
rhonorrae
|
nov 17, 2008 9:41 pm
Puzzle Quest \
FAQ/Walkthrough \ 6l. Jarl and Jotun Side Quests
PQUCHJAR \_______________________________________________________
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Side Quest: The Invitations
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Location: Tusk
Requirements: Have completed the Story Quest Horns of Sartek
Info: You must deliver an invitation to two Giants, Jarl and Jotun. They
have been invited to attend a tournament in Tusk.
Places Unlocked: Blackhoof, Giant's Walk, Jarl's Keep, Jotun's Keep
Completion:
You will have to send invitations personally to Jarl and Jotun. They both
preside over their own keeps, which you can take over and gain money from.
Jarl is a Frost Giant and Jotun is a Fire Giant, which means they are very
temperamental and hard to deal with. Furthermore, their keeps are defended
by another giant. Make your way over to Jotun's Keep first and defeat the
Fire Giant that is in front of it. Fire Giants can use the skill
Conflagration to increase the number of Red Gems on the board. Once that
happens, their weapon, the Flameblade, can deal more damage to you and their
spell, Rain of Fire, can deal more direct damage to you. Also, they have
the Stomp! skill, which can stun you for a couple of turns. Finally, they
have decent stats and a 30% Fire Resistance. When you defeated the Fire
Giant, deliver the invitation to Jotun. Now, make your way over to Jarl's
Keep next. Don't expect things to get any easier when dealing with the
Frost Giant. It's almost the same thing as the Fire Giant. Instead of the
spells Conflagration and Rain of Fire, it's the spells Freeze and Frostbite
and instead of the Flameblade, it's a Frostblade. Finally, they have 30%
Water Resistance instead of 30% Fire Resistance. Just do the same thing you
did with the Fire Giant with this Giant. If you are having problems
defeating either of the two Giants, you may want to hold off until later to
complete this quest, as the quests that will follow this one will involve
much of the same. When the Frost Giant is defeated, deliver the invitation
to Jarl and head back to Tusk. You will receive your reward.
Reward: +200 Gold, +200 Experience
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Side Quest: The Invitations Complete!
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Side Quest: Jarl's Hammer
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Location: Jarl's Keep
Requirements: Have completed the Side Quest The Invitations
Info: Jotun the Fire Giant has stolen Jarl's Hammer. You must take it back
and return it to its rightful owner.
Places Unlocked: None
Completion:
Jarl is looking for his Hammer and he knows who took it. Apparently, Jotun
the Fire Giant, his rival, has stolen Jarl's Hammer and he wants it back.
He has recruited you to get it for him. This will begin the long process of
stealing and retrieving and fighting Giants. Make your way over to Jotun'
Keep and knock on Jotun's Door. Jotun won't just hand you the Hammer.
Instead, he will fight you to keep the Hammer and use the Hammer against
you. You should know what Fire Giants do by now. They have the
Conflagration spell, which turns gems of a selected type to Red Gems. This
will power up their Rain of Fire direct damage spell. However, because
Jotun is using Jarl's Hammer against you, he will not be wielding a
Flameblade. Jarl's Hammer deals damage to you whenever Jotun gets Blue
Mana, so he will be damaging you this way also. When the Fire Giant is
bested, you will have taken Jarl's Hammer. Return to Jarl's Keep and return
the hammer to its owner.
Reward: +200 Gold, +200 Experience
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Side Quest: Jarl's Hammer Complete!
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Side Quest: Jotun's Helm
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Location: Jotun's Keep
Requirements: Have completed the Side Quest Jarl's Hammer
Info: Jarl the Frost Giant has stolen Jotun's Helm. You must find and
return it.
Places Unlocked: None
Completion:
Apparently, Jotun took Jarl's Hammer because Jarl took Jotun's Helm. Well,
it's time to make a trip over to Jarl's Keep and to get back the helm. Jarl
is a Frost Giant, which means you will have to deal with the Freeze spell,
which turns Red Gems into Blue Gems. This goes well with their Frostbite
spell, which deals damage to you based on the Blue Gems on the board. He
also has the Stomp! skill, which will stun you for a turn. Finally, Jarl is
equipped with Jotun's Helm and Boots, along with his own Hammer. Other than
the equipment, Jarl is just a normal Frost Giant. When Jarl is defeated,
make your way back to Jotun's Keep and return the Helm.
Reward: +200 Gold, +200 Experience
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Side Quest: Jotun's Helm Complete!
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Side Quest: Jarl's Cloak
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Location: Jarl's Keep
Requirements: Have completed the Side Quest Jotun's Helm
Info: Jotun the Fire Giant has stolen Jarl's Cloak. You must take it back
and return it to its rightful owner.
Places Unlocked: None
Completion:
This cycle will never end. Jarl wants his Cloak back. Jotun has the Cloak,
so make your way over to Jotun's Keep and get back the Cloak. Jotun is the
same as before except that he has his Helm and Flameblade back. Defeat
Jotun...again...and then make your way back to Jarl's Keep and return the
Cloak.
Reward: +200 Gold, +200 Experience
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Side Quest: Jarl's Cloak Complete!
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Side Quest: Jotun's Boots
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Location: Jotun's Keep
Requirements: Have completed the Side Quest Jarl's Cloak
Info: Jarl the Frost Giant has stolen Jotun's Boots. You must find them
and return them.
Places Unlocked: None
Completion:
One more time, make your way over to Jarl's Keep and battle him for Jotun's
Boots. Jarl is the same as before except he has his Cloak back and doesn't
have Jotun's Helm. Defeat Jarl and return Jotun's Boots back to Jotun to
complete this quest. This has got to stop.
Reward: +200 Gold, +200 Experience
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Side Quest: Jotun's Boots Complete!
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Side Quest: Brotherly Love
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Location: Jarl's Keep
Requirements: Have completed the Side Quest Jotun's Boots
Info: You must try to put an end to Jarl and Jotun stealing each others'
things.
Places Unlocked: Weret
Completion:
This has got to stop. Otherwise, you'd never get on with the story. First,
talk to Jarl about getting the brothers to stop stealing things from each
other. Jarl will inform you that if Jotun signs an agreement on Griffonskin
parchment, Jarl will agree to stop the feud. He will tell you that you can
find some Griffonskin parchment from a merchant in Kor. Make your way over
to Jotun's Keep and talk to him now. Jotun says he will agree to a cease
fire if Jarl signs the agreement in Medusa's Blood. Apparently, you can
find a Medusa outside of the village of Weret. You tell both Jarl and Jotun
that the agreement point will be at the Giant's Walk. First, make your way
over to Weret and find the Medusa. Medusas can cast the Petrify spell,
which stuns you. Also, they can Poison you with their attacks and turn
Green Gems into Skulls with their Stone Gaze skill. When the Medusa is
defeated, you will find the blood from the Medusa. Now, it's time to get
the Griffonskin parchment. You can find the merchant in question in
Gruuldok. The path to Gruuldok is probably filled with lots of random
creatures, so it might take a while to get to Gruuldok. When you reach
Gruuldok, Neehi is the merchant in question. He will give you the parchment
for 100 Gold. When you have the Griffonskin, make your way back to the
Giant's Walk and have the two giants sign the agreement. When they have
signed the agreement, they will get into another argument. At the end of
the argument, you will end up getting all the equipment that you were
stealing and returning.
Reward: Jarl's Hammer and Cloak, Jotun's Helm and Boots
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Side Quest: Brotherly Love Complete!
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___________________
Puzzle Quest \
FAQ/Walkthrough \ 7. Taverns
PQUTAVER \_______________________________________________________
Taverns are where you can find important rumors and information regarding the
various storylines in the game. While they are not necessary for the game,
they provide interesting tidbits that allow you to better enjoy the game.
I have listed the names of the rumors, the cost of the rumors, and in
parentheses, the quest needed to be completed in order for it to be
available.
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Bartonia Tavern
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Bartonia: Free
Knightly Orders: 1 Gold
Queen Gwendholyn: Free (Family Reunion)
Palace Guard: Free (Practice Dummy)
House Albion: Free (Practice Dummy)
Sirian Allfather: Free (The Missive)
Undead Trouble: Free (Rogue Skeleton)
Orc Slavers: Free (The Prisoner)
Conflict with Bane: Free (None Shall Pass)
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Gallia Tavern
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The Borderlands: 1 Gold (Darkhunter)
Riverguard: 25 Gold (Helping Hand)
Griffons: 10 Gold (The Prisoner)
Darkhunter's History: 65 Gold (The Prisoner)
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Drakenburg Tavern
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Drakenburg's Dragon: 5 Gold (Helping Hand)
Skellheim: 25 Gold (Skellheim)
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Enmouth Tavern
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The Trarg: Free (Slavers)
Selentine Empire: Free (Knightly Orders)
Emperor Selentius: 25 Gold (Knightly Orders)
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The Trarg Tavern
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Imperial Wedding: Free (The Marriage)
Mounts: 50 Gold (The Marriage)
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Silvermyr Tavern
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Wood Elf Royalty: 25 Gold (None Shall Pass)
Wood Elves: 50 Gold (None Shall Pass)
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Dhun-Kor Tavern
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Dhun-Kor: 20 Gold (Dwarven Caravan)
Unrest in Kor: 25 Gold (Dwarven Caravan)
Khrona: Free (Tribal Chaos)
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Gruuldok Tavern
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Gruuldok: Free (Lord of Orcs)
The Great Orc: 25 Gold (Lord of Orcs)
Gruulkar: 10 Gold (Lord of Orcs)
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Gluk Tavern
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Ogre Mages: Free (Ogre Magic)
Ogre Cooking: Free (Granite)
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Dragonrealm Tavern
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Dragons: Free (Dragontrap)
Kelthurax: 20 Gold (Dragontrap)
Missing Dragons: 55 Gold (More Hunting)
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Horned Temple Tavern
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Lord Sartek: Free (The Mechataur)
Minotaurs: Free (The Mechataur)
Firewalkers: 10 Gold (The Mechataur)
The Four Horsemen: 40 Gold (The Mechataur)
Lord Sartek: 20 Gold (The Mechataur)
Sartek's Treachery: 10 Gold (The Mechataur)
Minogoth: 25 Gold (Trial by Fire)
Lord Bane: 50 Gold (Gornak's Gap)
The Banewars: 25 Gold (Gornak's Gap)
Bane's Revenge: 25 Gold (Gornak's Gap)
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Hyaan Tavern
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Gnolls: Free (Tooth of Sartek)
Trouble in Hyaan: (Tooth of Sartek)
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Othar Tavern
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Othar: 1 Gold (Skull of Sartek)
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Ylarie Tavern
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Ylarie Ruins: Free (Northern Tundra)
The Passes of Death: 65 Gold (Northern Tundra)
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Ehlariel Tavern
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Ragnar the Dragon: Free (Royal Summons)
High Elven Royality: 20 Gold (Royal Summons)
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Kal-Unger Tavern
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Dark Dwarves: 25 Gold (Fifth Gear)
Dark Dwarf Trading: Free (Dark Dealings)
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Lord Bane's Citadel Tavern
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Lord Bane's Citadel: Free (The Final Battle)
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Puzzle Quest \
FAQ/Walkthrough \ 8. Companions
PQUCOMPA \_______________________________________________________
Throughout the game, you will come across various people with various
personalities. Helping these people will gain their respect and cause them
to want to join your party. At the start of a battle, if the right
conditions are met, your companions will increase your abilities or decrease
your opponent's abilities or Life Points, giving you the edge in the battle.
There are nine companions in all (ten if you count Sunspear's two modes), but
you can only have eight in your party, which means at the end, you will have
to make a choice of who you want in your party.
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Syrus Darkhunter
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Race: Half-Elf
Gender: Male
Age: 32
Bio: A mysterious warrior from the Borderlands. He has earned a fearsome
reputation as a hunter of Undead creatures. Silent and thoughtful, he
does not discuss his past.
Effect: Does 10 points of damage to any Undead creature at the start of a
battle.
Retrieval Location: Gallia
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Princess Serephine
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Race: Human
Gender: Female
Age: 16
Bio: Rescued by you from an arranged marriage to the Barbarian Lord, Trarg,
she is beautiful and charming, always manages to get her own way.
Effect: Serephine adds +10 to your Battle when fighting Good opponents.
Retrieval Location: Bartonia
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Khalkus
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Race: Dwarf
Gender: Male
Age: 235
Bio: A Dwarven Engineer from the mines of Khaz-agar. Fascinated by all
things mechanical, he often talks at great length about his current
projects and future plans.
Effect: Khalkus adds +10 to your Battle when fighting against Citadels or
Mechanical foes.
Retrieval Location: Hammer Pass
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Drong
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Race: Ogre
Gender: Male
Age: 50
Bio: A massively fat Ogre with a remarkably friendly nature who never seems
to stop eating, he would devour everything in the Realms of Etheria given
half a chance.
Effect: Drong does 10 points of damage to any Animal at the start of a
battle.
Retrieval Location: Drong's Tower
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Flicker
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Race: Dragon
Gender: Male
Age: 20
Bio: A young Gold Dragon, whose parents have gone missing with all the other
Dragons. Quick-witted and often rude, he has joined you to locate his
family and friends.
Effect: Flicker adds +10 to your Air Resistance when fighting Fliers.
Retrieval Location: Dragonrealm
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Sunspear
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Race: Minotaur
Gender: Male
Age: 64
Bio: Old and wise, this Firewalker was assigned to you by his leader, Tauron
Flamebite. Although not the warrior he once was, he remains wise in the
Realms of War.
Effect: Sunspear adds +10 to Red Mana when fighting Minotaurs.
Retrieval Location: Horned Temple
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Sunspear's Spirit
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Race: Minotaur Spirit
Gender: Male
Age: 64
Bio: Sunspear was an old and wise Minotaur Firewalker. He achieved great
honor being slain in battle against Ragnar and his spirit has now returned
to aid you.
Effect: Sunspear's Spirit adds +10 to Red Mana when fighting Undead or
Minotaurs.
Retrieval Location: Horned Temple
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Patch
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Race: Gnoll
Gender: Male
Age: 23
Bio: A crazed and psychotic Gnoll Thief. Despite being a little unstable,
he is fiercely loyal to those he knows and trusts, perhaps even a little
overprotective of them.
Effect: Patch has a 20% chance to backstab an opponent for 25 points of
damage.
Retrieval Location: Hyaan
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Winter
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Race: Wolf
Gender: Male
Age: 9
Bio: A rare breed of Wolf found only in the Northern Tundra, he is a pack
leader and master of the hunt. His icy breath can slow an enemy in its
tracks.
Effect: Winter halves the starting man of any opponent whose Fire Mastery is
15 or higher.
Retrieval Location: Tirianin
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Elistara
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Race: High Elf
Gender: Female
Age: 612
Bio: Elistara is a High Elven Dragonknight. Like all of her people she is
serious and efficient - a loyal companion, but a dangerous enemy.
Effect: Elistara adds +10 Water Resistance against Large opponents.
Retrieval Location: Ylarie
___________________
Puzzle Quest \
FAQ/Walkthrough \ 9. Structures
PQUSTRUC \_______________________________________________________
Structures are buildings you can build inside of your citadel. Your citadel
is very important, as it allows you to gain skills, forge new items, and
improve your skills. You will want to focus on building all the structures
inside of your citadel as soon as possible, as you will notice the benefits
of having a completed citadel immediately.
Dungeon:
Cost: 250 Gold
Prerequisites: None
Effect: A Dungeon allows you to capture enemies and ride captured mounts.
To capture an enemy, you must have defeated them in battle three times
beforehand. The fourth time you fight the enemy, along with fighting
the enemy and canceling the battle, you will be given the option to
capture the enemy. You will be given a puzzle that you will need to
solve. To solve the puzzle, you must clear the board of all gems.
Zaraf has created Monster Capture Solutions on GameFAQs, which can help
you capture the monsters.
Mage Tower:
Cost: 400
Prerequisites: Dungeon
Effect: A Mage Tower allows you to learn spells from captured enemies.
This will unlock the Research Spells option. More on this option can
be found in Chapter 10 of this guide.
Stable:
Cost: 500
Prerequisites: Dungeon
Effect: A Stable allows you to train mounts and increase their
effectiveness in combat. This will unlock the Train Mounts option.
More on this option can be found in Chapter 11 of this guide.
Forge:
Cost: 600
Prerequisites: None
Effect: A Forge allows you to create new magic items. This will unlock
the Forge Items option. More on this option can be found in Chapter 12
of this guide.
Siege Workshop:
Cost: 800
Prerequisites: Forge
Effect: A Siege Workshop allows you to attack and capture other cities on
the map. A captured city allows you to access your citadel from that
city, along with gaining gold every month when you pass through the
city. More on this option can be found in Chapter 13 of this guide.
Temple:
Cost: 1000
Prerequisites: None
Effect: A Temple allows you to improve your Hero's skills. This will
unlock the Improve Skills option. To do so, you must donate money to
the temple, which requires gold. The higher your skill is, the more
money it costs to raise it up one point.
Towers:
Cost: 1250
Prerequisites: None
Effect: Towers reduce the chance of rebellion in your captured cities by
50%. If a city rebels, you will be unable to do anything in that city
until you re-siege the city and capture it back. With a Tower, your
cities will hardly ever rebel.
Vault:
Cost: 1500
Prerequisites: None
Effect: A Vault increases Gold income from captured cities by 50%
Statues:
Cost: 2500
Prerequisites: None
Effect: Statues grant you a special award - King or Queen - which
improves your Morale by +5. This should be the last structure you
should focus on getting, since it costs the most and really doesn't
affect you that much.
___________________
Puzzle Quest \
FAQ/Walkthrough \ 10. Research Spells
PQURESEA \_______________________________________________________
When you have a Dungeon and a Mage Tower, you will gain the ability to
research spells learned from captured enemies. To capture an enemy, you must
have defeated them three times. On the fourth time, you will be given the
option to capture them. You must then solve a puzzle in which you need to
eliminate every gem on the board. If you do not, you will have to try again.
To solve these puzzles, you can use Zaraf's Monster Capture guides on
GameFAQs. I personally have tried every one of these and think that the
guides are really well done. When you have captured an enemy, you will be
able to use the Research Spell option inside of your citadel to gain the
spell and add it to your list of spells. When you are researching a spell,
you will go to your familiar battle grid. However, you will not be facing an
opponent. Instead, you will be simply trying to clear a certain amount of
Gems and Scrolls. There are special rules involving this game. They are
found on the top screen, but I have also listed them here.
4-of-a-kind: Gives double points and generates a scroll.
5-0f-a-kind: Gives triple points and generates two scrolls.
Heroic Effort: On a cascade of five or higher, the board is cleared of
Purple Stars, Gold Coins, and Skulls.
Special: If you complete a category, it clears the board of matching gems.
Defeat: You lose if there are no moves left.
The only way you lose is if there are no moves left. However, the longer you
take, the more inclined the game is to not help you. Also, scrolls will not
randomly appear. They only appear if you get a four or five of a kind.
Therefore, you want to focus on getting the scrolls first. Also, another
thing you want to focus on is getting the highest number of gems.
There are four levels of spells you can obtain. There is Easy, Moderate,
Hard, and Very Hard. Obviously, Very Hard spells can take a long time to get
and you will probably end up failing more times than not. Also, they have
the highest Gem and Scroll totals to get rid of.
I have separated the spells in this section by their difficulty. I have also
listed what monster you need to capture for that spell and the Gems and
Scrolls you need to clear in order to obtain the spell.
___________________
Puzzle Quest \
FAQ/Walkthrough \ 10a. Easy Spells
PQURSEAS \_______________________________________________________
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Chill Touch
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Creature Needed: Skeleton, Wight
Effect: Reduces all your enemy's Mana Reserves by 3. Adds +5 to your
Green Mana.
Difficulty: Easy
Requirements:
Green Mana: 33
Red Mana: 67
Yellow Mana: 50
Blue Mana: 16
Scrolls: 3
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Steal
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Creature Needed: Thief
Effect: Reduces the enemy's Gold by 25 and gives it to you. This effect is
permanent.
Difficulty: Easy
Requirements:
Green Mana: 35
Red Mana: 17
Yellow Mana: 71
Blue Mana: 53
Scrolls: 3
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Taunt
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Creature Needed: Imp
Effect: Reduces a random Mana reserve from enemy by 8 plus an additional +1
for every 10 Yellow Mana.
Difficulty: Easy
Requirements:
Green Mana: 21
Red Mana: 63
Yellow Mana: 85
Blue Mana: 42
Scrolls: 3
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Thrust
------
Creature Needed: Knight
Effect: Destroys a selected gem. You gain full effect for the gem
destroyed.
Difficulty: Easy
Requirements:
Green Mana: 35
Red Mana: 71
Yellow Mana: 17
Blue Mana: 53
Scrolls: 3
___________________
Puzzle Quest \
FAQ/Walkthrough \ 10b. Moderate Spells
PQURSMOD \_______________________________________________________
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Channel Air
-----------
Creature Needed: Undead Dragon
Effect: Adds +5 to Yellow Mana. Your turn does not end.
Difficulty: Moderate
Requirements:
Green Mana: 71
Red Mana: 53
Yellow Mana: 17
Blue Mana: 35
Scrolls: 5
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Channel Earth
-------------
Creature Needed: Swamp Dragon
Effect: Adds +5 to Green Mana. Your turn does not end.
Difficulty: Moderate
Requirements:
Green Mana: 19
Red Mana: 78
Yellow Mana: 58
Blue Mana: 39
Scrolls: 6
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Channel Fire
------------
Creature Needed: Flame Dragon
Effect: Adds +5 to Red Mana. Your turn does not end.
Difficulty: Moderate
Requirements:
Green Mana: 78
Red Mana: 19
Yellow Mana: 58
Blue Mana: 39
Scrolls: 6
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Channel Water
-------------
Creature Needed: Frost Dragon
Effect: Adds +5 to Blue Mana. Your turn does not end.
Difficulty: Moderate
Requirements:
Green Mana: 78
Red Mana: 58
Yellow Mana: 39
Blue Mana: 19
Scrolls: 6
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Divine Right
------------
Creature Needed: Knight
Effect: Destroys all Purple Stars. You gain the full effects for all gems
destroyed.
Difficulty: Moderate
Requirements:
Green Mana: 39
Red Mana: 19
Yellow Mana: 78
Blue Mana: 58
Scrolls: 4
------
Freeze
------
Creature Needed: Frost Giant
Effect: Turns Red Gems into Blue Gems. Adds +1 to Blue Mana for every
transformed gem.
Difficulty: Moderate
Requirements:
Green Mana: 60
Red Mana: 40
Yellow Mana: 20
Blue Mana: 80
Scrolls: 6
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Gemberry
--------
Creature Needed: Elven Guard
Effect: Adds +5 to Life Points, plus an additional +1 for every 4 Blue Mana.
Difficulty: Moderate
Requirements:
Green Mana: 38
Red Mana: 19
Yellow Mana: 57
Blue Mana: 76
Scrolls: 4
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Sense Blood
-----------
Creature Needed: Gnoll
Effect: Destroys all Red and Blue Gems. Adds +2 Experience for each Gem
destroyed.
Difficulty: Moderate
Requirements:
Green Mana: 67
Red Mana: 100
Yellow Mana: 33
Blue Mana: 134
Scrolls: 7
------------
Sneak Attack
------------
Creature Needed: Thief
Effect: Does 3 points of damage to enemy. Your turn does not end.
Difficulty: Moderate
Requirements:
Green Mana: 72
Red Mana: 54
Yellow Mana: 36
Blue Mana: 18
Scrolls: 4
--------------
Spectral Force
--------------
Creature Needed: Wight
Effect: Your enemy loses 3 turns. Does 10 points of damage to enemy if Blue
Mana is 35+.
Difficulty: Moderate
Requirements:
Green Mana: 153
Red Mana: 102
Yellow Mana: 51
Blue Mana: 205
Scrolls: 5
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Swoop
-----
Creature Needed: Giant Bat
Effect: Reduces your enemy's Yellow Mana by half. Your turn does not end if
Yellow Mana is 14+.
Difficulty: Moderate
Requirements:
Green Mana: 43
Red Mana: 64
Yellow Mana: 86
Blue Mana: 21
Scrolls: 4
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Thump!
------
Creature Needed: Hill Giant, Ogre, Ogre Mage
Effect: Does 10 points of damage to the enemy. Unaffected by Battle.
Difficulty: Moderate
Requirements:
Green Mana: 93
Red Mana: 125
Yellow Mana: 62
Blue Mana: 31
Scrolls: 5
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Trample
-------
Creature Needed: Centaur
Effect: Does damage equal to half your Green Mana to enemy. Does 1 point of
damage minimum.
Difficulty: Moderate
Requirements:
Green Mana: 84
Red Mana: 63
Yellow Mana: 42
Blue Mana: 21
Scrolls: 4
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Vampirism
---------
Creature Needed: Vampire Bat
Effect: Does 5 points of damage to enemy and gives it to you, plus an
additional +1 for every 10 Red Mana.
Difficulty: Moderate
Requirements:
Green Mana: 44
Red Mana: 88
Yellow Mana: 66
Blue Mana: 22
Scrolls: 4
-------------
Wake the Dead
-------------
Creature Needed: Liche, Skeleton
Effect: Turns 1 Skull into 1 +5 Skull for every 5 Green Mana. After gems
are transformed, the turn ends.
Difficulty: Moderate
Requirements:
Green Mana: 94
Red Mana: 47
Yellow Mana: 23
Blue Mana: 70
Scrolls: 3
----------
Wild Magic
----------
Creature Needed: Ogre Mage
Effect: Turns 4 random gems into Wildcards. If all your Mana Reserves are
12+, your turn does not end.
Difficulty: Moderate
Requirements:
Green Mana: 128
Red Mana: 96
Yellow Mana: 64
Blue Mana: 32
Scrolls: 7
---
Zap
---
Creature Needed: Imp
Effect: Does 5 points of damage to enemy, plus an additional +1 for every 8
Red Mana.
Difficulty: Moderate
Requirements:
Green Mana: 41
Red Mana: 83
Yellow Mana: 62
Blue Mana: 20
Scrolls: 3
___________________
Puzzle Quest \
FAQ/Walkthrough \ 10c. Hard Spells
PQURSHAR \_______________________________________________________
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Archery
-------
Creature Needed: Centaur
Effect: Does damage equal to your enemy's Yellow Mana. Your turn does not
end if Yellow Mana is 15+.
Difficulty: Hard
Requirements:
Green Mana: 73
Red Mana: 109
Yellow Mana: 146
Blue Mana: 36
Scrolls: 13
-------
Besiege
-------
Creature Needed: Catapult
Effect: Destroys a random 3x3 grid of gems. You gain the full effects for
all gems destroyed.
Difficulty: Hard
Requirements:
Green Mana: 102
Red Mana: 51
Yellow Mana: 76
Blue Mana: 25
Scrolls: 9
-----------
Bone Strike
-----------
Creature Needed: Skeletaur
Effect: Reduces your enemy's Green Mana to 0. You turn does not end if
their Green Mana is 10+
Difficulty: Hard
Requirements:
Green Mana: 127
Red Mana: 63
Yellow Mana: 31
Blue Mana: 95
Scrolls: 9
------
Burial
------
Creature Needed: Doomknight
Effect: Turns all Skulls and Gold Coins into Green Gems. After gems are
transformed, the turn ends.
Difficulty: Hard
Requirements:
Green Mana: 71
Red Mana: 143
Yellow Mana: 35
Blue Mana: 107
Scrolls: 10
----
Burn
----
Creature Needed: Imp
Effect: Turns all Green Gems into Red Gems. After gems are transformed, the
turn ends.
Difficulty: Hard
Requirements:
Green Mana: 81
Red Mana: 108
Yellow Mana: 54
Blue Mana: 27
Scrolls: 10
-------
Charge!
-------
Creature Needed: Minotaur
Effect: Destroys a selected row of gems and does 5 points of damage. You
gain the effects of every gem destroyed.
Difficulty: Hard
Requirements:
Green Mana: 133
Red Mana: 99
Yellow Mana: 66
Blue Mana: 33
Scrolls: 10
----------
Chaos Bolt
----------
Creature Needed: Arboleth
Effect: Does damage equal to the Mana of a random Mana Reserve. The
respective Mana Reserve is reduced to zero.
Difficulty: Hard
Requirements:
Green Mana: 161
Red Mana: 120
Yellow Mana: 80
Blue Mana: 40
Scrolls: 11
------------
Consume Mana
------------
Creature Needed: Arboleth
Effect: Destroys all Mana Gems of a random color. You gain the full effects
for all gems destroyed.
Difficulty: Hard
Requirements:
Green Mana: 122
Red Mana: 91
Yellow Mana: 51
Blue Mana: 30
Scrolls: 8
---------
Fire Bomb
---------
Creature Needed: Dark Dwarf
Effect: Attaches a Firebomb to your opponent for 12 turns. IF Red Mana is
12 or higher, the Firebomb explodes, doing 5 damage.
Difficulty: Hard
Requirements:
Green Mana: 81
Red Mana: 162
Yellow Mana: 121
Blue Mana: 40
Scrolls: 13
---------
Frostbite
---------
Creature Needed: Frost Giant
Effect: Does 1 point of damage for every Blue Gem in play. Destroys all
Blue Gems.
Difficulty: Hard
Requirements:
Green Mana: 79
Red Mana: 39
Yellow Mana: 118
Blue Mana: 158
Scrolls: 13
----
Hide
----
Creature Needed: Goblin
Effect: Adds +100% to damage. Lasts until you receive damage.
Difficulty: Hard
Requirements:
Green Mana: 118
Red Mana: 29
Yellow Mana: 59
Blue Mana: 88
Scrolls: 10
-----------
Hurl Goblin
-----------
Creature Needed: Gobshooter
Effect: Destroys a random gem. You gain the gem's full effect plus 20x the
gem's effect.
Difficulty: Hard
Requirements:
Green Mana: 85
Red Mana: 171
Yellow Mana: 128
Blue Mana: 42
Scrolls: 13
------------
Rain of Fire
------------
Creature Needed: Fire Giant
Effect: Does 1 point of damage to enemy for every Red Gem in play. Destroys
all Red Gems.
Difficulty: Hard
Requirements:
Green Mana: 126
Red Mana: 168
Yellow Mana: 84
Blue Mana: 42
Scrolls: 12
------
Stomp!
------
Creature Needed: Hill Giant
Effect: Destroys all Green Gems, and your enemy loses 1 turn. You gain full
effects for all gems destroyed.
Difficulty: Hard
Requirements:
Green Mana: 81
Red Mana: 162
Yellow Mana: 40
Blue Mana: 121
Scrolls: 14
----------
Stone Gaze
----------
Creature Needed: Medusa
Effect: Turns Green Gems into Skulls. Your turn does not end if Green Mana
is 15+.
Difficulty: Hard
Requirements:
Green Mana: 129
Red Mana: 86
Yellow Mana: 43
Blue Mana: 173
Scrolls: 13
--------
Submerge
--------
Creature Needed: Sea Serpent
Effect: Doubles your Blue Mana. Reduces your enemy's Yellow Mana by half.
Difficulty: Hard
Requirements:
Green Mana: 56
Red Mana: 28
Yellow Mana: 84
Blue Mana: 112
Scrolls: 9
-------------
Sword of Bane
-------------
Creature Needed: Doomknight
Effect: Does damage equal to your Green Mana. Reduces your Green Mana to
zero.
Difficulty: Hard
Requirements:
Green Mana: 187
Red Mana: 140
Yellow Mana: 93
Blue Mana: 46
Scrolls: 13
___________________
Puzzle Quest \
FAQ/Walkthrough \ 10d. Very Hard Spells
PQURSVER \_______________________________________________________
--------------
Call the Horde
--------------
Creature Needed: Orc Lord
Effect: Destroys all Green and Red Gems. Adds +1 to Red Mana, Green Mana,
and Life Points for every gem destroyed.
Difficulty: Very Hard
Requirements:
Green Mana: 133
Red Mana: 66
Yellow Mana: 266
Blue Mana: 199
Scrolls: 15
-----
Charm
-----
Creature Needed: Harpy
Effect: All Skulls in play are destroyed. Adds +1 to Life Points for every
Skull destroyed.
Difficulty: Very Hard
Requirements:
Green Mana: 95
Red Mana: 47
Yellow Mana: 191
Blue Mana: 143
Scrolls: 19
-------------
Conflagration
-------------
Creature Needed: Fire Giant
Effect: Turns all gems of the selected type into Red Gems. Any type can be
selected, including Skulls or Gold.
Difficulty: Very Hard
Requirements:
Green Mana: 242
Red Mana: 181
Yellow Mana: 121
Blue Mana: 60
Scrolls: 23
----------
Death Gaze
----------
Creature Needed: Liche
Effect: Does damage equal to half of enemy's current Life Points. Randomly
creates a Skull for every 5 damage done.
Difficulty: Very Hard
Requirements:
Green Mana: 370
Red Mana: 277
Yellow Mana: 185
Blue Mana: 92
Scrolls: 26
----------
Eat Skulls
----------
Creature Needed: Zombie
Effect: Destroys all Skulls, doing no damage for destroyed Skulls. Adds +1
to Battle for every Skull destroyed.
Difficulty: Very Hard
Requirements:
Green Mana: 187
Red Mana: 93
Yellow Mana: 46
Blue Mana: 140
Scrolls: 18
--------
Entangle
--------
Creature Needed: Elven Guard
Effect: Enemy loses 1 turn, plus an additional turn for every 20 of your
Green Mana.
Difficulty: Very Hard
Requirements:
Green Mana: 229
Red Mana: 114
Yellow Mana: 171
Blue Mana: 57
Scrolls: 20
-----------
Fire Siphon
-----------
Creature Needed: Fire Elemental
Effect: Reduces your enemy's Red Mana to zero. Adds +1 to Life Points for
every Red Mana reduced.
Difficulty: Very Hard
Requirements:
Green Mana: 227
Red Mana: 303
Yellow Mana: 151
Blue Mana: 75
Scrolls: 17
------------
Flame Cannon
------------
Creature Needed: Dark Dwarf
Effect: Explodes 4 random gems on the grid, destroying other gems around
them. You gain the effects of every gem destroyed.
Difficulty: Very Hard
Requirements:
Green Mana: 229
Red Mana: 171
Yellow Mana: 114
Blue Mana: 57
Scrolls: 14
--------
Headbutt
--------
Creature Needed: Orc Lord
Effect: Destroys all Red Gems, and your enemy loses 1 turn, plus an
additional turn for every 8 Red Gems destroyed.
Difficulty: Very Hard
Requirements:
Green Mana: 140
Red Mana: 187
Yellow Mana: 93
Blue Mana: 46
Scrolls: 15
-----------
Iron Strike
-----------
Creature Needed: Iron Golem
Effect: Destroys all Green Gems, and destroys all gems around Green Gems.
You gain the full effects for all gems destroyed.
Difficulty: Very Hard
Requirements:
Green Mana: 430
Red Mana: 322
Yellow Mana: 215
Blue Mana: 107
Scrolls: 33
-------
Petrify
-------
Creature Needed: Medusa
Effect: Enemy loses 2 turns, plus an additional turn for every 20 of your
Green Mana.
Difficulty: Very Hard
Requirements:
Green Mana: 317
Red Mana: 237
Yellow Mana: 158
Blue Mana: 79
Scrolls: 24
------------
Regeneration
------------
Creature Needed: Troll
Effect: Adds +4 to Life Points. Your turn does not end.
Difficulty: Very Hard
Requirements:
Green Mana: 122
Red Mana: 81
Yellow Mana: 40
Blue Mana: 163
Scrolls: 16
--------------
Reinforcements
--------------
Creature Needed: Imperial Guard
Effect: All Gold Coins in play are destroyed. Adds +1 to Life Points for
every Gold Coin destroyed.
Difficulty: Very Hard
Requirements:
Green Mana: 100
Red Mana: 50
Yellow Mana: 201
Blue Mana: 150
Scrolls: 19
-----------
Spit Poison
-----------
Creature Needed: Sea Serpent
Effect: Causes Blind and Poison. Lasts for 3 turns, plus one turn for every
12 Blue Mana.
Difficulty: Very Hard
Requirements:
Green Mana: 216
Red Mana: 144
Yellow Mana: 72
Blue Mana: 288
Scrolls: 28
---------
Soul Swap
---------
Creature Needed: Arkliche
Effect: Swaps Mana reserves with your enemy. Does not end your turn.
Difficulty: Very Hard
Requirements:
Green Mana: 121
Red Mana: 60
Yellow Mana: 182
Blue Mana: 243
Scrolls: 17
-----
Swarm
-----
Creature Needed: Giant Wasp
Effect: Destroys all Yellow Gems. Adds +1 to Morale and Life Points for
every gem destroyed.
Difficulty: Very Hard
Requirements:
Green Mana: 102
Red Mana: 51
Yellow Mana: 205
Blue Mana: 153
Scrolls: 15
------------
Wall of Fire
------------
Creature Needed: Fire Elemental
Effect: Damage is applied to Red Mana instead of Life Points. Lasts until
Red Mana is zero and reduces your Red Mana 2 per turn.
Difficulty: Very Hard
Requirements:
Green Mana: 208
Red Mana: 156
Yellow Mana: 104
Blue Mana: 52
Scrolls: 20
___________________
Puzzle Quest \
FAQ/Walkthrough \ 11. Mounts
PQUMOUNT \_______________________________________________________
You can obtain mounts when you build both a Dungeon and a Stable, you will be
able to ride mounts, once you capture some. Capturing a mount is the same as
capturing an enemy. After you have fought an enemy three times, the fourth
time you encounter the enemy, you will have another option other than
fighting the enemy and canceling the battle. You will be given a chance to
capture the enemy. Just like with capturing other enemies, you must solve a
puzzle in order to capture a mount.
Also, you can train your mounts to increase their effects and give you a
better chance of avoiding random enemy encounters. When you click on the
Train Mount option, you will be given the list of your current mounts. When
you train a mount, you must battle a mount of a certain level. However, the
battle is not a normal battle. It is a timed battle, meaning that you have a
certain amount of time to make your move or you will take 5 points of damage
as if you have performed an illegal move. The time will slowly decrease
every time you train a mount until you reach three seconds per move, which
means you will not have very much time in order to make your move.
There are seven mounts you can capture. Each one has a different speed,
spell that they give you, and effect that you benefit from. Finally, you do
not need to Research Spells from the mounts. You simply get them when you
are riding the mount. It is the last spell on your list of spells when you
enter battle.
-------------
Dragon Spider
-------------
Speed: Slow
Spell: Breathe Fire
Effect: Increase Fire Mastery by +2 (+1 more per 2 levels)
---------
Giant Rat
---------
Speed: Slow
Spell: Rabid Bite
Effect: Increase Cunning by +1 (+1 more per 4 levels)
-------
Griffon
-------
Speed: Fast Flying
Spell: Death Dive
Effect: Increase Air Mastery by +2 (+1 more per 2 levels)
--------
Sandworm
--------
Speed: Slow Mount
Spell: Swallow Whole
Effect: Increase Earth Mastery by +2 (+1 more per 2 levels)
--------
Scorpion
--------
Speed: Slow
Spell: Hide
Effect: Increase Earth Mastery by +1 (+1 more per 3 levels)
----
Wolf
----
Speed: Fast
Spell: Howl
Effect: Increase Water Mastery by +1 (+1 more per 3 levels)
------
Wyvern
------
Speed: Average Flying
Spell: Rend
Effect: Increase Battle by +2 (+1 more per 2 levels)
___________________
Puzzle Quest \
FAQ/Walkthrough \ 12. Forge Items
PQUFORGE \_______________________________________________________
When you build a Forge, you will have the ability to Forge Items. In order
to forge an item, you will need three runes. The first rune is the Base
Rune. These runes determine what item you will have. Also, these runes have
special skills that they provide to your item, normally involving your
statistical skills, damage, or Mana Reserves. Second, you need a Modifier
Rune. Modifier Runes increase the effectiveness of both the Base Rune and
the third type of rune, the Power Rune. Power Runes add special abilities to
your forged items, normally dealing with various other things such as your
starting Mana and your Spell Resistances.
Just like Researching Spells, you will be taken to a special Battle Grid
where it will be just you playing. However, the goal and the rules for
Forging Items is different. The goal is to match a certain amount of Hammers
& Anvils, which is indicated off to the left hand side of the bottom screen.
The rules for this game can be found on the top screen and also listed below.
4-of-a-kind: Destroys a row or column.
5-0f-a-kind: Destroys all gems of matching type and a row or column.
Heroic Effort: On a cascade of five or higher, creates a random Hammer &
Anvil on the board.
Special: After Hammers & Anvils are destroyed, the board resets.
Defeat: You lose if there are no moves left.
This seems easier than the Spell Research, and it normally is. The best way
to get rid of a Hammer & Anvil is to either use a +5 Skull to get rid of one
or to clear a row or a column that has one in it using a four or five of a
kind. Also, if you manage to match three Hammers & Anvils together, you will
get credit for all three of them. Just like the Spell Research, you lose the
game if there are no more moves left on the board. Typically speaking, the
longer you play, the more likely the game will no longer give you any moves
to make. Finally, when you match a Hammer & Anvil, the entire Battle Grid
clears and resets, which can sometimes randomly set up a four or five in a
row for you and randomly clear out a Hammer & Anvil without you even trying.
You start off with three Runes in your inventory. However, once you have
built a Forge, you can obtain more. Scattered across the map, normally at
points that are not cities or special dungeons, are Runekeepers. You will
know if a Runekeeper is at a place if you tap on the place and see the option
to Search for Runes in that area. In order to obtain the Rune from that
area, you must fight a Runekeeper. Runekeepers are special versions of
monsters you will fight throughout the game. These Runekeepers have two
items on them, called the Runekeepers Tome and the Runekeepers Key. These
two items combined will increase their Mana Reserves and in turn, increase
the damage they can deal to you. I have listed in this guide all of the
Runes, what they do, where to find them, and who you have to defeat in order
to obtain the Rune.
___________________
Puzzle Quest \
FAQ/Walkthrough \ 12a. Base Runes
PQUFOBAS \_______________________________________________________
Rune of Daggers:
Location: Build Forge
Effect: Adds +1 to damage whenever you do 3 or more damage.
Rune of Swords:
Location: Skullguard Keep
Runekeeper: Level 15 Wight
Effect: Adds +2 to damage whenever you do 3 or more damage.
Rune of Crowns:
Location: Siria
Runekeeper: Level 12 Knight
Effect: Adds +3 to your Morale skill.
Rune of War:
Location: Gork
Runekeeper: Level 13 Ogre
Effect: Adds +3 to your Battle skill.
Rune of Thought:
Location: Barthel
Runekeeper: Level 14 Imp
Effect: Adds +3 to your Cunning skill.
Rune of Flight:
Location: Elenia
Runekeeper: Level 15 Harpy
Effect: Adds +3 to your Air Mastery.
Rune of Roads:
Location: Ruins of Artum
Runekeeper: Level 16 Orc
Effect: Adds +3 to your Earth Mastery.
Rune of Lava:
Location: Northern Kor
Runekeeper: Level 20 Fire Elemental
Effect: Adds +3 to your Fire Mastery.
Rune of Serpents:
Location: Tirianin
Runekeeper: Level 18 Medusa
Effect: Adds +3 to your Water Mastery.
Rune of Axes:
Location: Blackhoof
Runekeeper: Level 25 Minotaur King
Effect: Adds +3 to damage whenever you do 6 or more damage.
Rune of Staves:
Location: The Pike
Runekeeper: Level 22 Ogre Mage
Effect: Adds +1 to your Earth, Fire, Water, and Air Mastery skills.
Rune of Orbs:
Location: White Skull
Runekeeper: Level 24 Liche
Effect: Adds +1 to all of your Mana Reserves whenever your enemy casts a
spell.
Rune of Music:
Location: Hornburg
Runekeeper: Level 26 Wyvern
Effect: Adds +1 to all of your Mana Reserves whenever you match 4 or 5
gems.
Rune of Jewels:
Location: Blood Moon
Runekeeper: Level 28 Gnoll
Effect: Adds +2 damage for each of your Mana Reserves that are full when
doing 3 or more damage.
Rune of Shields:
Location: Ar
Runekeeper: Level 30 Scorpion
Effect: Does up to +1 damage to your enemy whenever you receive 6 or more
damage.
___________________
Puzzle Quest \
FAQ/Walkthrough \ 12b. Modifier Runes
PQUFOMOD \_______________________________________________________
Rune of Crafting:
Location: Build Forge
Effect: Basic Modifier Rune. No additions to the item.
Rune of Mastery:
Location: Maethelburg
Runekeeper: Level 15 Wolf
Effect: Adds +2 to Base Rune ability.
Rune of Goblins:
Location: Bone Head
Runekeeper: Level 17 Goblin
Effect: Adds +1 to Base Rune ability and +25% to Power Rune ability.
Rune of Dwarves:
Location: Hammer Pass
Runekeeper: Level 19 Sandworm
Effect: Adds +2 to Base Rune ability and +50% to Power Rune ability.
Rune of Mages:
Location: Eldros' Tower
Runekeeper: Level 21 Iron Golem
Effect: Adds +100% to Power Rune abilities.
Rune of Chaos:
Location: Sartek's Maze
Runekeeper: Level 23 Minotaur
Effect: Adds -1 to Base Rune ability and adds +200% to Power Rune
ability.
Rune of Elves:
Location: Alfland
Runekeeper: Level 25 Centaur
Effect: Adds +1 to Base Rune ability and +75% to Power Rune ability.
Rune of Giants:
Location: Giants' Walk
Runekeeper: Level 30 Fire Giant
Effect: Adds +3 to Base Rune ability and -50% to Power Rune ability.
Rune of Dragons:
Location: Dragon Valley
Runekeeper: Level 35 Dragon Spider
Effect: Adds +5 to Base Rune ability.
Rune of Gods:
Location: Valley of Kings
Runekeeper: Level 40 Arkliche
Effect: Adds +4 to Base Rune ability and +100% to Power Rune ability.
___________________
Puzzle Quest \
FAQ/Walkthrough \ 12c. Power Runes
PQUFOPOW \_______________________________________________________
Rune of Fire:
Location: Build Forge
Effect: Gives +8 to Red Mana at the beginning of each combat.
Rune of Earth:
Location: Skellheim
Runekeeper: Level 14 Zombie
Effect: Gives +8 to Green Mana at the beginning of each combat.
Rune of Air:
Location: Agarian Pass
Runekeeper: Level 15 Griffon
Effect: Gives +8 to Yellow Mana at the beginning of each combat.
Rune of Water:
Location: Bonebridge
Runekeeper: Level 16 Sea Serpent
Effect: Gives +8 to Blue Mana at the beginning of each combat.
Rune of Trolls:
Location: Theira
Runekeeper: Level 17 Troll
Effect: Gives +8 to maximum Life Points at the beginning of each combat.
Rune of Shells:
Location: Ragnar's Coast
Runekeeper: Level 20 Skelotaur
Effect: Adds +8 to Water Resistance.
Rune of Caverns:
Location: Gornak's Gap
Runekeeper: Level 21 Orc Lord
Effect: Adds +8 to Earth Resistance.
Rune of Glass:
Location: Iceguard Keep
Runekeeper: Level 36 Dark Dwarf
Effect: Adds +8 to Air Resistance.
Rune of Ice:
Location: Sea of Ice
Runekeeper: Level 23 Frost Giant
Effect: Adds +8 to Fire Resistance.
Rune of Poison:
Location: Snake Fang
Runekeeper: Level 25 Giant Wasp
Effect: Gives a 20% chance to cause Poison whenever you do damage.
Rune of Plague:
Location: Weret
Runekeeper: Level 26 Wolfrider
Effect: Gives a 20% chance to cause Disease whenever you do damage.
Rune of Greed:
Location: Gildor
Runekeeper: Level 27 Thief
Effect: Gives +20 to Gold whenever you win a combat.
Rune of Life:
Location: Lake of Blood
Runekeeper: Level 31 Arboleth
Effect: Adds +20 to Experience whenever you win a combat.
|