Trial of Wisdom

AKA: Dungeon of Intelligence

“Strength will avail you naught here. Only one who demonstrates sound judgment may claim the gift of wisdom within.”

—Aspect of Cube

The **Trial of Wisdom** is one of the seven Trials found within the final chapter, The Dominion of Hate. It is Cube's special trial, and as such can only be explored with him in the party; otherwise, the party is expelled. It is located in the forgotten homes of the Condemned Village, formerly the village of Fugalia.

Similar to the Distant Future chapter, The Mechanical Heart, there are virtually no battles to be fought in this dungeon. Rather, the trial consists of a linear series of puzzles which must be surpassed solely by one's wits. At the end of the trial lies Cube's ultimate weapon, the 17nm Diode.

## Appearance

The Trial of Wisdom presents a sterile, futuristic look. Rooms are lined with cold metallic panels and fitted with black-and-white tile floors. Silver, geometric statues of spheres and discs levitate freely as decorum. In juxtaposition, the color of bold, crimson red is strewn sparsely throughout the trial. Scarlet bedsheets, potted roses, and velvet curtains adorning the doors frequently appear.

## Overview

The Trial of Wisdom may be entered through either of the two houses, both of which lead down to the main area. As the party enters the main area, they will come across a standalone empty chair. On interacting with this chair, the Aspect of Cube, a being appearing entirely identical to Cube, will appear on it. It explains that the party's strength will be of little worth in this trial, emphasizing the importance of intelligence in its place. The Aspect's chair recurs throughout the trial, and upon being summoned it will provide the party essential clues to the puzzles' solutions.

### First Puzzle

The first series of puzzles consist of a series of infinitely stretching, crimson-floored hallways. Stepping on these crimson floors will alter the party's directional movement.

* The first hall reverses the left and right directions.
* The second hall reverses the up and down directions.
* The third hall rotates the directional controls 90 degrees counterclockwise.

To clear this test, the party must cross every hall and enter the correct door on the other side.

### Second Puzzle

The second series of puzzles are all triggered by summoning the Aspect of Cube in the center of the room. To clear the boulder barring the room's exit, the hero must take the proper path to it. Each puzzle involves a mirror, in which manifests a reflection of Cube. To solve these puzzles, the hero must walk in the direction relative to the reflection if they were standing in front of the mirror.

* For the first puzzle, simply follow the reflection's orientation.
* For the second puzzle, there are two mirrors. One leads to the exit, while the other is a red herring.
* For the third puzzle, all three present mirrors are deceiving. The hero must walk in the directions faced by none.

### Third Puzzle

The third puzzle take place in a small room with two exits, endlessly looping on itself. On the floor is an arrow marked with red paint. The party must simply walk in the direction the arrow points to escape this trap, regardless of if it faces forward or backward.

### Final Puzzle

The trial's final puzzle begins in a room with four spherical boulders in each corner. Merely touching these boulders will instantly warp the party to closed off rooms with yet more boulders, almost always leading back to the central room. The only clue given by the Aspect of Cube is that the path will open "in accordance with the flow of time."

To solve the puzzle and claim the reward, the groups of boulders in each room must be touched in clockwise order, as the hands of a clock turn; northeast, followed by southeast, southwest, and lastly northwest. After following this order, touching the final boulder will teleport the party to the room housing the 17nm Diode, where it may be freely acquired.

After picking up the Diode, a portal will manifest on the floor, allowing the party to instantly warp back to the dungeon entrance. The portal is the room's only exit.

### Boss: Euraokos

After the Trial of Wisdom has been overcome, reentering the trial and journeying back to the halls of the first puzzles will reveal Euraokos, guardian of the 17nm Diode and the trial's sole enemy encounter. Besting him in battle will grant the party one of the five pieces of Cosmic Equipment, the Cosmic Helm.

### Treasure

* **17nm Diode** x1
* **Cosmic Helm** x1

## Gallery

Euraokos lumbers within the crimson hallsThe pause screen within the Trial