see Trial of Logos guide.
Heaven Trial
Key obtained in Act 6. Full strategy: Heaven Trial guide.
The final Trial — requires the other 5 Prisms already collected. Do it before the final battle to make Ash a Vandalier.
Goal: Defeat all enemies and grab the Heaven Prism · Lose: Ash dies · Lv: 27-30 (enemies scale with Ash)
🔑 VANDALIER (6/6): Take the HEAVEN PRISM from the chest @ (62,1) before you defeat the last enemy — this is your ONLY chance. It is the 6th and final Prism; with it Ash can advance to Vandalier at any Dojo.
Treasure: Heaven Prism @ (62,1) — the whole point of the Trial
Strategy: Boss-rush gauntlet on a 64×2 single-file path — every previous boss returns (27 total), many with healing. Hold a tight phalanx and never spread out. Kill priority: Dark Mages first (Dark Hurricane/Evil Stream), Sabina Valkyries second (Hyper Healing), Dallas Greatarmors third (Extra Healing), then the rest. Use AoE (Phase Shift, Roman Fire, Holy Pressure) down the corridor and heal every turn. Grab the Prism at (62,1) before the final kill.
Enemies:
- Dark Mage ×4 — Lv~29, ~165 HP — Dark Hurricane, Evil Stream (top priority)
- Sabina (Valkyrie) ×4 — Lv~29, ~189 HP — Hyper Healing (kill early)
- Dallas (Greatarmor) ×3 — Lv~29, ~240 HP — Extra Healing, magic-weak
- Kurtz (War Master) ×4 — Lv~29, ~195 HP — Dagger Storm
- Evilstatue (Mage) ×2 — Lv~29, ~165 HP — Piercing Light
- Lando (Hitman) ×2 — Lv~29, ~189 HP — Self Healing
- Dumas (Jailmaster) ×4 — Lv~29, ~240 HP — Self Healing
- Zoot (Thief Lord) ×4 — Lv~29, ~210 HP — Self Healing
Prerequisites:
- All 5 Prisms collected (Nova, Earth, Mana, Chaos, Logos)
- Talk to Weird Man in Glasgow City tavern to receive HEAVEN KEY
- Give Heaven Key to Ash, enter any Dojo, select “Leave” option
Map Type: Boss Rush Gauntlet
Map Size: 64×2 (extremely long and narrow path)
Objective:
- Victory: Destruction of all enemies
- Failure: Death of Ash
Enemy Forces - Boss Reunion!
ALL PREVIOUS BOSSES RETURN! 23+ enemies, all former boss characters with healing abilities!
| Enemy Type | Count | Level* | HP* | Abilities |
|---|---|---|---|---|
| Evilstatue (Mage) | 2 | ~29 | ~165 HP | PIERCING LIGHT |
| Sabina (Valkyrie) | 4 | ~29 | ~189 HP | HYPER HEALING |
| Kurtz (War Master) | 4 | ~29 | ~195 HP | DAGGER STORM |
| Dallas (Greatarmor) | 3 | ~29 | ~240 HP | EXTRA HEALING |
| Dark Mage | 4 | ~29 | ~165 HP | DARK HURRICANE, EVIL STREAM |
| Lando (Hitman) | 2 | ~29 | ~189 HP | SELF HEALING |
| Dumas (Jailmaster) | 4 | ~29 | ~240 HP | SELF HEALING |
| Zoot (Thief Lord) | 4 | ~29 | ~210 HP | SELF HEALING |
Total Enemies: 27 bosses
*Enemy levels scale with Ash’s level (typical for all Trials)
Many bosses can heal themselves and each other! Multiple Sabinas with HYPER HEALING, Dallas with EXTRA HEALING, and various SELF HEALING abilities make this a war of attrition.
Treasure Locations
Treasure Chests:
- HEAVEN PRISM - End of path at (62,1)
CRITICAL - DO NOT FORGET: You MUST collect the HEAVEN PRISM from the chest before defeating all enemies! This is your ONLY chance to get it. Without it, Ash cannot become Vandalier!
Hidden Items:
- None
Battle Strategy
Overview
Map Layout:
- 64 squares long, only 2 squares wide
- Single narrow path
- All 27 bosses positioned along the gauntlet
- No retreat possible - must advance forward
Difficulty Assessment: ⭐⭐⭐⭐ (Challenging but manageable)
Author’s Assessment: “Talk about your ghosts from Christmas Past! It’s a walk in the park if you maintain good positioning.”
Phase 1: Tight Formation March (Turns 1-15)
Critical Strategy: Phalanx Formation
- Stay Together
- Keep entire party in tight single-file or double-file formation
- Never spread out on narrow path
- Best fighters (Ash, Duelists, Dragoons) at front
- Healers and mages in middle/back
- Maintain formation throughout entire battle
- Priority Targets
- Dark Mages FIRST - Their Dark Hurricane and Evil Stream are devastating
- Take them out with long-range arrows immediately when in range
- Sabina Valkyries SECOND - Can Hyper Heal entire enemy groups
- Dallas Greatarmors THIRD - Heavy defense + Extra Healing extends battle
- Standard bosses (Kurtz, Dumas, etc.) are manageable after healers eliminated
- Spell Conservation
- Don’t waste high-MP attack spells early
- Save MP for critical moments
- Use basic attacks and arrows when possible
- Bishops: Use Magic Charge to restore MP to critical casters
Phase 2: Dark Mage Elimination (Priority)
Dark Mage Threat Analysis:
- Dark Hurricane - Range 9, Field 2, 8 MP (devastating AoE)
- Evil Stream - Range 9, 8 MP (single target, high damage)
- 4 Dark Mages total - extremely dangerous if all active simultaneously
Counter-Tactics:
- Long-Range Sniping
- Use Snipers with maximum range (5-6 spaces)
- Position archers at front of formation
- Eliminate each Dark Mage before advancing further
- Never engage more than 1 Dark Mage at a time if possible
- Magic Defense Formation
- Put high-defense characters (Ash, Dragoons) at front
- Keep Hawknights/Sky Lords BEHIND front line (vulnerable to magic)
- Expose spellcasters (Bishops, Enchanters) intentionally - they have better magic defense
- Use this to bait Dark Mage attacks away from physical fighters
Phase 3: Healer Bosses (Turns 10-20)
Multiple Healing Threats:
Sabina Valkyrie (4 total):
- HYPER HEALING (restores ~120 HP to all adjacent allies)
- Can extend battle significantly
- Kill BEFORE killing their nearby allies
- Use Phase Shift or Roman Fire to damage multiple targets simultaneously
Dallas Greatarmor (3 total):
- EXTRA HEALING (restores ~80 HP to self)
- 240 HP + heavy armor
- Weak to magic (use Phase Shift, Dark Fire)
- Don’t let them stall while Sabinas heal them
Self-Healing Bosses (Lando, Dumas, Zoot):
- Each can restore their own HP
- Lower priority than group healers
- Focus fire to burst them down before they can heal
Phase 4: Standard Boss Cleanup (Turns 15+)
Kurtz War Masters (4 total):
- DAGGER STORM - Range 1, hits all adjacent (moderate damage)
- Don’t surround him with weak units
- Use ranged attacks when possible
Evilstatue (2 total):
- PIERCING LIGHT - Long-range magic attack
- Standard mage threat
- Kill with arrows/physical attacks
Dumas Jailmasters (4 total):
- Heavy armor type
- Self healing ability
- Weak to magic
Zoot Thief Lords (4 total):
- Fast, agile fighters
- Self healing
- Moderate threat
General Combat Tips
- Healing Management
- Heal every turn if necessary
- Use Ultra Healing liberally
- Bishops’ Holy Pressure can damage multiple enemies
- Keep full HP at all times
- Defensive Approach
- Let enemies come to you when possible
- Use chokepoint created by narrow path
- Control engagement range
- Patience is key - this is a marathon, not a sprint
- Spell Efficiency
- Area attacks (Phase Shift, Roman Fire, Holy Pressure) hit multiple enemies
- Very effective on narrow path
- Can damage multiple bosses simultaneously
- Save for groups of 2-3+ enemies
- Vandalier Ash Advantage
- If Ash already has Heaven Prism from previous completion: N/A
- This IS the trial to GET Heaven Prism for first time
- Completing this allows Vandalier advancement at Dojo
Special Considerations
Battle Length:
- Expect 20-30 rounds
- Tedious but not difficult with proper tactics
- Stay patient and methodical
Don’t Forget the Prism!
- Chest is at end of path (coordinates 62,1)
- Must collect before killing final enemy
- Cannot retry this Trial if missed
Rewards
Total Gold: 270 G (minimal, as all Trials)
Critical Reward:
- HEAVEN PRISM - The 6th and final Prism!
Post-Trial: Becoming Vandalier
DO NOT LEAVE THE DOJO WITHOUT ADVANCING ASH!
Vandalier Class Requirements:
- All 6 Prisms collected: ✅ Nova, ✅ Earth, ✅ Mana, ✅ Chaos, ✅ Logos, ✅ Heaven
- Ash must be Level 20+ (already achieved)
- Ash must be Paragon class (Champion → Paragon at L20)
Vandalier Benefits:
- Access to EVERY spell in the entire game!
- PLASMA WAVE - Damages all enemies on board
- LIFE ORB - Restores all HP & MP for 0 MP
- All Hero, Mage, Healer, and Monk spells
- Enhanced statistics beyond Paragon
- Exclusive Vandal Heart equipment
- Special bonus ending screen
- True completionist achievement
How to Advance:
- After collecting Heaven Prism, return to any Dojo
- Select Ash
- Class change option will show Vandalier available
- Advance immediately
- Ash is now the ultimate warrior-mage hybrid
Highly Recommended: Become Vandalier before tackling final battles. The spell access makes Act 6 significantly easier AND you get bonus ending content!