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Ni no Kuni: Wrath of the White Witch

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Ni no Kuni: Wrath of the White Witch - Temple of Trials

If you've done all possible Errands and Bounty Hunts, then you shouldn't have to buy much new equipment for your Familiars. Once you're ready, exit Al Mamoon and start heading to the northeast, to the Temple of Trials. If you haven't done so, it might be a good idea to level up to 15 or so, including your Familiars. When you're prepared, go inside the temple and talk to the Supreme Sage to start the trials.

After a little conversation with the Supreme Sage, go and talk to Umbopa to find out what you have to do. There are three tests, which are the Test of Wits, Test of Friendship, and Test of Strength, all in that order. The left path is the Test of Friendship, while the right is the Test of Wits.

TEST OF FRIENDSHIP

This test requires use of both analog sticks, with one controlling Oliver and the other controlling Esther. When you're ready, stand both on the colored spots to make the paths appear. You need to navigate both of them across the paths as quickly as possible, as any tiles you step on will shake and fall. If either one falls off, then you must start over on that section.

There are three sections. The first one is very easy and shouldn't cause any trouble at all. The second up amps it up a bit in difficulty, as you will need to stand on buttons to make paths appear on the other side. The third section has the tiles falling a bit faster, as well as the paths crossing each other, making it slightly difficult in that you have to take notice of where your characters are. Make it to the end to finish the test and get the Proof of Friendship.

TEST OF WITS

The first section of this test requires you to place the four statues in a correct order. Talk to the monitor bird to ask for a hint, then use Puppet String place the statues in the following order (left to right): beast, dragon, mite and bird. If you did it right, the door to the next room will open.

The next room has another puzzle, where you have to place the tiles on top of their corresponding piece, so that they match up with what they show below. Basically, look on the side of the pieces and place them so they match up with the actual puzzle below it. The image to the left shows the correct placement.

The last room requires you to place the statues on specific tiles.

  • The bird is bound to dragon and moon, and on a star he sits. Place the bird on the star in the bottom row, with the dragon in the top right spot.
  • The beast links warrior, moon, and star, yet knows not where he fits. Place the beast on the tile in the upper left corner, then place the warrior directly to the right.

Once you've finished, you'll gain the Proof of Wits item. When you return to the room with the Supreme Sage, use the Waystone to heal and save, then talk to him to start the final test, and a boss fight.

BOSS: BASHURA

This is the final test for the Temple of Trials, and boy is he a big one. Make sure you attack from the front, as it has a shield on its back that will mitigate some of the damage you try to cause. As for its attacks, it has the same old physical ones all bosses up to this point have had. It can also jump into the air and land on one of the players, causing some area of effect damage if you're too close. Its two special attacks are Mind Over Matter and Devastation.

Mind Over Matter is an area of effect attack that spreads out from it, so either defend or don't get close. Devastation can't be avoided and is a series of sword slashes that will cause around 25 damage if unguarded. Frostbite is a great spell to use, so using Oliver is a good choice, as long as you guard if you see either of the above attacks pop up.

You've passed all the trials, so the Supreme Sage gives you some spells, which are Bridge and Broom Broom. He'll also teach you how to tame new Familiars, which is a special skill for Esther due to needing an instrument. He'll also give you a choice of one of three different Familiars, so pick whichever one you want and follow the instructions given. In addition to that, he'll teach you about the Familiar Retreat and how to metamorphose your Familiars. After all the explanations, go talk to the Retreat guy to get some very nice gifts. Anyways, Esther wants you to return to Al Mamoon.

NOTE
There is one new Errand for you to do in Al Mamoon, which involves serenading two Familiars. It might be wise to do it now before you gain a lot more levels, which will cause the enemies to start running away from you in the desert. You need a Turbandit and a Green Buncher, so you can get those before heading back.

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Ni no Kuni: Wrath of the White Witch Walkthrough

Journey to Another World

Welcome to Another World

Deep Dark Wood Ding Dong Dell Ding Dong Well

To The Desert

Golden Grove Al Mamoon Temple of Trials Old Smoky

Autumnia Continent

Castaway Cove Out On The Seas The Fairyground Mummy's Tummy Hamelin Tombstone Trail

Odds and Errands

The Three Magical Stones

King of the Sky Pirates Odds and Errands 2 Solitary Island Vault of Tears Ships and Snow Glittering Grotto Repairing Mornstar

Odds and Errands 3

The Dark Djinn

Creating the Clarion The Miasma Marshes Nevermore Castle

Wrath of the White Witch

The Three Kingdoms Land of Nazcaa The Ivory Tower

Post-Game

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Quick Details

Franchise(s)
Ni no Kuni
Developer(s)
Level 5
Publisher(s)
Bandai Namco Games
Level 5
Release Dates
Nintendo DS

Dec 9, 2010

PlayStation 3

Nov 17, 2011

Jan 22, 2013

Feb 1, 2013

Genre Role-Playing
Alternative Name(s) Ninokuni: Shiroki Seihai no Joou

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      • Oroboros
      • Sillymander
      • Whippersnapper
      • Worker Bumbler
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      • Healing Hand
      • Gateway
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      • Spring Lock
      • Nature's Tongue
      • Levitate
      • Spirit Medium
      • Magic Lamp
      • Form Familiar
      • Take Heart
      • Give Heart
      • Rejuvenate
      • Quicken Growth
      • Draw Poison
      • Puppet String
      • Secret Ingredient
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      • Broom Broom
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