JoJo Golden Spirit: Hall of Trials Modes Guide

The Hall of Trials is Golden Spirit’s PvE challenge hub, split into four core modes — Extreme Trial, Interview Trial, Bloody Battle!, and Double Clash — plus “Endless” versions of three of them added in Version 1.1. Each mode tests a different squad skill (survival, single-target protection, roguelike scaling, or two-team management), so they reward different rosters rather than one “best” team. Here’s what each one actually asks of you.

Extreme Trial (“Operation Breakout”)

Deploy up to five characters and survive three rounds of continuous enemy waves. Clear speed determines your completion rating, and a higher rating grants rarer Dramatic Scenes — so this mode rewards burst clear speed over a slow, safe grind. Free reward attempts refresh every few hours up to a daily cap, with the Monthly Pass adding more.

A co-op Team version groups three players together for the same three-round format: characters used in one round can’t be reused in later rounds, each player deploys up to three units per match, and at most five player units are on the field at once. Because ratings aren’t saved automatically, you can preview your score before deciding whether to spend an attempt claiming it.

Interview Trial / Entrance Exam

This mode is a single-target defense scenario: protect a stationary Giorno Giovanna unit (immune to buffs and debuffs) from Black Sabbath, which advances toward him once his lighter goes out and relights. Black Sabbath ignores obstruction effects but can still be hit by debuffs and crowd control.

Later in the fight, Koichi Hirose becomes available as a support call — tapping his avatar triggers Echoes ACT3 to gravity-pin Black Sabbath for 5 seconds and force enemy aggro onto him, on a cooldown. You fail if your whole team dies, Giorno dies, or the timer runs out. This is a protection check more than a damage race — crowd control and sustained defense matter more here than in Extreme Trial’s speed-clear format.

Bloody Battle!

A roguelike survival mode: deploy up to five characters against 15 consecutive enemy waves within a per-wave time limit. Defeating enemies builds an Energy meter; each Energy Level grants a choice of 1 of 3 random skill cards that buff your whole team for the rest of the run, and killing an elite enemy grants an immediate extra pick. Because the run-defining buffs are randomized each attempt, Bloody Battle! rewards flexible team comps that can capitalize on whatever cards you draw, rather than a fixed “optimal” lineup. Challenge attempts are unlimited, and difficulties unlock as your Quest Level rises and prior difficulties clear — First Clear rewards are one-time, Daily Rewards reset once per day.

Double Clash

Deploy two full teams that fight in two separate rounds — losing either round fails the whole stage, and both teams must win. Stages also carry optional Star requirements; clearing every stage in a difficulty at 3 Stars (plus meeting the Quest Level gate) unlocks the next difficulty after the daily refresh. You can also hire co-op characters from friends or guild members — up to three hires per day, each usable for one stage, one co-op unit per stage.

Because it requires two independently viable teams rather than one strong squad, Double Clash is the mode most likely to expose a roster that’s only deep at the very top — see the best team guide for building around more than one core.

Endless Modes (added Version 1.1)

Added alongside the Iggy patch, “Endless” versions of Interview Trial, Bloody Battle!, and Double Clash rotate in availability every few days:

  • Endless Interview Trial — continuous enemy waves with Black Sabbath appearing every other wave; clear as many waves as possible within 300 seconds.
  • Endless Bloody Battle! — same roguelike structure, but capped at 200 seconds and restricted to attack-based skill cards only.
  • Endless Double Clash — adapts the two-round format into three escalating waves with team-size expanding as difficulty rises.

Sources

Checked September 20, 2026.