Ni no Kuni: Wrath of the White Witch Beginner’s Guide
Table of Contents
The Temple of Trials
This is when things get tough! The monsters and the puzzles are unforgiving here, but completing this will put Oliver on the fast track to learning Ni no Kuni’s most important new mechanics.
Through the massive front doors, you’ll find the Supreme Sage. The imposing character isn’t really the Supreme Sage. At the end of the introduction, you must speak with the large servant to learn more about the trials.
There are three trials; you’ll need to complete the Test of Wits and the Test of Friendship before taking on the Test of Strength. The first two tests are through the passages to the left and right.
The Test of Friendship
In this test, you’ll be in control of Esther and Oliver. One is controlled with the left stick, while the other is controlled with the right.
To begin, step onto each of the colored panels. It takes some getting used to, but don’t worry. If one character falls, you can just restart at the beginning.
Get a head start by stepping forward just as the panels appear. Don’t rush ahead, but keep your pace quick. Later in the puzzle, you’ll need to move each of the characters through different paths, and that takes some getting used to.
After the first tier, the puzzle will get trickier. There are dead ends on each side, you’ll need to rush ahead to find a glowing button and step on it to create a path for the other character.
The first dead end will stop Esther, rush ahead with Oliver to find the button, then step and move ahead with Esther to find a button. The panels will only appear if you keep moving, so don’t worry about leaving one of your characters standing still.
When Esther activates the bridge for Oliver, run across and up, the button should already be visible. Before pressing the button with Oliver, move Esther to the right side of the splitting path.
Then, it’s just a quick run to the third tier of the puzzle. This one gets very tricky, as Oliver and Esther will switch sides. I find the easiest way to control them is by moving one character, then stopping and moving the other.
You’ll have plenty of time to leap-frog between characters, so don’t worry about leaving one standing still while you move the other. At the end of both paths are button. Have both characters stand in place to activate the last bridges. Cross over, and you’ll complete the first trial.
Step on the two colored circles, and the exit door will open. Now you can leave and move on to the right path.
Test of Wits
This mysterious test doesn’t give you many clues to start. Stand on the panel with a strange “A”-like symbol on it. Open your spellbook and cast Puppet String. You’ll need to use this spell on each tier of this test.
Now you can move the statues! First, talk to the bird to get a clue: The dragon sees the warrior’s sword, while the bird is shown his shield, the beast meanwhile, looks to his right and sees an empty field.
You need to place the statues in this order, from left to right: the best, the dragon, the warrior, and the bird. Place each statue onto the panels above in that exact order to solve the puzzle.
This puzzle it trickier. You’ll need to move each of the panels into place where they match the picture. Just use your perspective, then check out our map below to see where each square needs to be placed.
0 – 0 – 0 – 0 – 0 – 0 – 0
0 – 0 – 0 – 0 – X – 0 – 0
0 – 0 – X – 0 – 0 – 0 – 0
0 – 0 – 0 – 0 – 0 – 0 – 0
0 – 0 – 0 – X – 0 – 0 – 0
0 – X – 0 – 0 – 0 – 0 – 0
0 – 0 – 0 – 0 – 0 – X – 0
Place the matching block onto each of the spaces marked with an X. Make sure the block placed fits within the lines, it should mimic the picture like a puzzle piece from your perspective.
For this list puzzle, here’s the clue: The Bird is bound to dragon and moon, and on a star he sits. The beast links warrior, moon, and star, yet knows not where he fits.
Cast Puppet String, and let’s figure this out. Check out the map below to see where each statue (Beast, Warrior, Dragon, and Bird) need to be placed.
Beast – Warrior – Star – Dragon
Star – Empty – Empty – Moon
Sun – Moon – Bird – Sun
There you go! Two tests completed. Now it’s time for the final test.
Test of Strength
Before taking on the test, save your game at the waystone. Then, if you’re all prepared, talk to the Supreme Sage to begin the test.
This giant packs a punch, so keep your distance as the fight begins. Select Tactics, and order your party to Provide Backup instead of going all out, or asking them to keep everyone healed. They’ll just get themselves killed trying to attack this brute head on!
One of Bashura’s charged skills is called Mind Over Matter. As long as you keep away, you’ll be safe from the blast.
His other charge attack, Devastation, if far more dangerous. It has a quick charge, and hits everyone no matter where they are. Be prepared to Defend at all times to avoid this attack.
Attack after he uses Mind Over Matter, and if you’re lucky, you’ll earn yourself a gold glim!
Otherwise, Defend his attacks or even get close to Defend against Mind Over Matter for a blue and green glim boost. Defending against big attacks will always earn you bonus glims.
Even using Defend to block Mind Over Matter will often drop a gold glim, earning whoever picks it up a Miracle Move!
We suggest saving those gold glims for anyone but Oliver. The big creature has an affinity for fire, meaning Fire Balls won’t do much damage. You’re better off sticking to ice attacks like Frostbite to hurt Bashura.
Keep your health over 40 HP at all times, and if you need more MP, just Defend against either his incoming attacks, or wait for his charged attacks.
Stay away from his close-range sword swings, and don’t try to attack him from his shielded behind, always attack from the front.
It’s a slow process, but if you play it safe and stick to using magic, you’ll pull through.