|
rhonorrae
|
nov 17, 2008 9:31 pm
___________________
Puzzle Quest \
FAQ/Walkthrough \ Table of Contents
\_______________________________________________________
1. Introduction................................................ ...PQUINTRO
1a. Version History............................................PQUINVER
1b. FAQ Progress...............................................PQUIN PRO
2. The Basics of Battle...........................................PQUBASIC
2a. Controller Setup...........................................PQUBACON
2b. Battle Grid................................................PQUBABAT
2c. General Tips...............................................PQUBAGEN
2d. Map and Information Database Links.........................PQUBAMAP
3. Classes..................................................... ...PQUCLASS
3a. Druid......................................................P QUCLDRU
3b. Knight.....................................................P QUCLKNI
3c. Warrior....................................................P QUCLWAR
3d. Wizard.....................................................P QUCLWIZ
4. Story Mode Walkthrough.........................................PQUSTORY
4a. Story Mode Chapter 1 Walkthrough...........................PQUSTCH1
4b. Story Mode Chapter 2 Walkthrough...........................PQUSTCH2
4c. Story Mode Chapter 3 Walkthrough...........................PQUSTCH3
4d. Story Mode Chapter 4 Walkthrough...........................PQUSTCH4
4e. After the Story Ends.......................................PQUSTAFT
5. City Side Quests...............................................PQUCITY Q
5a. Bartonia Side Quests.......................................PQUCIBAR
5b. Enmouth Side Quests........................................PQUCIENM
5c. Gallia Side Quests.........................................PQUCIGAL
5d. Drakenburg Side Quests.....................................PQUCIDRA
5e. Silvermyr Side Quests......................................PQUCISIL
5f. Dhun-Kor Side Quests.......................................PQUCIDHU
5g. Gruuldok Side Quests.......................................PQUCIGRU
5h. Dragonrealm Side Quests....................................PQUCIDRR
5i. Horned Temple Side Quests..................................PQUCIHOR
5j. Tusk Side Quests...........................................PQUCITUS
5k. Ehlariel Side Quests.......................................PQUCIEHL
6. Character Side Quests..........................................PQUCHARQ
6a. Darkhunter Side Quests.....................................PQUCHDAR
6b. Khalkus Side Quests........................................PQUCHKHA
6c. Drong Side Quests..........................................PQUCHDRO
6d. Flicker Side Quests........................................PQUCHFLI
6e. Sunspear Side Quests.......................................PQUCHSUN
6f. Princess Serephine Side Quests.............................PQUCHPRI
6g. Patch Side Quests..........................................PQUCHPAT
6h. Winter Side Quests.........................................PQUCHWIN
6i. Elistara Side Quests.......................................PQUCHELI
6j. Neehi Side Quests..........................................PQUCHNEE
6k. Red-Axe Side Quests........................................PQUCHRED
6l. Jarl and Jotun Side Quests.................................PQUCHJAR
7. Taverns..................................................... ...PQUTAVER
8. Companions.................................................. ...PQUCOMPA
9. Structures.................................................. ...PQUSTRUC
10. Research Spells................................................PQURES EA
10a. Recovery Items............................................PQURSEAS
10b. Effect Items..............................................PQURSMOD
10c. Thrown Items..............................................PQURSHAR
10d. Item Vendor...............................................PQURSVE R
11. Mounts...................................................... ...PQUMOUNT
12. Forge Item.....................................................PQU FORGE
13. Siege....................................................... ...PQUSIEGE
14. Awards...................................................... ...PQUSIEGE
15. FAQs........................................................ ...PQUFREQU
16. Special Thanks.................................................PQUTH ANK
17. Contact Information and Legal Stuffies.........................PQULEGAL
___________________
Puzzle Quest \
FAQ/Walkthrough \ 1. Introduction
PQUINTRO \_______________________________________________________
Puzzle Quest: Challenge of the Warlords is a game that combines elements of
puzzle games and RPGs. You play as one of four different classes as you
travel through a world in an attempt to discover and defeat a great evil.
The puzzle elements of the game play a lot like the puzzle game Bejeweled.
The RPG elements mainly consist of attacking, spell casting, leveling your
character, and equipping items and weapons.
___________________
Puzzle Quest \
FAQ/Walkthrough \ 1a. Version History
PQUINVER \_______________________________________________________
Version 1.0 (09/01/07): Finished walkthrough and first version of the guide.
___________________
Puzzle Quest \
FAQ/Walkthrough \ 1b. FAQ Progress
PQUINPRO \_______________________________________________________
Here is a list of items I want to add for this guide. Whether or not I can
get to these items will depend on when I can get around to playing this game
again between college and work.
[ ] In-depth Knight and Druid descriptions
[ ] Enemy list
[ ] Item list
[ ] Enemy spell list
[ ] Secondary paths for quests and the alternate ending
___________________
Puzzle Quest \
FAQ/Walkthrough \ 2. The Basics of Battle
PQUBASIC \_______________________________________________________
The main parts of Puzzle Quest: Challenge of the Warlords involves battling
enemies using the puzzle board on the bottom screen of the DS. Both you and
your opponent will share the puzzle board and alternate turns matching gems
on the bottom screen. This alternation of turns on the puzzle board means
that you must think differently for this game than most other puzzle games.
In most other puzzle games, you can set yourself up for higher combos and
scores. However, odds are, your opponent will be taking the turn right after
you and therefore, anything you leave on the board will be taken by your
opponent. This means that you must think differently with this puzzle game
than you must for other puzzle games.
This section of the guide will tell you the controls of the game, the basics
of the game, and some tips and strategies I personally use for this game.
___________________
Puzzle Quest \
FAQ/Walkthrough \ 2a. Controller Setup
PQUBACON \_______________________________________________________
---------
World Map
---------
Touch Screen: Choose destination, open menus, confirm choices, scroll map
(by dragging map using stylus)
Control Pad: Pan across the World Map
START: Quit Menu
X Button: Centers the camera on the character
L and R Buttons: Swap upper and lower screens
-----------
Battle Grid
-----------
Touch Screen: Make selections
START: Quit Battle Menu
L and R Buttons: Swap upper and lower screens
___________________
Puzzle Quest \
FAQ/Walkthrough \ 2b. Battle Grid
PQUBABAT \_______________________________________________________
The Battle Grid is the main part of the game. Just about every quest
involves a battle and even then, there are also random battles on the World
Map. When you run into or are set up to fight an enemy, you will be taken to
the battle grid. The top screen has the statistics of both you and your
enemy. If you press the L or R button, that screen will go down to the
bottom screen, where you can tap on you or your enemy to see the stats and
tap on your or your opponent's equipment to see what they do. The bottom
screen contains an 8x8 puzzle grid and the list of spells for both you and
your opponent.
-------------------------
Basics of the Battle Grid
-------------------------
The battle grid contains various "Gems", which is what you need to match.
The Gems that the board can contain and what they do when you match them are
as follows:
Blue, Green, Red, and Yellow Gems: Give you Mana of the color you match.
Purple Stars: Gives you experience.
Gold Coins: Gives you gold.
Skulls: Deals damage to your opponent.
+5 Skulls (Skulls with red outlines): Deals a lot of damage to your
opponents while eliminating all gems around the +5 Skull.
Wild Cards: When matched with the colored gems, they multiply the amount of
Mana you obtain by the modifier that is on the Wild Card. Wild Cards can
be matched with any color gems and can be used to replace a gem in a
three, four, or five of a kind.
To match a gem, simply tap on the gem you want to move and then tap on an
adjacent non-diagonal gem to the gem you have tapped. Both gems will switch
places. One of the gems you move must match up with other gems to form a
three of a kind (or higher) in a horizontal or vertical row. If it does not,
you will have performed an illegal move, which will deal 5 damage to you,
move the gems back to their original spot, and cause you to lose your turn.
If the move is not an illegal move, then the gems that are matched will be
removed, the gems above the removed gems will cascade down, and new gems will
appear from the top. If the gems that are cascading down create matches,
those gems will be removed.
If you create a line of four gems that match, you will get credit for a four
of a kind. A four of a kind allows you to take another turn. If you create
a five of a kind, you will not only take another turn, but also create a Wild
Card in the center of the five of a kind.
When you match colored gems, you obtain Mana of that color. Mana is
important because you can cast spells with your Mana. The spells you can
cast are left of the Battle Grid. These spells will show you what Mana you
need in order to cast that spell. Each spell has a different effect. You
can know about these effects by tapping the Help button at the bottom of the
spell list and then tapping on the spell you want to know about. Spells can
manipulate the stats of you and your opponent, affect the Battle Grid, deal
damage, inflict status effects on your opponent, and more.
------------------
Statistical Skills
------------------
There are seven statistical categories for you and your opponents. These
statistical categories affect everything in battle. When you level up, you
get four skill points to raise a statistical category. Stats can go as high
as 255 (it resets to 0 if you go higher). Generally speaking, you want to
focus on one or two statistical category rather than spreading your points
out evenly throughout all of them. In general, you want to level up Earth
and Air Masteries for Druids, Battle and Morale for Knights, and Fire Mastery
for both Warriors and Wizards. Here is what each statistical category does:
Earth Mastery: Increases the amount of Mana you gain for matching Green
Gems, increases the chance of taking an extra turn for matching Green
Mana, and increases the chance of creating a Wild Card for matching Green
Mana.
Fire Mastery: Increases the amount of Mana you gain for matching Red Gems,
increases the chance of taking an extra turn for matching Red Mana, and
increases the chance of creating a Wild Card for matching Red Mana.
Air Mastery: Increases the amount of Mana you gain for matching Yellow Gems,
increases the chance of taking an extra turn for matching Yellow Mana, and
increases the chance of creating a Wild Card for matching Yellow Mana.
Water Mastery: Increases the amount of Mana you gain for matching Blue Gems,
increases the chance of taking an extra turn for matching Blue Mana, and
increases the chance of creating a Wild Card for matching Blue Mana.
Battle: Increases the amount of damage you deal when matching Skulls,
increases the chance of taking an extra turn for matching Skulls, and
increases the chance of creating a Wild Card for matching Skulls.
Cunning: Increases the effect that Wild Cards have on other gems, increases
the amount of money you gain for matching Gold Coins, increases the chance
of taking an extra turn for matching Gold Coins, and increases the chance
of creating a Wild Card for matching Gold Coins. Also, at the start of
battle, the person with the highest Cunning goes first.
Morale: Increases your Life Points, increases the chance of taking an extra
turn for matching Purple Stars, increases the chance of creating a Wild
Card for matching Purple Stars, and increases your spell resistances.
___________________
Puzzle Quest \
FAQ/Walkthrough \ 2c. General Tips
PQUBAGEN \_______________________________________________________
----------
Randomness
----------
The first thing you should know about this game is that this game hates you.
I don't mean that the game is designed to go against you. I mean the game
hates you. The designers of this game created the first artificial
intelligence system designed to mimic the actual emotion of hate. When you
are sleeping, the game is plotting your downfall with all of your other
electronics. In all seriousness, you will constantly find yourself getting
frustrated with the random nature of the game. Many times, you will find
yourself crying foul and cheating when the game drops a +5 Skull in perfect
position for your opponent. Granted, the randomness will also help you every
once in a while, but you will swear that the game cheats for your enemy more
than it does for you. There really isn't much you can do about this aspect
of the game. After all, this is how randomness works.
------
Spells
------
Regular attacks are fine and dandy, but you will find yourself relying on
your spells do deal the bulk of the damage. Typically, you do not want to
leave damage on the board for your opponent to deal to you. However, if you
need one more Mana to unleash a massive Deathbringer or to set up one of your
loops, it might be better to match up Mana to deal more damage in the future.
-----------
Extra Turns
-----------
Normally, the first thing you want to look for is any four and five of a
kinds. This way, you can cause more of a chance to set up a cascade.
Granted, there are exceptions to the rule, such as needing a certain type of
Mana to set up your spells or needing just one more damage to finish off your
opponent, but generally speaking, you can't go wrong with taking an extra
turn.
___________________
Puzzle Quest \
FAQ/Walkthrough \ 2d. Map and Information Database Links
PQUBAMAP \_______________________________________________________
Zaraf and eishin from the GameFAQs Message Boards have created a really
helpful and easy to use map of the game. It is very detailed and looks
really good. I highly suggest using this map while you are playing the game,
as it is not only a map, but has lots of good information on it. The link to
the map is this:
http://www.infinite-interactive.com/puzzlequest/map/
Also, Zaraf has also provided me with another link, this time to a very easy
to use database that has information on spells, resistances, items, and much
more. This database is on fluxcapacitor66 website, which is as follows:
http://www.onewhowaits.com/puzzlequest/runes.html
Finally, there is a very good FAQ on Runes and very easy to use Monster
Capture maps made by Zaraf on the GameFAQs FAQs & Guides section. These are
both excellent and very easy to use.
Again, a big thank you to Zaraf, eishin, and fluxcapacitor66 for providing
this information for the general public.
___________________
Puzzle Quest \
FAQ/Walkthrough \ 3. Classes
PQUCLASS \_______________________________________________________
There are four classes in Puzzle Quest, each with their own special set of
spells and skills. Also, each class levels up statistics differently.
Generally speaking, Druids focus on messing with the board and your opponent,
Knights focus on manipulating Purple Stars, and both the Warrior and the
Wizard specialize in dealing direct damage.
Note: I have only played the Warrior and the Wizard. I have not played the
Druid or the Knight yet, although I do plan on playing the Knight my next
playthrough. I can really only offer insight on how to play the Warrior
and the Wizard, although both are pretty straight forward to begin with.
I accidentally deleted my Wizard before listing all of their spells, so I
will have to eventually play through them again...eventually...
___________________
Puzzle Quest \
FAQ/Walkthrough \ 3a. Druid
PQUCLDRU \_______________________________________________________
Description: Druids are well schooled in the magic of nature with many
spells based on Yellow and Green Mana. They defeat their foes in a subtle
manner, often doing such things as entangling them or changing the gems on
the board.
------
Spells
------
Gemberry:
Level: 1
Description: Adds +5 to Life Points, plus an additional +1 for every 4
Blue Mana.
Channel Air:
Level: 2
Description: Adds +5 to Yellow Mana. Your turn does not end.
Entangle:
Level: 3
Description: Enemy loses 1 turn, plus an additional turn for every 20 of
your Green Mana.
Calm:
Level: 4
Description: Removes all status effects on both players. Your turn does
not end if Blue Mana is 10+.
Forest Fire:
Level: 5
Description: Does 6 points of damage to enemy, plus an additional +1 for
every 4 Red Mana.
Call Lightning:
Level: 6
Description: Destroys a selected column of gems. You gain the full
effects for all gems destroyed.
Evaporate:
Level: 7
Description: Turns all Blue Gems into Yellow Gems. After gems are
transformed, the turn ends.
Gust of Wind:
Level: 8
Description: Turns 5 random gems into Yellow Gems, plus an additional gem
for every 8 Yellow Mana.
Sanctuary:
Level: 10
Description: Adds +5 Resistance to a random Mana type. Resistance lasts
until the end of combat.
Wall of Thorns:
Level: 12
Description: Applies damage to Green Mana instead of Life Points. Lasts
until Green Mana is zero and reduces your Green Mana by 2 per turn.
Earthpower:
Level: 15
Description: Destroys all Green Gems. You gain the full effects for all
gems destroyed.
Whirlwind:
Level: 20
Description: Destroys all Yellow Gems. You gain full effects for all
gems destroyed.
Lightning Storm:
Level: 25
Description: Destroys a selected column and the two adjacent columns.
You gain the full effects for all gems destroyed.
Reincarnation:
Level: 30
Description: Turns all Purple Stars, Gold, and Skulls into random Mana
Gems. You gain no effect for the gems transformed.
Cleansing:
Level: 40
Description: Causes all gems in play to be cleared and replaced. After
the board is reset, the turn ends.
Nature's Wrath:
Level: 50
Description: Turns all Green Gems into random Wildcards. After gems are
transformed, the turn ends.
---------------
Starting Skills
---------------
+---------------+-------+--------+
| Skill | Rank | Cost |
+---------------+-------+--------+
| Earth Mastery | 2 | 1 pt. |
+---------------+-------+--------+
| Fire Mastery | 1 | 3 pts. |
+---------------+-------+--------+
| Air Mastery | 3 | 1 pt. |
+---------------+-------+--------+
| Water Mastery | 2 | 2 pts. |
+---------------+-------+--------+
| Battle | 0 | 3 pts. |
+---------------+-------+--------+
| Cunning | 1 | 2 pts. |
+---------------+-------+--------+
| Morale | 0 | 2 pts. |
+---------------+-------+--------+
___________________
Puzzle Quest \
FAQ/Walkthrough \ 3b. Knight
PQUCLKNI \_______________________________________________________
Description: Knights are noble and chivalrous warriors who excel in using
the Stars on the board to great effect, such as gaining extra XP or
healing themselves. They also have a good stock of damage spells based on
Red and Green Mana.
------
Spells
------
Thrust:
Level: 1
Description: Destroys a selected gem. You gain full effect for the gem
destroyed.
Divine Right:
Level: 2
Description: Destroys all Purple Stars. You gain the full effects for
all gems destroyed.
Challenge:
Level: 3
Description: Adds +50% to damage on both players for 6 turns. Your turn
does not end if Yellow Mana is 15+.
Stun:
Level: 4
Description: Does 5 points of damage to enemy, and your enemy loses 1
turn, plus an additional +1 damage for every 8 Red Mana.
Trample:
Level: 5
Description: Does damage equal to half your Green Mana to enemy. Does 1
point of damage minimum.
Favor:
Level: 7
Description: A 50% chance to add +1 Life for each Experience point
received. Lasts for 8 turns, plus an additional turn for every 6
Yellow Mana.
Courage:
Level: 8
Description: Removes all status effects on you. Your turn does not end
if Blue Mana is 10+.
Promotion:
Level: 10
Description: Turns all gems of the selected type into Purple Stars. Any
type can be selected, including Skulls or Gold.
Charge!:
Level: 12
Description: Destroys a selected row of gems and does 5 points of damage.
You gain the effects of every gem destroyed.
Vigil:
Level: 15
Description: Adds +3 to all of your Mana Reserves whenever you match 4 or
5 gems. Lasts 8 turns, plus an additional turn for every 5 Blue Mana.
Knight Lord:
Level: 20
Description: Doubles the number of Purple Stars in play. After gems are
transformed, the turn ends.
Sword of Sirian:
Level: 30
Description: Does damage equal to your Yellow Mana. Drops your Yellow
Mana to zero.
Chivalry:
Level: 40
Description: Raises all Mana Reserves to full on both players. Removes
all status effects on both players.
Paladin's Aura:
Level: 50
Description: Adds +2 to all Mana Reserves at the beginning of each turn.
Lasts 8 turns, plus an additional turn for every 5 Yellow Mana.
---------------
Starting Skills
---------------
+---------------+-------+--------+
| Skill | Rank | Cost |
+---------------+-------+--------+
| Earth Mastery | 0 | 3 pts. |
+---------------+-------+--------+
| Fire Mastery | 0 | 2 pts. |
+---------------+-------+--------+
| Air Mastery | 1 | 2 pts. |
+---------------+-------+--------+
| Water Mastery | 2 | 2 pts. |
+---------------+-------+--------+
| Battle | 2 | 1 pt. |
+---------------+-------+--------+
| Cunning | 1 | 3 pts. |
+---------------+-------+--------+
| Morale | 3 | 1 pt. |
+---------------+-------+--------+
___________________
Puzzle Quest \
FAQ/Walkthrough \ 3c. Warrior
PQUCLWAR \_______________________________________________________
Description: Warriors are fierce and efficient fighters whose special
attacks mostly deal direct damage to their foes. Although many of these
damage spells are based on Red Mana, they have a wide variety of them for
use in different situations.
------
Spells
------
Battle Cry:
Level: 1
Description: Randomly creates a +5 Skull. You turn does not end if Red
Mana is 15+.
Wild Lore:
Level: 2
Description: Destroys all Yellow and Blue Gems. Adds +1 to Experience
for every gem destroyed.
Spin Attack:
Level: 3
Description: Destroys gems around a selected gem. You gain full effects
for all gems destroyed.
Cleave:
Level: 5
Description: Does 1 point of damage for every Yellow Gem in play. All
Yellow Gems in play are destroyed.
Throw Axe:
Level: 7
Description: Does 4 points of damage to enemy, plus an additional +1 for
every Skull in play.
Enrage:
Level: 8
Description: Adds your Red Mana total to your Battle Skill for 8 turns.
Your turn does not end after casting this spell.
Bloodlust:
Level: 10
Description: Adds +12 to Red Mana. After receiving your Mana, the turn
ends.
Summon Tempest:
Level: 15
Description: Destroys 2 random columns of gems. You gain full effects
for all gems destroyed.
Berserk Rage:
Level: 20
Description: Turns Red Gems into Skulls. You turn does not end if Red
Mana is 15+.
Deathbringer:
Level: 30
Description: Randomly creates Skulls equal to half your Red Mana. After
gems are transformed, the turn ends.
Singing Blades:
Level: 40
Description: Reduces your enemy's Mana Reserves by 4 whenever you do
damage. Lasts for 5 turns, plus an additional turn for every 2 of your
Yellow Mana.
Revenant:
Level: 50
Description: Doubles your Battle skill. Your Battle returns to normal
when combat is completed.
---------------
Starting Skills
---------------
+---------------+-------+--------+
| Skill | Rank | Cost |
+---------------+-------+--------+
| Earth Mastery | 1 | 3 pts. |
+---------------+-------+--------+
| Fire Mastery | 2 | 1 pt. |
+---------------+-------+--------+
| Air Mastery | 0 | 2 pts. |
+---------------+-------+--------+
| Water Mastery | 0 | 3 pts. |
+---------------+-------+--------+
| Battle | 3 | 1 pt. |
+---------------+-------+--------+
| Cunning | 2 | 2 pts. |
+---------------+-------+--------+
| Morale | 1 | 2 pts. |
+---------------+-------+--------+
___________________
Puzzle Quest \
FAQ/Walkthrough \ 3d. Wizard
PQUCLWIZ \_______________________________________________________
Description: Wizards keep a good mix of different spells, based largely on
Red and Yellow Mana. They can just as easily cast damage spells like
Fireball, as they can cast powerful defensive spells like Wall of Fire.
------
Spells
------
Fire Bolt:
Level: 1
Description: Does 4 points of damage to enemy, plus an additional +1 for
every 8 Red Mana.
Channel Fire:
Level: 2
Description: Adds +5 to Red Mana. Your turn does not end.
Fire Shield:
Level: 3
Description: Protects against 1 point of damage whenever you receive 2 or
more damage. Lasts for 8 turns, plus an additional turn for every 3
Red Mana.
Haste:
Level: 4
Description: Does 4 points of damage to your enemy whenever you get an
extra turn. Lasts for 10 turns, plus an additional turn for every 5 of
your Yellow Mana.
Mana Burn:
Level: 5
Description: Reduces your enemy's Mana Reserves by 5. Your turn does not
end if Red Mana is 8+.
Hand of Power:
Level: 6
Description: Adds +2 to damage for 10 turns. This effect may be stacked
two times.
Light:
Level: 7
Description: Causes Blind on your enemy for 2 turns, plus an additional
turn for every 8 Yellow Mana.
Heat Sink:
Level: 8
Description: Reduces your enemy's Red Mana by 8 and gives it to you.
Fireball:
Level: 10
Description: Destroys a selected 3x3 grid of gems, gaining full effects
for all gems destroyed, plus an additional 8 damage.
Wall of Fire:
Level: 12
Description: Applies damage to Red Mana instead of Life Points. Lasts
until Red Mana is zero and reduces your Red Mana by 2 per turn.
Flaming Skulls:
Level: 15
Description: Turns Green Gems into Skulls. Turns Blue Gems into Red
Gems.
Cauterize:
Level: 20
Description: Adds +1 to Life Points for every Red Gem in play. Red Gems
are not destroyed.
Meteor Storm:
Level: 25
Description: Turns 8 random gems into Red Gems. You gain the full
effects for all gems transformed.
Finger of Death:
Level: 30
Description: Turns a selected grid into a +5 Skull. After gem is
transformed, the turn ends.
Lava Core:
Level: 40
Description: Adds +12 to maximum Red Mana. You turn does not end.
Flaming Avatar:
Level: 50
Description: Adds points equal to your Red Mana to a random Skill.
Reduces your Red Mana to zero.
---------------
Starting Skills
---------------
+---------------+-------+--------+
| Skill | Rank | Cost |
+---------------+-------+--------+
| Earth Mastery | 1 | 2 pts. |
+---------------+-------+--------+
| Fire Mastery | 3 | 1 pt. |
+---------------+-------+--------+
| Air Mastery | 2 | 1 pt. |
+---------------+-------+--------+
| Water Mastery | 0 | 2 pts. |
+---------------+-------+--------+
| Battle | 1 | 3 pts. |
+---------------+-------+--------+
| Cunning | 2 | 2 pts. |
+---------------+-------+--------+
| Morale | 0 | 3 pts. |
+---------------+-------+--------+
___________________
Puzzle Quest \
FAQ/Walkthrough \ 4. Story Mode Walkthrough
PQSTORY \_______________________________________________________
Story Mode is the main part of the game. It is where you take one of your
characters and level him or her up while making your way through the world.
During your journeys, you will have to complete many, many quests. In fact,
the game is entirely quest driven, which means there will not be very many
times that you will not be on a quest.
There are two types of quests in this game. There are Story Quests and Side
Quests. The Story Mode Walkthrough only goes through the Story Quests. The
Side Quests are described in later sections.
Also, this section is divided into four chapters. While the chapters are not
really defined in the game, there are times when you will complete a Story
Quest and you will receive a cut scene describing the game. I have used
these to separate the chapters.
___________________
Puzzle Quest \
FAQ/Walkthrough \ 4. Story Mode Chapter 1 Walkthrough
PQUSTCH1 \_______________________________________________________
After choosing your hero and profession and going through the tutorial, you
start off in Bartonia. You cannot go anywhere for now, so visit the Tavern
for some rumors and then get your first quest.
------------------------------------------------------------ -----------------
Story Quest: Family Reunion
------------------------------------------------------------ -----------------
Info: Your father has requested your presence in Siria. You must travel
there and meet him.
Places Unlocked: Elenia, Gildor, Siria, and Theira
Completion:
Your father, Sir Albion, apparently needs you. Since the Queen respects
your father, she grants your leave of absence. You simply need to go to
Siria and speak with your father. Even though a couple of places open up,
you cannot do anything anywhere, so just head straight for Siria. When you
speak with your father, he will provide you with a Broken Shield that was a
gift from your dead grandfather.
Reward: Broken Shield Accessory, +1 Experience
------------------------------------------------------------ -----------------
Story Quest: Family Reunion Complete!
------------------------------------------------------------ -----------------
After you obtain your shield, head back to Bartonia. There, waiting for you,
is your next quest. This quest will teach you the basics of battle.
------------------------------------------------------------ -----------------
Story Quest: Practice Dummy
------------------------------------------------------------ -----------------
Info: You must learn some basic combat against a Practice Dummy.
Places Unlocked: None
Completion:
After speaking with the Queen about your grandfather, it's time to learn how
to fight. Your first opponent will be a Practice Dummy. The Practice Dummy
will never take a turn and thus, will never fight back, so if you manage to
lose this battle, I highly suggest you return your game and pick out a
different one. Once you have completed this battle, your quest is complete.
Reward: +1 Experience
Special Quest Notes: Can be repeated until The Missive Quest is completed.
------------------------------------------------------------ -----------------
Story Quest: Practice Dummy Complete!
------------------------------------------------------------ -----------------
Now that you have trained in the basics of battle, it's time to fight someone
that will actually fight back. After all, you can't expect every enemy to be
equipped with a Practice Shield.
------------------------------------------------------------ -----------------
Story Quest: Advanced Combat
------------------------------------------------------------ -----------------
Info: You must learn some more advanced combat by practicing against a
Young Knight.
Places Unlocked: None
Completion:
After beating up on the helpless Practice Dummy, the Queen will inform you
of reports about the Undead. To prepare you for the coming battles, you are
told to work hard and master combat. Your opponent will be a Young Knight.
Since this is the first battle, the AI is a little forgiving. Not extremely
forgiving, but just a little bit. Again, once you have completed this
battle, your quest is complete.
Reward: +1 Experience
Special Quest Notes: Can be repeated until The Missive Quest is completed.
------------------------------------------------------------ -----------------
Story Quest: Advanced Combat Complete!
------------------------------------------------------------ -----------------
Now that you have learned how to fight, it's time to do something other than
train.
------------------------------------------------------------ -----------------
Story Quest: The Missive
------------------------------------------------------------ -----------------
Info: A sealed message must be delivered to Sir Albion in Siria. This is
an important message, and you may be in danger as you travel there.
Places Unlocked: None
Completion:
The Queen needs you to deliver a message to you father. Of course, the
Queen is worried that the message will be intercepted, so she decides to
send it out with someone unexpected. You must take the message out to
Siria. Of course, as soon as you get there, you get jumped by a Thief. So
much for unexpected. The Thief will probably steal some of your gold, but
it shouldn't be that much. Watch out for his Sneak Attack because it does
damage and allows him to still take his turn. When the thief is defeated,
you can then deliver the message to your father. He will tell you some of
what has been going on. Apparently, some guy name Bane has a cult that has
been causing trouble. Anyways, you get a Longsword from your father, which
is a decent weapon for now.
Reward: +20 Experience, Longsword
------------------------------------------------------------ -----------------
Story Quest: The Missive Complete!
------------------------------------------------------------ -----------------
When you return back to Bartonia, you will see that you are now able to
perform Side Quests. Side Quests are quests that do not pertain to the main
storyline, but should be completed so that you can gain experience, gold,
items, and companions. While Side Quests are not required, they can help add
flavor to the main storyline and depth to the world that has been created.
All the Side Quests are listed in "Side Quests" section. You should probably
go through all of the Side Quests you can for now, although the Bats in the
Belfry quest can be tough at lower levels, since the enemy you would be
facing can steal your health to heal himself. Either way, once you have
completed all the Side Quests you want, it is time to move on to the next
Story Quest.
------------------------------------------------------------ -----------------
Story Quest: Rogue Skeleton
------------------------------------------------------------ -----------------
Info: A Skeleton has been terrorizing the peasants near the Royal Crypt in
western Theira. Nobody is sure where it came from, though whispers say
that a cult of necromancers are to blame. You must find the Skeleton and
lay it to rest.
Places Unlocked: Royal Crypt (disappears eventually)
Completion:
Apparently, the Undead have been appearing at more regular intervals now.
Since you are a trained warrior and the kingdom is using most of its forces
to tame the Orcs from the east, it's time for you to go out and help. Your
task is simply to put a Skeleton to rest near the Royal Crypt. The Royal
Crypt is west of Theira, so head over there and face off with the Skeleton.
This Skeleton has a Ring of Earth on him...err...it... Anyways, this battle
shouldn't be too hard. Just try to avoid getting hit by the +5 Skulls
whenever it uses the Wake the Dead skill. After you defeat the Skeleton,
you learn nothing of its origin and no clues about the so-called cult.
Reward: +25 Gold, +20 Experience
------------------------------------------------------------ -----------------
Story Quest: Rogue Skeleton Complete!
------------------------------------------------------------ -----------------
Head back to Bartonia for your next assignment. The Queen has a really good
one lined up for you.
------------------------------------------------------------ -----------------
Story Quest: Darkhunter
------------------------------------------------------------ -----------------
Info: Undead are beginning to appear all over Agaria. You must travel
south over the mountains in search of a warrior named Darkhunter - a
specialist in combat against the Undead.
Places Unlocked: Agarian Pass, Gallia, Ruins of Artum
Completion:
The Queen will ask you to go get assistance from an Undead specialist. The
man is named Syrus Darkhunter. He currently resides in the city of Gallia.
Make your way south to Gallia and search for Darkhunter. When you first
search for Darkhunter, a guardsman will tell you that he was tracking
creatures in the Ruins of Artum, which is south of Gallia. When you reach
the Ruins, you will see Darkhunter is surrounded by Orcs and needs some
help. Time to go and rescue him. This Orc carries a Great Axe and is
stronger than most Orcs. Because it has the Great Axe, if he deals damage
to you, odds are, he will probably take another turn. Normally, you don't
want to leave damage on the board if at all possible, unless you really need
the Mana more. However, against an opponent using a Great Axe, it's even
more important to not leave damage on the board. When the Orc is defeated
and Darkhunter is rescued, he will question your motives. When he is told
that his help is required in regards to the Undead, he will agree to assist,
but he needs to deal with some issues first. He arranges a meeting with you
in Gallia, which completes your quest.
Reward: +25 Gold, +40 Experience
------------------------------------------------------------ -----------------
Story Quest: Darkhunter Complete!
------------------------------------------------------------ -----------------
Make your way back north to Gallia and get your next quest, which will be
from Darkhunter.
------------------------------------------------------------ -----------------
Story Quest: Helping Hand
------------------------------------------------------------ -----------------
Info: Darkhunter is heading out to the Skell Marshes to track down an evil
Sorcerer. He requires some help to hold the Sorcerer's minions at bay.
Places Unlocked: Drakenburg, Skellheim, Skell Marshes
Completion:
You end up meeting Darkhunter outside of the city. Apparently, Darkhunter
needs to hunt down an evil sorcerer before he can join you. He needs your
help to keep the sorcerer's pet Zombie in check while he takes down the
sorcerer. The sorcerer is located in the Skell Marshes, so make your way
over there and then begin you fight with the Zombie. This Zombie is a Giant
Zombie and has more Life Points and Battle. Also, whenever it deals damage
to you, there is a chance it will leave behind the Disease status effect,
which will drain your Mana, so keep an eye on your Mana reserves. When the
Zombie is dead, Darkhunter will have taken the sorcerer prisoner.
Unfortunately for you, he Managed to use semantics to get you to do
something else for him. For now, this quest is complete.
Reward: +50 Gold, +50 Experience
------------------------------------------------------------ -----------------
Story Quest: Helping Hand Complete!
------------------------------------------------------------ -----------------
Make your way back to Gallia. It's time to help Darkhunter deal with the
Sorcerer now and bring him to justice.
------------------------------------------------------------ -----------------
Story Quest: The Prisoner
------------------------------------------------------------ -----------------
Info: You must escort a captive Sorcerer to the Red Tower - the home
citadel of the Riverguard, located in Maethelburg.
Places Unlocked: Maethelburg
Completion:
Darkhunter will persuade you to go take the Sorcerer to the Red Tower in
Maethelburg. Since you do need Darkhunter's help and he refuses to help you
until you have done this task, you might as well just do it. Apparently,
he's not allowed in Maethelburg for some reason, so make your way over to
Maethelburg alone with the Sorcerer. There will probably be a Giant Rat
blocking your path to Maethelburg, but it's just a normal Giant Rat and
shouldn't pose too much of a problem. When you reach Maethelburg, you will
get a description of the place. Then, you will get a cut scene of the
Sorcerer trying to intimidate you. Apparently, the Sorcerer's name is
Morag, but no one really cares. When you try to take the Sorcerer to the
Riverguard, the Sorcerer will make you an offer. He wants you to let him go
in Skellheim in exchange for an ancient sword and information about the
Undead. It is up to you which way you want to go.
If you have delivered the prisoner to the Riverguard, you will speak to the
head of the Riverguard, Lord Greythane. However, he's really not very kind.
He gives you some information on the cult that these Sorcerers are in, but
quickly thanks you and asks you to leave in a hurry. Make your way back to
Gallia and talk to Darkhunter, who will now join you as a Companion.
Reward: +50 Experience, Companion Darkhunter
------------------------------------------------------------ -----------------
Story Quest: The Prisoner Complete!
------------------------------------------------------------ -----------------
Now that you have your first companion, it's time to head back north to
Bartonia. Here, you will get a new series of quests involving Orcs this
time.
------------------------------------------------------------ -----------------
Story Quest: Rescue Mission
------------------------------------------------------------ -----------------
Info: A band of Orcs recently traveled over the Hammer Pass, took some
prisoners and headed back to Kor. You must try to catch them and rescue
the prisoners.
Places Unlocked: Hammer Pass
Completion:
Orcs have been traveling over the Hammer Pass and kidnapping humans. Your
Queen, worried about this new trend in Orcs, is asking you to rescue the
humans that were kidnapped by the Orcs. If you have Darkhunter in your
party, when you reach the Hammer Pass, he will express his displeasure in
fighting Orcs. After all, he is an Undead specialist. When you reach the
Orcish caravan and attempt to rescue the prisoners, you will run into the
Orcish Chieftain. He will be equipped with the weapon Great Mang, which has
a 25% chance to reduce your Red Mana to 0. If you are a Warrior or a
Wizard, then this could be a tough fight without Red Mana. When you defeat
the Chieftain, the prisoners will be rescued and you will have completed
your mission.
Reward: +250 Gold, +50 Experience
------------------------------------------------------------ -----------------
Story Quest: Rescue Mission Complete!
------------------------------------------------------------ -----------------
When you have freed the prisoners, head back to Bartonia. The Queen will
inform you of a new problem that has appeared.
------------------------------------------------------------ -----------------
Story Quest: None Shall Pass
------------------------------------------------------------ -----------------
Info: A strange Undead creature - a Liche - is blocking access to the
forest of Silvermyr. The Wood Elves need help fighting it.
Places Unlocked: Alfland, Silvermyr
Completion:
The Wood Elves in Silvermyr have asked for your help in getting rid of a
Liche that has been hanging around their kingdom. The Queen believes that
everyone should help everyone in times of need, so therefore, you will need
to assist the Wood Elves in getting rid of the creature. Silvermyr is
northwest of Theira. When you reach Alfland, which is just before
Silvermyr, and you have Darkhunter as one of your Companions, he will give
you a Lichebane Charm, which does extra damage to Liches. You should equip
the charm before you fight the Liche. The Liche can be found in between
Alfland and Silvermyr. Make your way over to the Liche and fight it. This
battle should not be too hard to fight the Liche if you have both Darkhunter
and the Lichebane Charm. When the Liche is defeated, make your way over to
Queen Titania and speak with her about the Undead and Orcs problem. Also,
you will give her the Lichebane Charm.
Reward: +350 Gold, +50 Experience
------------------------------------------------------------ -----------------
Story Quest: None Shall Pass Complete!
------------------------------------------------------------ -----------------
Once the Wood Elves are free from the Liche, make your way back to Bartonia.
Your Queen has another assignment for you. This time, it involves helping
out the Dwarves.
------------------------------------------------------------ -----------------
Story Quest: Dwarven Caravan
------------------------------------------------------------ -----------------
Info: A Dwarf by the name of Khalkus has requested your aid in getting a
caravan of supplies safely through Agaria.
Places Unlocked: Dhun-Kor
Completion:
Just like helping out the Wood Elves, the Queen believes that helping the
Dwarves will be good for future relations. A Dwarf named Khalkus needs your
help in getting his caravan to Theira. You will need to find Khalkus at the
Hammer Pass. Make your way over to the Hammer Pass and meet up with
Khalkus. Khalkus talks a whole lot, so shut him and continue to move on.
Make your way over to Theira with the caravan. You will need to protect the
caravan at Theira from a Wight. Wights have Wightblades, which can drain
your Red Mana and then put it into his Blue Mana. When he has a lot of Blue
Mana, he will use his Spectral Force, which stun you for multiple turns.
When the Wight is defeated, you and Khalkus will have a conversation about
the caravan going all the way to Dhun-Kor. Khalkus will also talk about
Dugog, which is a two headed Ogre. He will talk about avoiding Dugog, but
instead, you will insist on defeating him. Apparently, you're bravery is
greater than your intelligence. Oh well. Eventually the two headed beast
will have to fall... Either way, you gain a new companion in Khalkus.
Make your way towards Khalkus, but you will end up getting jumped at the
Hammer Pass. An Ogre wearing Chainmail armor will attack you. This Ogre is
mainly just a trial for the main event. When you reach Dhun-Kor, you will
have to face off with Dugog, who will prevent you from entering the city.
+----------------------------------------------------------- ---------------+
| Boss Battle: Dugog |
| |
| Info: Dugog has the skills of a regular Ogre and his Extra Head gives |
| him another turn when he collects Gold. His dangerous club randomly |
| does huge amounts of damage. |
| |
| Dugog, the two-headed Ogre, is the leader of the forces that have |
| been attacking Agaria. Beware the second head! |
| |
| Equipment: |
| Helmet and Crowns: Extra Head |
| Gives an extra turn whenever you receive Gold |
| Armor: Full Plate Armor |
| Gives a 100% chance to protect against 1 point of damage whenever |
| you receive 2 or more damage |
| Weapon: Dugog's Club |
| Gives a 20% chance to add +12 points of damage whenever you do |
| damage |
| Miscellaneous: Troll Ring |
| Adds +1 to Life Points if Blue Mana is at 6+ at the start of each |
| of your turns |
| |
| Skills: |
| Double Roar |
| Turns all Yellow and Red Gems into Skulls. After Gems are |
| transformed, the turn ends |
| Thump! |
| Does 10 points of damage to the enemy. Unaffected by Battle |
| Battle Cry |
| Randomly creates a +5 Skull. Your turn does not end if Red Mana |
| 15+ |
| Stomp! |
| Destroys all Green Gem, and your enemy loses 1 turn. You gain |
| full effects for all gems destroyed |
| |
| Tips: |
| This boss will probably be the hardest in the game simply because you |
| probably don't have any overpowered spells in your arsenal when you |
| face him. Combine that with all of his equipment and the fact that |
| he takes an automatic extra turn whenever he collects Gold and you |
| have a very tough boss to take down. More than ever you need to try |
| to make sure that you don't leave damage on the board, otherwise |
| you could end up taking more than you would expect because of his |
| club. In the end, you may need luck to win this battle. |
+----------------------------------------------------------- ---------------+
When Dugog is defeated and killed, the caravan is safely at Dhun-Kor and you
get Dugog's club and a nice reward.
Reward: Dugog's Club, +1000 Gold
------------------------------------------------------------ -----------------
Story Quest: Dwarven Caravan Complete!
------------------------------------------------------------ -----------------
When Dugog is defeated, you will need to inform your queen of the death of
the Ogre Dugog.
------------------------------------------------------------ -----------------
Story Quest: Good Tidings
------------------------------------------------------------ -----------------
Info: You must deliver news of Dugog's demise to Queen Gwendholyn in
Bartonia.
Places Unlocked: None
Completion:
You'll witness a conversation between yourself and Khalkus about someone
pulling the strings behind the whole situation of blockade of Dhun-Kor.
Either way, you will need to consult with your queen first. Make your way
over to Bartonia and deliver the news to your queen. When you inform your
queen of everything that has been going on, she will send you over to Dhun-
Kor to further investigate the matter. When you receive your new orders,
your quest is complete.
Reward: +400 Experience
------------------------------------------------------------ -----------------
Story Quest: Good Tidings Complete!
------------------------------------------------------------ -----------------
After this quest is completed, Chapter 1 of the Story Mode is complete.
___________________
Puzzle Quest \
FAQ/Walkthrough \ Story Mode Chapter 2 Walkthrough
PQUSTCH2 \_______________________________________________________
With the death of Dugog, the invasion of Orcs and Undead into your country
have become less frequent. Still, you will need to find out the source of
these invasions. The first place to start off at is Dhun-Kor. Make your way
over to the Dwarven city and begin your investigation.
------------------------------------------------------------ -----------------
Story Quest: Tribal Chaos
------------------------------------------------------------ -----------------
Info: With the death of Dugog, the Orc tribes have been thrown into chaos.
You must travel to 4 Orc villages and defeat their leaders to quiet them
down.
Places Unlocked: Blood Moon, Bone Head, Snake Fang, White Skull
Completion:
You will meet up with the leader of the Merchant Guild. Apparently, female
dwarves can grow lots of facial hair. Either way, you will need to stop
some Orcs from going out of control. To complete this, you will have to go
to four Orc villages and battle the Orc Lord of each village. Orc Lords
have Enrage like normal Orcs, but also have the Headbutt skill that can stun
you and the skill Call the Horde, which can increase Mana and Life Points.
They also hold a Great Mang, which has a chance to reduce your Red Mana to
zero. When you have defeated the first Orc Lord and reach your second
destination, Darkhunter and Khalkus will have a conversation with each other
about Orcs and how Darkhunter doesn't want to fight them if you have the
both of them in your party. Battle the Orc Lords at Blood Moon, Bone Head,
and White Skull. When they are all defeated, make your way to Snake Fang
and face off with the last Orc Lord. Since this is your fourth Orc Lord, if
you have a Dungeon, you can capture this Orc Lord. When the Orc Lord is
defeated, make your way back to Dhun-Kor and report your successes. When
your mission is completed, you will receive your reward, along with a nice
axe.
Reward: +450 Gold, Dwarven Axe
------------------------------------------------------------ -----------------
Story Quest: Tribal Chaos Complete!
------------------------------------------------------------ -----------------
With the tribes subdued for now, you will have to speak to the Lord of all
the Orcs to gather information about what has been going on in regards to the
human slaves.
------------------------------------------------------------ -----------------
Story Quest: Lord of Orcs
------------------------------------------------------------ -----------------
Info: You must travel deep into Kor to meet with Gruulkar, the Great Orc,
Lord of Kor. You must then convince Gruulkar to tell you why the Orcs
are taking prisoners.
Places Unlocked: Gruuldok, Wargstone (disappears eventually)
Completion:
Now that the tribes are calmed, you must make your way further into Orc
territory to meet with the Orc leader, Gruulkar, to interrogate him about
the prisoners being captured and taken. Gruulkar can be found in Gruuldok,
which is south of Snake Fang. There should be a Wolfrider in your way to
there. Wolfriders are just Orcs riding Wolves, which gives them the skills
of both, along with keeping the speed of Wolves and the power of Orcs. When
this Wolfrider is defeated and you reach Gruuldok, make your way over to
Gruulkar and talk to him. You will need to bring Gruulkar a Warg's pelt in
order to speak with him more. To find a Warg, you will have to go to the
Wargstone, which is west of Gruuldok. A Warg is just a nastier version of a
Wolf. Wargs are larger and faster than Wolves and have the Rend and Haste
skills along with the regular Wolf skills. When you defeat the Warg, take
it's pelt back to Gruulkar. He will agree to talk to you for a little
while. He will tell you that he is not taking slaves, but some of the Orcs
are following a new leader that is to the north and they are the ones taking
the slaves. With this new information, your quest is complete.
Reward: +80 Experience
------------------------------------------------------------ -----------------
Story Quest: Lord of Orcs Complete!
------------------------------------------------------------ -----------------
Well, now that you know what is going on and the Orcs are subdued, you will
now need to deal with the Ogres and subdue them as well.
------------------------------------------------------------ -----------------
Story Quest: Ogre Tactics
------------------------------------------------------------ -----------------
Info: The Ogres in the south are getting restless. Somebody needs to
travel down there and sort them out.
Places Unlocked: Gork
Completion:
Apparently Gruulkar is trying to stir up trouble using the Ogres as his army
to attack Dhun-Kor with. The Ogres will give you problems if you continue
investigating the slave issue without dealing with them, so you should get
rid of the Ogre problem first. Head south to Gork, which is south of
Gruuldok, and battle an Ogre. This Ogre is just a regular Ogre and should
be easy to defeat by now. When this Ogre is defeated, the other Ogres still
refuse to listen to you, so you will have to face off with another Ogre.
This Ogre is wearing a Horned Helm and some Chain Armor to protect him, so
it will probably take longer to defeat him. Still, this Ogre should not
present too much of a problem, as you probably have already battled many
Ogres. When this Ogre is defeated, the Ogres will decide that maybe you
aren't someone to be messing with and will calm down. Make your way back
north to Dhun-Kor and return to Khrona to receive your reward.
Reward: +400 Gold, +90 Experience
------------------------------------------------------------ -----------------
Story Quest: Ogre Tactics Complete!
------------------------------------------------------------ -----------------
Now that there is a definite link between Gruulkar and the Ogres, it's time
to fully deal with the Ogre and Orc problem in order to find the link between
them and the slavers.
------------------------------------------------------------ -----------------
Story Quest: Ogre Magic
------------------------------------------------------------ -----------------
Info: You must stop any further threat from the Ogres by defeating their
leader.
Places Unlocked: Gluk
Completion:
Past Gork is the city of Gluk, which holds the leader of the Ogres. The
leader happens to be an Ogre Mage. Apparently, defeating the Ogre Mage will
cause the rest of the Ogres to fall into chaos and be leaderless, so your
next goal will be to defeat the Ogre Mage. Make your way over to Gluk and
confront the Ogre Mage. The Ogre Mage can randomly create Wildcards and
create +5 Skulls. Also, this Ogre Mage has the Rain of Fire spell, which
gets rid of the Red Gems and deals direct damage to you. When you manage to
defeat the Ogre Mage, the Ogres will fall into disarray without their
leader, so head back to Dhun-Kor and speak to Khrona again to complete your
mission.
Reward: +200 Gold, +90 Experience
------------------------------------------------------------ -----------------
Story Quest: Ogre Magic Complete!
------------------------------------------------------------ -----------------
Even though Gruulkar doesn't have the Ogres to do his dirty work for him
anymore, he still wants to go to war and fight. However, that would not be
good for your investigation into the whole slave deal, so you will need to
stop the war from ever starting.
------------------------------------------------------------ -----------------
Story Quest: War Council
------------------------------------------------------------ -----------------
Info: You must try to stop Gruulkar from gathering the hordes and going to
war in Northern Kor.
Places Unlocked: None
Completion:
Khrona will inform you that Gruulkar is gathering the Orcish hordes in order
to prepare for war with the other races in Dhun-Kor. Since the death of
Dugog, northern Kor has become unstable and Gruulkar is trying to take this
opportunity to seize control of the entire area. This would be a detriment
to what you are trying to accomplish, so you will need to stop the war from
happening. You will need to talk to Gruulkar into stopping this war. If
talking doesn't work (which it probably won't), even more drastic measures
will probably be needed. Make your way over to Gruuldok and speak with
Gruulkar. Gruulkar, of course, doesn't want peace and refuses to listen to
you and sends you out. When you attempt to talk to him again, he will send
out an Orc Champion to attack you. The Orc Champion is very heavily armored
with a Horned Helm, Chainmail Armor, and Leather Boots. Furthermore, he
knows the Headbutt skill, which stuns you. This won't be an easy fight, but
when you manage to defeat the Champion, Gruulkar still will not listen to
you. Well, apparently you will have to head south to Gluk, because that is
where the swirling stars are. When you reach Gluk, you will get a message
stating that maybe the Ogres will know how to stop Gruulkar. Well, if they
do know this information, they will not give this information without a
fight. You will need to defeat an Ogre Mage in order for you to get any
information from them. The Ogre Mage is a regular Ogre Mage, which means
you will have random +5 Skulls appearing randomly on the board whenever you
deal damage to the Ogre Mage. When you have defeated the Ogre Mage, the
Ogre will tell you how to stop Gruulkar: become Gruulkar. That means you
must defeat Gruulkar in battle and then take his place as the leaders of the
Orcs. Armed with this information, head on back to Dhun-Kor and talk to
Khrona. Now is the time to prepare for war with the Orcs.
Reward: +50
|