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

  1. Nova Trial
    1. Objectives
    2. Enemy Composition
    3. Battle Strategy
    4. Treasure & Items
    5. Post-Trial
  2. Earth Trial
    1. Objectives
    2. Enemy Composition
    3. Battle Strategy
    4. Treasure & Items
    5. Post-Trial
  3. Mana Trial
    1. How to Access
    2. Enemy Composition
    3. Treasure & Items
    4. Battle Strategy
      1. Core Strategy: Insurance Enemy Method
      2. Turn-by-Turn Execution
      3. Alternative Strategy: Conservative Clear
    5. Common Mistakes
    6. Post-Trial
  4. Chaos Trial
    1. How to Access
    2. Enemy Composition
    3. Special Mechanic: Box Puzzle
    4. Treasure & Items
    5. Battle Strategy
      1. Phase 1: Golem Cleanup (Turns 1-5)
      2. Phase 2: Understanding the Box Puzzle
      3. Phase 3: Box Puzzle Solution (Turns 5-10)
      4. Phase 4: Get Prism & Finish (Turn 10+)
    6. Common Mistakes
    7. Post-Trial
  5. Logos Trial
    1. How to Access
    2. Enemy Composition
    3. Special Note: Translation Error
    4. Treasure & Items
    5. Battle Strategy
      1. Map Layout
      2. Recommended Strategy: Single-File March
      3. Final Push & Prism Collection
    6. Common Mistakes
    7. Post-Trial
  6. Heaven Trial
    1. Enemy Forces - Boss Reunion!
    2. Treasure Locations
    3. Battle Strategy
      1. Overview
      2. Phase 1: Tight Formation March (Turns 1-15)
      3. Phase 2: Dark Mage Elimination (Priority)
      4. Phase 3: Healer Bosses (Turns 10-20)
      5. Phase 4: Standard Boss Cleanup (Turns 15+)
      6. General Combat Tips
      7. Special Considerations
    4. Rewards
    5. Post-Trial: Becoming Vandalier

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:

  1. Archer duel - Your archers vs their archers
  2. Focus fire - All 3 archers shoot same target (quick kills)
  3. Eleni supports - Dark Star on clustered enemies
  4. Healers sustain - Both healers keep archers alive
  5. 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

  1. Ensure MANA KEY is in inventory (from Prison Fortress II in Act 3)
  2. Give MANA KEY to Ash (equip as item)
  3. Enter any Dojo
  4. Select “Leave” option
  5. Dojomaster asks about transformation
  6. 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:

  1. One chest at a time - Don’t open multiple simultaneously
  2. Gang up - 2-3 characters per Mimic
  3. Ranged attacks - Archers fire from safety
  4. 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):

  1. Make direct path to SE corner
  2. Open chests in the way (fight resulting Mimics)
  3. Allies support by killing Mimics behind him
  4. Reach (22,1) as fast as possible
  5. Open chest → MANA PRISM
  6. 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:

  1. Verify MANA PRISM in inventory (critical!)
  2. Continue opening remaining chests if desired (EXP/gold)
  3. Kill Brigand when ready
  4. Finish any remaining Mimics
  5. Battle ends when all enemies dead

Alternative Strategy: Conservative Clear

For players who want safer approach:

Phase 1 - Establish Base:

  1. Stay grouped at start
  2. Open nearest chests one at a time
  3. Kill each Mimic before opening next
  4. Create “cleared zone”

Phase 2 - Systematic Progression:

  1. Advance as group toward SE
  2. Clear one column at a time
  3. Keep Brigand away (don’t engage)
  4. Slow but safe

Phase 3 - Final Sprint:

  1. When close to SE, send fast unit
  2. Rush to (22,1)
  3. Get prism
  4. 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

  1. Collect all 3 Collector’s Treasures:
    • MACROMAN (Act 2, Battle 2.1)
    • TAROT (Act 3, Battle 3.3)
    • RAMEN (Act 4, Battle 4.4)
  2. Trade at Kerachi Tavern → receive CHAOS KEY
  3. Give CHAOS KEY to Ash (equip as item)
  4. Enter any Dojo
  5. Select “Leave” option
  6. Dojomaster asks about transformation
  7. 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):

  1. Phase Shift spam - “Do a bunch of Phase Shifts”
  2. 100+ damage to each Golem
  3. One-shot or near one-shot most
  4. R3-7, F1 = can hit multiple at once
  5. Most effective spell in this Trial

Physical Attackers:

  1. “Couple of attacks” finish wounded Golems
  2. Clean up stragglers
  3. Support magic users

Target Priority:

  1. Lower tier Golems first (near start)
  2. Work up toward higher tiers
  3. 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:

  1. Push lowest tier box to wall
  2. Allows characters to climb to 2nd tier
  3. This is temporary position

Moving Box 1 Around:

  1. Push 1st tier box ALL the way around perimeter
  2. Don’t push across middle (traps it!)
  3. Push around edges by chest area (final destination)
  4. “Spend next couple rounds pushing 1st tier box all the way around by chest”
  5. 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:

  1. Move 1-2 characters to 3rd tier (highest)
  2. Recommended: Ash + Healer
    • “Author used Ash”
    • Healer for safety
  3. 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:

  1. Box 1 is now near chest area (on 1st tier)
  2. Push 2nd tier box through aqueduct
  3. Box 2 lands on top of Box 1
  4. First part of bridge complete!

Step 4 - Push Box 3 (Upper Tier):

Final Box:

  1. Push 3rd tier box to where 2nd one started
  2. Push through aqueduct
  3. Box 3 lands on top of other two
  4. VOILA, instant bridge! (three boxes stacked)
  5. “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:

  1. Character walks across box bridge
  2. Reach highest tier where chest is
  3. Open chest → CHAOS PRISM
  4. VERIFY IN INVENTORY!

Cleanup:

  1. Kill 3 remaining Golems on top tier
  2. Easy with character already there + Phase Shift
  3. 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

  1. Ensure LOGOS KEY is in inventory (from Salamander’s cave, lava pool)
  2. Give LOGOS KEY to Ash (equip as item)
  3. Enter any Dojo
  4. Select “Leave” option
  5. Dojomaster asks about transformation
  6. 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)

Core Strategy: “Stay single file against tower wall as you climb”

Turn-by-Turn:

Formation:

  1. Single-file line along tower wall
  2. Frontline: Knights (high HP/DF)
  3. Mid-line: Archers and Monks
  4. Rear: Mages and Priests
  5. March upward systematically

Combat Approach:

Don’t Waste Attack Spells Early:

“Don’t waste your attack spells until closer to end”

  1. Conserve MP for later enemies
  2. Use physical attacks primarily
  3. Archers very effective
  4. Save Phase Shift for emergencies

Dark Mage Priority:

“Pause only to put an arrow through the Mages”

  1. Kill Dark Mages ASAP when encountered
  2. DARK HURRICANE and EVIL STREAM dangerous
  3. 2-3 arrows should kill them (low HP ~148)
  4. 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):

  1. Enemies thinning
  2. Chest visible in SE (17,2)
  3. Leave at least 1 enemy alive as insurance

Collect Prism:

  1. Character reaches chest
  2. Open → LOGOS PRISM
  3. VERIFY IN INVENTORY!

Finish:

  1. Kill remaining enemies
  2. 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

  1. 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
  2. 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
  3. 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:

  1. 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
  2. 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

  1. Healing Management
    • Heal every turn if necessary
    • Use Ultra Healing liberally
    • Bishops’ Holy Pressure can damage multiple enemies
    • Keep full HP at all times
  2. 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
  3. 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
  4. 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:

  1. After collecting Heaven Prism, return to any Dojo
  2. Select Ash
  3. Class change option will show Vandalier available
  4. Advance immediately
  5. 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!



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

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