Guides

JoJo Golden Spirit Hall of Trials Modes

Quest Level 3 unlock, then story gates from N3-10 through N8-10.

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Hall of Trials

Hall of Trials is the mode desk that sits beside Golden Wind story. It unlocks at Quest Level 3. Daily quests raise Quest Level, so ignoring dailies delays every Hall unlock on this page. Once the desk is open, modes appear by story clear and Quest Level rather than all at once. This is the unlock map and the rule set for each mode. Combat basics stay on Combat and Rush. Resource sinks stay on progression. First-hour account setup stays on Getting Started. The Guides Hub links the four together.

Treat Hall as required progression, not a side activity you open after you finish the anime chapters. Extreme Trial is how Dramatic Scenes enter the account. SPW Request is how Investigation Intelligence and collectible account-wide stats start. Double Clash is how Spirit promotion and Spirit Realm open. If essence is piling up and your unit cap will not move, you need Quest Level from dailies and Hall clears, not another permanent pull. Check events when a Hall mode is featured, and use the daily checklist so Entrance Exam progress and investigation parties do not sit idle.

Entrance Exam and Interview Trial

Entrance Exam, also called Interview Trial, is the first Hall fight most accounts see. Keep Giorno’s flame lit. You cannot buff or debuff Giorno. When the flame goes out, Shadow Sabbath attacks. The fight is a protect mission with a unit you are not allowed to juice. Build around stopping the Stand and killing whatever is punching Giorno, not around stacking more heals on a target that ignores them.

Joseph Joestar’s stun and bind kit is useful here. The pre-registration SR is not a consolation prize; it is crowd control for a Stand that has to be delayed. Later, Koichi can help with Reverb Act 3 gravity for 5 seconds, which pins the threat and forces the team to hit it. Until Koichi is available, stun, bind, and raw damage on Shadow Sabbath are the plan. AUTO will dump ultimates into random pack mobs and let the Stand walk. Turn AUTO off, the same rule as Rush on the combat page.

Extreme Trial and Extreme Trial Team

Extreme Trial unlocks after N3-10. It is a wave challenge. Rewards are Dramatic Scenes, and speed matters. A slow clear that still wins can pay a worse scene than a fast one. That is why Rush, weather, and pathing belong in this mode: 25% Final DMG for about ten seconds is a clock tool, not a flex. If sand or fog is up, bring Narancia or stop asking ranged units to carry. If you need the scene set bonuses described on progression, this is the desk that drops them.

Extreme Trial Team unlocks after Extreme Trial Lv 20. It is three players. Characters you use cannot redeploy in later rounds, so you cannot clear every wave with the same three names. Coordinate styles across rounds the way you coordinate Rush inside a round: different fighting styles, not three copies of one carry. Online co-op is part of the game here. Do not walk in with a single hyperinvested unit and an empty bench.

SPW Request, Bloody Battle, and World Boss

SPW Request, also called Speedwagon Investigation, opens after the story chapter Gang Invitation. You deploy parties that return Gold and Investigation Intelligence. Collectibles from that intelligence give account-wide stats, which means a weak investigation roster still raises everyone, including the SSR roster units you actually fight with. Send parties every cycle. Sitting on an empty investigation slot is a hidden Quest Level tax.

Bloody Battle unlocks at Quest Level 6. It is a roguelike wave mode with random boons. Weather can apply on top of the run. The published example is a snowstorm Chill that applies minus 30% attack speed for 10 seconds. That is the blizzard tax from the weather guide inside a mode that already asks you to pick boons between waves. Draft boons that restore tempo if Chill is in the pool. AUTO is an even worse idea when a boon window and a weather window overlap.

World Boss unlocks after N4-10. It starts as a single-server fight and later becomes cross-server. Cross-server bosses rotate weekly, and units are fixed at level 100, so the usual Quest Level cap does not decide this ladder. Badges after N4-10, Dramatic Scenes, and style diversity matter more than dumping Courage Essence you cannot use past the cap. Check the PVE tier list for boss-shaped kits, and keep launch notes handy if a boss rotation is called out in a patch.

Uncharted Journey and Double Clash

Uncharted Journey unlocks after N5-10. It is minesweeper-like exploration that costs Stamina. Two routes exist. Maneuver runs 12 phases with one final battle. Onslaught runs 5 phases with a battle at the end of each phase. Spend Stamina on information and routing, then bring a Rush-capable team to the fights you cannot skip. This is not a second story chapter. It is a stamina puzzle that happens to end in the same auto-battler.

Double Clash unlocks after N8-10. You field two teams of three. Losing either round fails the stage, so you need two lineups that can each Rush or at least survive their round. Double Clash is also the unlock for Spirit promotion and Spirit Realm. Do not treat it as optional PvE flavor. Spirit Realm is the late gear track on progression: up to 18 slots, equip at most 3, after N8-10 and character Level 45. If you are stuck before N8-10, you are not missing a hidden Spirit menu. You are missing this mode.

Walk the Hall in unlock order rather than jumping to World Boss because the name is loud. Quest Level 3 opens the desk. N3-10 opens Extreme Trial and Dramatic Scenes. Gang Invitation opens investigations. Quest Level 6 opens Bloody Battle. N4-10 opens World Boss and, on the progression side, badges. N5-10 opens Uncharted Journey. N8-10 opens Double Clash and Spirit Realm. Combat rules do not change between desks. Constraints do. Flame, speed, unused characters, stamina tiles, and two teams of three are the constraints. Master those, and the same six fighting styles still win the fight.

FAQ

Frequently Asked Questions

Quick answers for codes, Rush, and Stand lineups.

When does Hall of Trials unlock?

At Quest Level 3. Daily quests raise Quest Level. Until then, stay on story tracks in Getting Started and keep AUTO off for Rush.

Why can I not heal or buff Giorno in Entrance Exam?

The mode forbids buffs and debuffs on Giorno. Keep the flame lit. Shadow Sabbath attacks if it goes out. Joseph stun and later Koichi Reverb Act 3 gravity for 5 seconds help.

What does Extreme Trial pay, and why does speed matter?

It unlocks after N3-10 as a wave challenge that rewards Dramatic Scenes. Faster clears pay better scenes. Rush and pathing on Combat and Rush are clock tools.

How does Extreme Trial Team limit characters?

It unlocks after Extreme Trial Lv 20 for three players. Characters used cannot redeploy in later rounds, so you need a bench, not one carry.

What is the difference between Maneuver and Onslaught?

Both are Uncharted Journey routes after N5-10. Maneuver is 12 phases with one final battle. Onslaught is 5 phases with a battle at the end of each phase. Exploration costs Stamina.

When do Spirit promotion and Spirit Realm unlock?

Double Clash after N8-10 unlocks Spirit promotion and Spirit Realm. Progression covers the 18 slots, max 3 equipped, and the Level 45 character gate.