Puzzle Quest: Challenge of the Warlords FAQ/Walkthrough
By: Robert Dohner (a.k.a. Rampidzier)
___________________
Puzzle Quest \
FAQ/Walkthrough \ Table of Contents
\_______________________________________________________
1. Introduction...................................................PQUINTRO
1a. Version History............................................PQUINVER
1b. FAQ Progress...............................................PQUINPRO
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......................................................PQUCLDRU
3b. Knight.....................................................PQUCLKNI
3c. Warrior....................................................PQUCLWAR
3d. Wizard.....................................................PQUCLWIZ
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...............................................PQUCITYQ
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................................................PQURESEA
10a. Recovery Items............................................PQURSEAS
10b. Effect Items..............................................PQURSMOD
10c. Thrown Items..............................................PQURSHAR
10d. Item Vendor...............................................PQURSVER
11. Mounts.........................................................PQUMOUNT
12. Forge Item.....................................................PQUFORGE
13. Siege..........................................................PQUSIEGE
14. Awards.........................................................PQUSIEGE
15. FAQs...........................................................PQUFREQU
16. Special Thanks.................................................PQUTHANK
17. Contact Information and Legal Stuffies.........................PQULEGAL
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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.
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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 Experience
-----------------------------------------------------------------------------
Story Quest: War Council Complete!
-----------------------------------------------------------------------------
The Orcs will begin their preparations for war with Dhun-Kor. Of course, you
will need to prepare for war too. This means that you will need to perform
some sabotage in order to gain the upper hand in battle.
-----------------------------------------------------------------------------
Story Quest: The Gobshooter
-----------------------------------------------------------------------------
Info: Gruulkar is building a new weapon. You must find it and destroy it.
Places Unlocked: None
Completion:
In the village of Snake Fang, Gruulkar is building a new weapon. It’s a
catapult, but it's much more than that. It's a siege weapon that can hurl
Goblins a great distance. Of course, this would not be a good thing. No
one wants Goblins raining down on them, so make your way over to Snake Fang
and destroy the weapon. The Gobshooter can use the Besiege skill like a
normal catapult, which destroys a 3 by 3 grid on the board at random, but it
can also use the Hurl Goblin skill, which destroys a random gem and
multiplies it's effect times 20. This is bad if it somehow manages to hit a
+5 Skull, so be careful during the battle. Other than that and the magical
ability for Besiege to almost always hit a +5 Skull on the board, this
battle shouldn't be too hard. When you have completed this mission, make
your way back to Dhun-Kor and collect your reward.
Reward: +300 Gold, +50 Experience
-----------------------------------------------------------------------------
Story Quest: The Gobshooter Complete!
-----------------------------------------------------------------------------
With the Gobshooter out of order, it's time to face off with Gruulkar one on
one and put an end to this war.
-----------------------------------------------------------------------------
Story Quest: Gruulkar
-----------------------------------------------------------------------------
Info: You must travel south and defeat Gruulkar himself.
Places Unlocked: None
Completion:
Gruulkar is dead set on going to war and almost nothing is going to stop
him. Almost nothing. You will need to defeat Gruulkar one on one in battle
in order to stop the war from happening. Gruulkar has begun to advance his
armies towards Dhun-Kor. You won't be able to attack him straight on, but
you will be able to ambush him from a Scorpion Hole. There are quite a few
at Snake Fang, so make your way over there and hide in a Scorpion Hole.
Unfortunately for you, there is a Scorpion is inside the hole. Scorpions
can poison you, so be careful of that.
When the Scorpion is defeated, you will be able to hide in the hole and wait
for Gruulkar to wander past the hole and ambush him. Ambush Gruulkar and
challenge him to a battle.
+--------------------------------------------------------------------------+
| Boss Battle: Gruulkar |
| |
| Info: Gruulkar is an especially tough Orc, and has a shield that |
| increases his Battle skill every time he is hit. His Great Axe gives |
| him extra turns when doing damage. |
| |
| Gruulkar is the leader of the Orcs of Kor. |
| |
| Equipment: |
| Helmet and Crowns: Horned Helm |
| Adds +3 to Red Mana whenever your enemy casts a spell |
| Armor: Full Plate Armor |
| Gives a 100% chance to protect against 1 point of damage whenever |
| you receive 2 or more damage |
| Weapon: Great Axe |
| Gives a 50% chance of an extra turn whenever you do 5 or more |
| damage |
| Miscellaneous: Gruulkar's Shield |
| Adds +1 to your Battle skill whenever you receive 2 or more damage |
| |
| Skills: |
| Call the Horde |
| Destroys all Green and Red Gems. Adds +1 to Red Mana, Green Mana, |
| and Life Points for every gem destroyed |
| Headbutt |
| Destroys all Red Gems and your enemy loses 1 turn plus an |
| additional turn for every 8 Red Gems destroyed |
| Enrage |
| Adds your Red Mana total to your Battle skill for 8 turns. You |
| turn does not end after casting this spell |
| Throw Axe |
| Does 4 points of damage to enemy plus an additional +1 for every |
| Skull in play |
| |
| Tips: |
| Every time you deal damage to Gruulkar, his Battle skill will |
| increase, which means he will deal more damage to you the more you |
| deal damage to him. Also, casting a spell will give him Red Mana, |
| which is important to all of his skills and spells and when he deals |
| damage to you, odds are, he will get another turn because of his |
| Great Axe. His most annoying skill is his Headbutt skill, which |
| makes you lose turns. Also, Throw Axe will deal direct damage to |
| you. Gruulkar isn't as hard as Dugog was, so you should be able to |
| deal with Gruulkar without too many problems. Just keep attacking |
| Gruulkar with your most powerful attack spells or skill and you |
| shouldn't give him much of a chance to fight back, even if his Battle |
| Skill gets upped every time you attack him. |
+--------------------------------------------------------------------------+
When Gruulkar is defeated, you will need two things from him in exchange for
his life. The first thing is a full withdrawal of the Orcish hordes. The
second is more information in regards to the slavers. Apparently, a giant
Minotaur called the Mechataur is commanding them from a place called
Hornburg. The Mechataur is not an armored Minotaur, but a mechanical one.
When Gruulkar gives you this information, you tell him to get lost, but not
before taking his shield.
Reward: Gruulkar's Shield, +250 Experience
-----------------------------------------------------------------------------
Story Quest: Gruulkar Complete!
-----------------------------------------------------------------------------
Now that Dhun-Kor is safe from the Orcish Horde, there are a couple more
loose ends that need to be tied up before we can leave Dhun-Kor for good.
-----------------------------------------------------------------------------
Story Quest: Dragontrap
-----------------------------------------------------------------------------
Info: You must dispose of a Dragon that has been caught in a Dragontrap
north of Dhun-Kor.
Places Unlocked: Dragonrealm
Completion:
You will speak with Khrona about moving on north to investigate the
Mechataur at Hornburg. Apparently, Hornburg is the mountains bordering a
place called the Realms of War, which doesn't sound like a very happy place.
Either way, finding your way into the area will be difficult. Khrona will
ask one more favor of you. Apparently, they have a Dragon that they need to
dispose of. The Dragon can be found in Northern Kor. Make your way to
there and you will see the Dragon caught in the Dragontrap developed by the
Dwarves. When you approach the Dragon, the Dragon will beg for his life.
The Dragon doesn't seem to be evil or harming the Dwarves, but simply
looking around for the other Dragons that have disappeared. The Dragon
agrees to help you if you help him. The Dragon, named Flicker, will
accompany you into the Dragonrealm, which is northeast of the Dragon Valley.
When you reach the Dragonrealm, search for Dragons. You won't find a
Dragon, but you will get jumped by a Dragon Spider. Dragon Spiders have the
Web ability, which can stun you for a few turns and has the Breath Fire
ability, which can deal direct damage to you. They can also poison you,
which can be annoying. While not as tough as a real Dragon, Dragon Spiders
can be a pain. When the Dragon Spider is defeated, you will have another
conversation with Flicker, which reveals nothing other than the fact that
Flicker has the whole sarcasm thing down pat.
Reward: +150 Experience
-----------------------------------------------------------------------------
Story Quest: Dragontrap Complete!
-----------------------------------------------------------------------------
Now that you are in the Dragonrealm, you should be able to search for a
couple of Dragons to find out some clues about their whereabouts. Either
way, your next mission will be to wake the elder Dragon, Kelthurax, which
doesn't sound like fun.
-----------------------------------------------------------------------------
Story Quest: Waking Kelthurax
-----------------------------------------------------------------------------
Info: You must attempt to wake Kelthurax who slumbers beneath the
Dragonrealm. He is the oldest Dragon in Etheria.
Places Unlocked: None
Completion:
Flicker says that you will need to wake up Kelthurax. Apparently, Kelthurax
has a bad reputation, so you will need to proceed with caution. Kelthurax's
lair is at Dragonrealm, so you will have to make some noise at this area to
get Kelthurax to wake up. Unfortunately, after making noise twice, you only
seem to have attracted the attention of a Wyvern. This Wyvern has a higher
Battle and Air Mastery, which means it is stronger than most Wyverns.
Still, you will have to worry about the Poison it can inflict and the Rend
skill, which deals direct damage along with allowing the Wyvern to take it's
turn. By now, you should be used to fighting Wyverns, so just deal with it
normally. When the Wyvern is defeated, Kelthurax wakes up, but not in a
good mood. He yells at you and Flicker for disturbing his sleep and proceed
to inform you that he doesn't care what happened to the other Dragons.
Reward: +250 Experience
-----------------------------------------------------------------------------
Story Quest: Walking Kelthurax Complete!
-----------------------------------------------------------------------------
Now that Kelthurax doesn't want to deal with you (which is a good thing,
since him dealing with you probably involves eating you) and there are a
couple of clues to where the Dragons are at, you will need to continue your
investigation of the being known as the Mechataur.
-----------------------------------------------------------------------------
Story Quest: The Mechataur
-----------------------------------------------------------------------------
Info: You must travel to the Hornburg to confront the Mechataur.
Hopefully, you will discover who or what is behind the attacks on your
homeland.
Places Unlocked: Hornburg, Horned Temple (after the completion of the
quest), Valley of Kings
Completion:
Since you have done everything Flicker has asked from you, it's time for
Flicker to hold up his end of the bargain and assist you with getting the
Hornburg and deal with the being known as the Mechataur. Flicker will show
you the path, but the path is guarded by a Liche. Liches can create +5
Skulls on the board whenever you deal a lot of damage to them, which can
either be a good thing or a bad thing. Also, the Liche has the spell known
as Death Gaze, which creates Skulls on the board.
When the Liche is defeated, continue on to Hornburg. Here is where the
Mechataur is. Attack the monstrosity known as the Mechataur.
+--------------------------------------------------------------------------+
| Boss Battle: Mechataur |
| |
| Info: The Mechataur can Energize, healing large amounts of damage, and |
| can also use its Mechanical Axe to get extra turns when dealing |
| damage. |
| |
| Equipment: |
| Helmet and Crowns: Elemental Gem |
| Adds +2 to all of your Mana Reserves for each of Mana Reserves |
| that are full at the start of each of your turns |
| Armor: Iron Skin |
| Adds +1 to Green Mana when you are damaged and protects against 1 |
| point of damage when you receive 2 or more damage |
| Weapon: Mechanical Axe |
| Gives an extra turn whenever you do 5 or more damage |
| Miscellaneous: None |
| |
| Skills: |
| Charge! |
| Destroys a selected row of gems and does 5 points of damage. You |
| gain the effects of every gem destroyed |
| Energize |
| Adds +25 to your Life Points. Reduces your Mana Reserves to zero |
| |
| Tips: |
| The biggest pain in dealing with the Mechataur is his Energize skill |
| and his Mechanical Axe. His Energize skill will restore 25 points of |
| his Life Points at the expense of his Mana Reserves. However, since |
| he has the Elemental Gem and his Iron Skin gives him lots of Green |
| Mana, his Mana Reserves are normally either full or close to full. |
| His Mechanical Axe will allow him to take an extra turn whenever he |
| deal damage to you, which is also a bad thing. However, this battle |
| should not be as hard as Dugog was, since you should, by this time, |
| have a high level spell or skill that should do in the Mechataur. |
| Just avoid leaving damage on the board and the Mechataur should be |
| placed out of commission in no time. |
+--------------------------------------------------------------------------+
When the Mechataur is broken, you will interrogate the giant monstrosity.
Unfortunately, talking to the Mechataur is like talking to a...machine...
which means you won't get much out of it. Either way, the Mechataur is out
of commission and now it's time to move on to the Realms of War. At least
you get his Gem in the process.
Reward: +500 Experience, Elemental Gem
-----------------------------------------------------------------------------
Story Quest: The Mechataur Complete!
-----------------------------------------------------------------------------
With the defeat of the Mechataur, Chapter 2 is completed.
___________________
Puzzle Quest \
FAQ/Walkthrough \ Story Mode Chapter 3 Walkthrough
PQUSTCH3 \_______________________________________________________
With the defeat of the Mechataur, there is still many questions left
unanswered. What are the connections between the human slaves, the Orcish
invasion, and the mission Dragons? The Realms of War, controlled by the
Minotaurs, may just have the answers. For now, make your way to the area
known as the Horned Temple and be prepared to deal with Minotaurs...and lots
of them.
-----------------------------------------------------------------------------
Story Quest: Slave Trail
-----------------------------------------------------------------------------
Info: You have followed the trail of the Orcish Slavers to a huge Horned
Temple. You must enter the Temple to learn more.
Places Unlocked: The Pike
Completion:
The moment you accept the quest, you will have to approach the temple. You
will get stopped by a Minotaur named Tauron Flamebite. He prevents you
from entering the temple because you are unclean. Tauron will tell you to
travel to an area called The Pike. The Pike will be blocked off by a
Minotaur. Minotaurs can use the Charge skill to get rid of an entire row
and deal damage to you. Also, if they deal damage to you, they have a 50%
chance of getting an extra turn because of their Great Axe. You should be
able used to fighting Minotaurs by now, so this shouldn't be a problem.
When you have defeated the Minotaur and reach The Pike, you will find the
heads of many races on pikes. Apparently, this was supposed to be some kind
of warning. Make your way back to the Horned Temple and talk to Tauron
again. Tauron will not have expected you to return, but you somehow manage.
Tauron will then inform you that he doesn't know about the Minotaur slavers
and that the Firewalkers are a different type of Minotaur. Tauron sends out
a Firewalker Shaman to take you on to prove that they are different. You
will have to face off with another Minotaur. This Minotaur has the Fire
Bolt spell and the Rain of Fire spell. This shouldn't make the Minotaur an
different from the other Minotaurs you have defeated, so just treat him as
normal. When the Firewalker is defeated, Tauron is impressed, but you still
cannot enter the Temple. You will need to become purified before you can
enter the Temple.
Reward: +100 Experience
-----------------------------------------------------------------------------
Story Quest: Slave Trail Complete!
-----------------------------------------------------------------------------
Now that you have proven your worth to Tauron, you will need to gain entrance
to the temple. In order to do this, you will have to purify yourself by
passing through a trial.
-----------------------------------------------------------------------------
Story Quest: Trial by Fire
-----------------------------------------------------------------------------
Info: You must undergo a ritual cleansing by the Minotaur Firewalkers.
Once you have done this, they will agree to talk to you.
Places Unlocked: Volcano (disappears eventually)
Completion:
In order to gain access to the Horned Temple and to be able to talk to
people with knowledge about what is going on, you will have to undergo the
ritual to become a Firewalker initiate. The trial is to go up to the
Volcano and fight a Fire Elemental. The Volcano is located northeast of the
Horned Temple. When you reach the Volcano, you will face off with a Fire
Elemental. Fire Elementals can use the spell Wall of Fire to protect itself
from damage and Fire Siphon to drain your Red Mana and heal itself. Wall of
Fire is very annoying because the Fire Elemental likes to horde Red Mana.
When you manage to defeat the Fire Elemental, make your way back to the
Horned Temple and talk to Tauron again. Tauron sees a transformation in you
and declares you a Minotaur Firewalker, which gives you an award. Now you
can inquire about the slaves that have been taken from your homelands. You
learn about Sartek and Lord Bane and what it takes for Sartek to become
revived. You also learn that Lord Bane is currently in control of the
Realms of War and seem to be behind the Slavers. Finally, you hear about
Minogoth and where he is located at. Tauron says that the best way to save
your comrades is to piece Sartek back together.
Reward: +100 Experience
-----------------------------------------------------------------------------
Story Quest: Trial by Fire Complete!
-----------------------------------------------------------------------------
Now that you are officially a Firewalker, you will need to participate in the
tasks that the Firewalkers perform. Namely, piecing together Lord Sartek and
reviving him for the impending rematch with Lord Bane. The Firewalkers have
most of the pieces of the God. You just need to find the remaining ones.
First up are the Horns of Sartek.
-----------------------------------------------------------------------------
Story Quest: Horns of Sartek
-----------------------------------------------------------------------------
Info: You must challenge a Minotaur Tribe in an attempt to reclaim the
Horns of Sartek.
Places Unlocked: None
Completion:
The moment you accept this quest, you will be introduced to an elder
Minotaur Firewalker named Sunspear. He will become one of your companions
and will guide you through the process of collecting the pieces of the god
known as Sartek. Even though he is old, he is very wise and will help you
in battles against Minotaurs, which you will run into quite frequently from
now on. He will inform you that the Horns of Sartek can be found in the
city of Tusk. In order to get the Horns, you will have to travel to the
city and challenge the Minotaurs there. Winner takes all in Minotaur
society, so make your way over to the city of Tusk, which is northeast of
The Pike. When you reach the city of Tusk, Sunspear will give you some
knowledge about Minotaur society. After this speech, challenge the
Minotaurs for the Horns of Sartek. You should be used to fighting Minotaurs
by now, so you should know that they have the Charge! skill and Great Axes,
neither of which is too much to worry about. Also, since you now have
Sunspear as your companion, you will gain some Red Mana at the start of the
battle. If you are a Warrior or a Mage, this can be a good thing, since
both of those classes rely on Red Mana. When the first Minotaur is
defeated, you will have to challenge the leader of the Minotaurs of this
area. The Chieftain Minotaur is just like any other Minotaur except for the
fact that he has the Cleave skill, which can destroy all Yellow Gems and
deals damage to you based on what is destroyed. Also, the Chieftain does
have some armor on. This shouldn't provide too many problems for you, so
simply treat this as a normal Minotaur battle. When the Chieftain Minotaur
is defeated, you will obtain the Horns of Sartek. Apparently, this is the
93rd and 94th pieces of Sartek with only 7 more pieces left to go, so you
don't have to find all 100 pieces of the God.
Reward: +100 Gold, +100 Experience
-----------------------------------------------------------------------------
Story Quest: Horns of Sartek Complete!
-----------------------------------------------------------------------------
Well, now that you have the Horns of Sartek, it is time to collect more
pieces of Sartek. However, you will soon realize that not everyone wants
Sartek to return.
-----------------------------------------------------------------------------
Story Quest: Eye of Sartek
-----------------------------------------------------------------------------
Info: You must obtain the Eye of Sartek from the Elves and return it to the
Horned Temple.
Places Unlocked: None
Completion:
You will have to get one of the Eyes of Sartek from the Elves of Silvermyr.
The Elves there use the Eye of Sartek on top of the Tree of Seeing as a way
to see around their kingdom and look for approaching danger. Hopefully
asking Queen Titania nicely will make her give up the Eye of Sartek. If you
have completed the Side Quest Arioc Blockade, you should have a quick path
from the Horned Temple to Silvermyr. If not, you will probably have to take
the long way around. When you reach Silvermyr, the Queen will hear your
request, but will deny you the Eye of Sartek. Looks like the only way you
are going to get the Eye of Sartek is by stealing it. You will have to
climb the Tree of Seeing, but in the middle of the climb, you will get
attacked by an Elven Guard. Elven Guards are very well balanced in their
skills and their equipment. Elven Guards have equipment that will increase
their Mana Reserves. Also, they have the Archery skill, which will deal
direct damage to you based on your Yellow Mana, and they have the Entangle
spell, which can stun you. Finally, they have the Gemberry spell, which
heals their life points based on their Blue Mana. If you have Princess
Serephine on your team, she will provide you with some aid in helping you
dispatch the guard. When the Elven Guard is defeated, you will climb to the
top of the Tree of Seeing. However, when you try to take the Eye of Sartek,
you will get stopped by a Griffon. Griffons have a dangerous combination of
skills. Their Soar skill can turn all Green and Blue Gems into Yellow Gems,
which will set up their Death Dive skill, which deals direct damage to you
based on the number of Yellow Gems on the board. However, if you have the
Cleave skill or any other skills that deal with Yellow Gems on the board,
you should be able to quickly dispatch of the Griffon. Even if you don't
have any skills dealing with Yellow Gems, the Griffon should not be a hard
opponent. When the Griffon is defeated, you will obtain the Eye of Sartek.
However, blocking your exit out of Silvermyr is another Elven Guard. I
mean, after all, you are now on the Silvermyr ten most wanted list. You'd
think there would be more Guards wanting your head. This Guard is the same
as the one you've fought already, so just follow the same procedure. When
the guard is defeated, make your way back to the Horned Temple and complete
your mission. Tauron is happy that you have the Eye, but you're not so
happy about the theft. Some sacrifices have to be made to save the world...
Reward: +50 Gold, +100 Experience
-----------------------------------------------------------------------------
Story Quest: Eye of Sartek Complete!
-----------------------------------------------------------------------------
Only six more pieces of Sartek remain. The next piece to locate will be the
Tail of Sartek.
-----------------------------------------------------------------------------
Story Quest: Tail of Sartek
-----------------------------------------------------------------------------
Info: You must defeat a Minotaur Slaver who wields the legendary Tail of
Sartek as a whip. Then you must return the Tail to the Horned Temple.
Places Unlocked: None
Completion:
The next piece of Sartek is currently in the hands of a Minotaur Slaver. It
is in the city of Blackhoof which is in the Realms of War. Blackhoof is
west of Tusk, so make your way over there and challenge the Minotaur Slaver.
The Slaver has the Tail of Sartek as his weapon. He wields it like a Whip,
which will deal 1 to 10 points of damage to you whenever he gains 3 or more
Red Mana. Other than that, he is a regular Minotaur. Other than keeping
Red Mana away from him, there should be nothing else you need to worry
about. When the Minotaur Slaver is defeated, return back to the Horned
Temple and return the Tail to Tauron.
Reward: +50 Gold, +100 Experience
-----------------------------------------------------------------------------
Story Quest: Tail of Sartek Complete!
-----------------------------------------------------------------------------
With the Tail of Sartek in possession of the temple, you will now need to
track down only five more pieces of the God.
-----------------------------------------------------------------------------
Story Quest: Tooth of Sartek
-----------------------------------------------------------------------------
Info: You must obtain the Tooth of Sartek from the Gnoll Chieftain in Hyaan
and return it to Tauron.
Places Unlocked: None
Completion:
Be lucky that you only need one Tooth and not the entire set. Tauron was
nice enough to find the rest for you. Sunspear informs you that the Tooth
is currently in possession of a Gnoll Chieftain. The Gnoll city of Hyaan
can be found southwest of The Pike. There will be a Gnoll standing in the
way of Hyaan, so you will have to defeat it first. Gnolls can be annoying
because their Accessory, the Gnoll Pack, makes them stronger each time they
gain Gold or Experience. Also, when they deal damage, they gain a little
bit of life. Finally, they have the Sense Blood skill, which destroys Red
and Blue Gems and gives the Gnoll Gold for it, which allows them to become
stronger because of their Gnoll Pack, and they have the Hide skill, which
doubles all damage they deal while Hidden. When you have gotten through the
Gnoll, make your way to Hyaan. When you try to visit the Chieftain, a Gnoll
will stop you. The Gnolls name is Staf and he wants to become leader of the
Gnolls. In order to do that, he will need the old Chieftain to be defeated,
which was what you were going to do anyways. Staf says that if you defeat
the old Chieftain, he will give you the Tooth as a thank you. When you are
done talking to Staf, challenge the Chieftain to a battle. This Gnoll will
be just like the Gnoll you've fought before except this one is tougher that
normal and he is equipped with the Tooth of Sartek as his accessory instead
of the Gnoll Pack. The Tooth of Sartek will increase the damage done to you
when the Gnoll Chieftain matches skulls. Finally, he has more skills than
most Gnolls do, like Sneak Attack and Stun. Sneak Attack can get annoying
because it deals direct damage to you without having to lose a turn for your
opponent. You should be able to defeat this Gnoll pretty handily by this
time, so when the Gnoll Chieftain falls, you get the Tooth of Sartek from
Staf. Return to Tauron and give him the Tooth, along with information on
the state of Hyaan.
Reward: +200 Experience
-----------------------------------------------------------------------------
Story Quest: Tooth of Sartek Complete!
-----------------------------------------------------------------------------
Now it's 97 down, 4 more to go. It's like Legos, only with body parts of a
God.
-----------------------------------------------------------------------------
Story Quest: Spine of Sartek
-----------------------------------------------------------------------------
Info: You must travel into Southern Kor and find an Ogre Mage that has made
the Spine of Sartek into a war banner.
Places Unlocked: None
Completion:
The Spine is kind of important for every day living and movement. Sunspear
knows where the Spine is and he is giving the task of getting the Spine to
you. An Ogre Mage has the Spine of Sartek. Unfortunately for you, the Ogre
Mage is in Southern Kor in the city of Gluk. It is a long journey and there
should be many random enemies along the way. When you finally reach Gluk,
battle the Ogre Mage. Ogre Mages can create a +5 Skull whenever you deal
damage to them. Also, they can create Wildcards with their Wild Magic
spell. Finally, this Ogre Mage is in possession of the Spine of Sartek,
which adds +20 to his Morale skill, meaning this Ogre Mage has a lot of Life
Points. However, this should not be too difficult of a battle for you, even
though Sunspear warned you that this might be difficult. When the Ogre Mage
is defeated, begin your trek back north to the Horned Temple. When you
reach the Horned Temple, give the Spine of Sartek to Tauron. Tauron will be
overjoyed at you returning the Spine of Sartek.
Reward: +250 Experience
-----------------------------------------------------------------------------
Story Quest: Spine of Sartek Complete!
-----------------------------------------------------------------------------
Three more pieces left. If you put together Sartek, does that mean that a
God will owe you a huge favor? I mean, after all, being put back together
should count as something major that you should receive huge compensation
for.
-----------------------------------------------------------------------------
Story Quest: Ribs of Sartek
-----------------------------------------------------------------------------
Info: Somewhere in the Realms of War a Minotaur King has hidden the Ribs of
Sartek. You must find them.
Places Unlocked: None
Completion:
The programmers of this game could have been mean and told you to find each
individual rib for Sartek. Instead, you just simply have to find the entire
ribcage, which is still intact. A Minotaur King has fashioned the Ribs of
Sartek into a battle armor. It seems like each piece of Sartek is good for
some type of fashion accessory. Anyways, Sunspear tells you that he does
not know where the Minotaur King is, so you will have to hunt throughout the
entire Realms of War to find him. There will be shining stars at The Pike,
Weret, Blackhoof, and Giants' Walk. At each of these places, you will have
to search for the Ribs of Sartek. If you do not find the Ribs, you will
have to continue on and search at the next area. The place where the Ribs
are at is random. When you finally find the Ribs of Sartek, you will be
challenged by a Minotaur King. The Minotaur King is wearing the Ribs of
Sartek as armor. The Ribs of Sartek protects against 5 points of damage
whenever the Minotaur King receives 10 or more points of damage. Other than
that, you simply just have to deal with things that the Minotaur Kings have,
which is the Great Axe, the Charge! skill, and the Berserk Rage spell. Just
like fighting a stronger version of a Minotaur. If you have Drong in your
party after you have defeated the Minotaur King, he will try to take a bite
out of the Ribs of Sartek. These aren't barbecue ribs, but I don't think
Drong cares. Either way, you promise Drong that the next God you guys run
across, Drong can take a nice bite out of him. Hopefully your words won't
come back to haunt you... When the Minotaur King is defeated, make your way
back to the Horned Temple. Tauron is starting to get really excited at all
the pieces of Sartek you have brought back.
Reward: +300 Experience
-----------------------------------------------------------------------------
Story Quest: Ribs of Sartek Complete!
-----------------------------------------------------------------------------
The only things left to find are the Crest of Sartek and the Skull of Sartek.
Sartek is looking more like a God each and every day.
-----------------------------------------------------------------------------
Story Quest: Crest of Sartek
-----------------------------------------------------------------------------
Info: You must find a Knight in the Borderlands who has had the Crest of
Sartek mounted onto his helm, then return to Tauron with the Crest.
Places Unlocked: None
Completion:
This time, you inform Sunspear of where the next journey should be. He
tells you that the Crest of Sartek is located at a place called the Red
Tower and you tell him it is in a city called Maethelburg. So now, you must
travel all the way to Maethelburg and talk to a Knight there. This will be
another long journey with lots of random monsters in your way. When you get
to Gallia, if you have Darkhunter in your party, he will inform you that he
still cannot enter Maethelburg. He will then finally agree to tell you his
story. Apparently, he fell in love with a girl named Liandra. Liandra is
the daughter of Lord Greythane. Remember Liandra? If you have been doing
the Darkhunter Side Quests, you will already know Liandra is currently
Undead. Liandra, before she became evil and all dead, she was betrothed to
Darkhunter. Unfortunately, she became Undead when Darkhunter wanted to kill
off an Undead Sorcerer and failed to do so, allowing Liandra to die and
become Undead. Either way, you cannot enter Maethelburg with Darkhunter in
your party. So, for now, take him out of your party. He will let you know
that he will be in Gallia when you want to pick him up again. When
Darkhunter is not in your party anymore, make your way to Maethelburg and
visit the Red Tower. Talk to Lord Greythane and tell him you are looking
for a certain Knight. When you describe the Crest he has, Lord Greythane
will tell you that you are looking for Sir Borik. He is no longer a
Riverguard, but Lord Greythane tells you that you can find him in
Drakenburg. Make your way back to Gallia and pick up Darkhunter again and
then travel west to Drakenburg. When you reach Drakenburg, challenge Sir
Borik to a battle. Sir Borik is a very powerful Knight. He has very good
armor on and the Crest of Sartek he has on his head will increase his
Resistances every time he matches up 4 or 5 Gems. Also, he has the Revenant
spell which increase his Battle skill and has the Favor spell which can heal
his life. This is all on top of the Thrust and Divine Right skills Knights
normally have. Finally, Sir Borik has a high Life Points total and high
Battle, all of which will make a tough battle. When you defeat Sir Borik,
you get his helm with the Crest of Sartek as your prize. You will now need
to head back to the Horned Temple, which is still a long journey. However,
when you leave Drakenburg, another Knight will be waiting for you to fight
you. This Knight is just a normal Knight, so you should be able to defeat
this Knight relatively easily compared to Sir Borik. When that Knight is
defeated, continue your journey to the Horned Temple. When you reach the
Horned Temple, Tauron will tell you the location of the last piece of
Sartek. It is in the Horned Citadel of Othar.
Reward: +400 Experience
-----------------------------------------------------------------------------
Story Quest: Crest of Sartek Complete!
-----------------------------------------------------------------------------
Just one more piece remains. Finally, the fetch quests from Hell is almost
over. The final piece of Sartek is located in Othar. However, Othar is not
unoccupied.
-----------------------------------------------------------------------------
Story Quest: Skull of Sartek
-----------------------------------------------------------------------------
Info: You must steal the final piece of Sartek, his huge skull, from
Minogoth, in the Horned Citadel of Othar.
Places Unlocked: Othar
Completion:
Minogoth, the Minotaur that seems to be running the show for Lord Bane in
the Realms of War, currently has the Skull of Sartek in his possession to
prevent you from rebuilding the God. Minogoth apparently cannot be
completed defeated at this time. If he is defeated, he will just rise up
again because he is Undead. Undead are annoying like that. While you are
fighting Minogoth, the other Firewalkers plan to steal the Skull away from
Minogoth. Sounds easy enough to be a distraction. Othar is north of
Blackhoof, so make your way over to there. After the long journeys you have
been going on, this should be a welcome easy short travel. When you reach
Othar, if you have Flicker in your party, he will do a fly by of Othar and
inform you of what is going on inside of the Citadel. He tells you that
Minogoth is all over the Skull of Sartek and that you will not get it
without going through Minogoth first. When you enter the Horned Citadel,
Minogoth will talk big about eating you and then turning you into a slave.
In the end, this conflict must be settled with violence as you take on the
Undead Minogoth.
+--------------------------------------------------------------------------+
| Boss Battle: Minogoth |
| |
| Info: This Minotaur Doomknight can Charge like a bull and manipulate |
| Skulls like the Undead. He also destroys all Purple Stars whenever |
| matching 4 or 5 of a kind. |
| |
| Equipment: |
| Helmet and Crowns: Skull of Minogoth |
| Destroys all Purple Stars, giving full effect for each one, |
| whenever you match 4 or 5 gems |
| Armor: Armor of Minogoth |
| Protects against 1 point of damage whenever you receive 2 or more |
| damage, and adds +15% to Earth Resistance |
| Weapon: Axe of Doom |
| Adds +1 damage and destroys all Red Skulls whenever you do 3 or |
| more damage |
| Miscellaneous: Full Plate Boots |
| Gives a 100% chance to protect against 1 point of damage whenever |
| you receive 2 or more damage |
| |
| Skills: |
| Charge! |
| Destroys a selected row of gems and does 5 points of damage. You |
| gain the effects of every gem destroyed |
| Flaming Skulls |
| Turns Green Gems into Skulls and Blue Gems into Red Gems |
| Wake the Dead |
| Turns 1 Skull into 1 +5 Skull for every 5 Green Mana. After gems |
| are transformed, the turn ends |
| |
| Tips: |
| Minogoth comes equipped with some serious equipment. By far, his |
| Armor of Minogoth might provide the most headaches, since it |
| increases his Earth Resistance by a lot at the start of battle. If |
| you rely on any spells that use Green Mana, you might not be able to |
| land those spells very often. Luckily, the Resistance caps after a |
| while. Also, his Axe of Doom combos very well with his Wake the Dead |
| spell. If he uses the Wake the Dead spell, try not to let him match |
| any Skulls until you can clear the board of some of the +5 Skulls. |
| Finally, every time he matches up 4 or 5 Gems, all of the Purple |
| Stars will disappear, meaning he is anti-Knight. Hopefully, if you |
| are playing as a Knight, you can set up your loop combos before |
| Minogoth gets rid of all the Purple Stars on the board (at least, you |
| should be able to by this time almost get off the loop combo on the |
| first couple of turns). By this time, you should know what is your |
| best skills and combos to use against most enemies, so throw out your |
| best loops and spells to take down the Undead Minotaur. |
+--------------------------------------------------------------------------+
When the Undead Minotaur goes down, you will interrogate Minogoth. He is
more talkative than the Mechataur. Minogoth informs you that Lord Bane gets
all the slaves and metal that Minogoth collects, but won't tell you any more
than that. At least you manage to grab the Skull of Sartek before Minogoth
can recover. You also steal the Armor off of his body, which is a nice
prize added on. When you return the Skull to Tauron, Tauron agrees to clear
out a path for you to get to Lord Bane.
Reward: +600 Experience, Armor of Minogoth
-----------------------------------------------------------------------------
Story Quest: Skull of Sartek Complete!
-----------------------------------------------------------------------------
Now that Sartek has all of his limbs, he can finally go out and help you
defeat Lord Bane. Now, it's time to invade Lord Bane's territory and try to
put a stop to his madness.
___________________
Puzzle Quest \
FAQ/Walkthrough \ Story Mode Chapter 4 Walkthrough
PQUSTCH4 \_______________________________________________________
The Firewalkers put Lord Sartek back together and prepare the ritual to
awaken their God. Then, when Lord Sartek rose up, he defeated Minogoth in
Othar and the rest of Lord Bane's forces in the Realms of War. However, Lord
Bane is still out there, scheming away and continuing his plans.
-----------------------------------------------------------------------------
Story Quest: Gornak's Gap
-----------------------------------------------------------------------------
Info: You must cross the mountains into the Realms of Death in search of
Lord Bane.
Places Unlocked: Bane's Citadel (disappears during story), Gornak's Gap,
Graww (disappears during story), Sea of Ice (disappears during story)
Completion:
Tauron will see you off on your journey into Lord Bane's territory, the
Realms of Death. Tauron marks off the path to Lord Bane's Citadel on your
map. Unfortunately for you, when you reach Gornak's Gap, Lord Bane will
make his first appearance to you in person. Lord Bane tells you to go away.
So if he is a God and all that, why is he telling you to go away instead of
just smiting you? It's probably because he is afraid of you. Lord Bane
sends a Doomknight after you to do his dirty work. Also, a blizzard will
cover up the path to Bane's Citadel. Definitely afraid of you. Take on the
Doomknight that Bane has left for you to play with. Doomknights are Undead
and have the Wake the Dead spell. Also, they have a combo using their
Burial spell. The Burial spell will turn all Skulls and Gold Coins into
Green Gems. With this, the Doomknight can possibly get more Green Mana,
which powers up their Unholy Lance, which deals more damage the more Green
Mana the Doomknights have, and powers up their Sword of Bane spell, which
deals direct damage to you based on the Doomknight's Green Mana. Also,
their armor increases their Earth Resistance, which means that spells using
Green Mana have a chance of being resisted by them. A powerful foe indeed,
but you should be even more powerful. I mean, after all, you just scared a
God off. When the Doomknight is defeated, Sunspear will inform you that the
blizzard is too rough to go through and that you will have to find another
way to get to Bane's Citadel. Make your way back to Othar and talk to
Tauron. Tauron tells you that there is another way to get to the Realms of
Death, but it is through the Gnoll lands of Hyaan and then through the High
Elves lands.
Reward: +325 Experience
-----------------------------------------------------------------------------
Story Quest: Gornak's Gap Complete!
-----------------------------------------------------------------------------
Lord Bane is hiding in his own realm. However, there is another way to reach
him. It is through the realms of the High Elves. Maybe these Elves will
like you more than the last nation of Elves. Well, you did steal stuff from
them...so they have their reasons...
-----------------------------------------------------------------------------
Story Quest: Northern Tundra
-----------------------------------------------------------------------------
Info: You must travel to the Ruins of Ylarie in the Northern Tundra and
seek help from the High Elves who guard the remaining two passes into
Lord Bane's realm.
Places Unlocked: Eldros' Tower, Ylarie
Completion:
Tauron gives you directions to the realm of the High Elves. The High Elves
live on the Northern Tundra in the ruins of Ylarie. First, make your way to
Hyaan. Once you reach Hyaan, you will have to head west of there to Ylarie.
There should be a Wight that tries to block your path to Eldros' Tower.
Wights are annoying in the fact that they can steal your Red Mana and turn
it into Blue Mana for them using their Wightblades. With this Blue Mana,
they can use the spell Spectral Force, which stuns you for a couple of
turns. When the Wight is vanquished, make your way to Eldros' Tower. You
will run into a female High Elf Dragonknight. She will stop you and
question your intentions for wanting to go into the Realms of Death. She
decides to escort you to Ylarie. However, in the path of Ylarie is a Liche.
When you damage a Liche, a +5 Skull will appear randomly on the board.
Also, they have a spell called Death Gaze, which will cut your Life Points
in half and randomly create Skulls on the board. Not very fun at all. When
the Liche is out of the way, you will reach Ylarie. The High Elf
Dragonknight, named Elistara will show you a tour of her home, which is in
ruins. Apparently, she has all but given up the fight, but you haven't.
The slaves you were trying to rescue are now the Undead you fight and the
metal you were trying to retrieve is now weapons for Lord Bane's army.
Well, since you can't save people, you might as well get rid of the person
who is doing all of this.
Reward: +250 Experience
-----------------------------------------------------------------------------
Story Quest: Northern Tundra Complete!
-----------------------------------------------------------------------------
Lord Bane's Undead army has been advancing upon the ruins of Ylarie for some
time now. Apparently, they are going to make another push again. Ylarie is
important for reaching Lord Bane's Citadel, so you will need to defend the
city.
-----------------------------------------------------------------------------
Story Quest: Ylarie Defense
-----------------------------------------------------------------------------
Info: You must help the High Elves defend Ylarie against waves of Undead
attackers.
Places Unlocked: Eldros' Tower, Ylarie
Completion:
You first need to try to convince Elistara that the fight against Bane isn't
over yet. To convince her, you will need to defend Ylarie from the Undead.
Also, Ylarie is important to getting to the passes to reach Bane's Citadel,
so defending Ylarie is strategically important also. First, you will need
to defend Ylarie against a Zombie. Zombies can inflict Disease upon you
with their attacks. Furthermore, their Eat Skulls spell will increase their
Battle for each Skull eaten. The Zombie shouldn't be too hard to take down,
but this is merely the first wave. The second wave is a Wight. Wights can
be a pain because they can drain your Red Mana with their Wightblades and
convert them to Blue Mana for them. With that Blue Mana, they can case the
Spectral Force spell, which will stun you for a few turns. When the Wight
is defeated, you will tell Elistara that you are winning. However, she is
still pessimistic about the whole deal. The final creature that you will
need to defend against is a Doomknight. You should remember fighting one of
these before when Bane blocked your path with the blizzard. Simply keep an
eye on the Doomknight's Green Mana to avoid taking too much damage from the
Sword of Bane spell and their Unholy Lances. When the Doomknight is
defeated, you apparently get cocky and start to brag to Darkhunter about
your victories. Darkhunter tells you that an Arkliche may be behind the
attacks. Apparently, the Arkliche was the creature that killed Liandra.
Either way, the Arkliche is your fourth foe. Arkliches can create +5 Skulls
on the board every time you attack them and can randomly create a Skull on
their turn. Also, they can drain your Experience points and can use the
spell Soul Swap, which switches your Mana Reserves with their Mana Reserves.
They also have a high Fire Resistance to stop your spells. Finally, you
must be wary of their Death Gaze spell, which will half your Life Points.
This foe is basically the top of the food chain when it comes to the Undead.
If you manage to down the Arkliche, Elistara becomes convinced that maybe
you might be able to turn the tides of the war against Bane.
Reward: +250 Gold, +350 Experience
-----------------------------------------------------------------------------
Story Quest: Ylarie Defense Complete!
-----------------------------------------------------------------------------
Elistara is now firmly convinced that you can take out Lord Bane's entire
army on your own. It's now time to make your way north to Bane's Citadel.
-----------------------------------------------------------------------------
Story Quest: Skullguard Keep
-----------------------------------------------------------------------------
Info: You must help the High Elves to recapture Skullguard Keep.
Places Unlocked: Skullguard Keep
Completion:
There are two passes into Bane's Realm of Death. You must recapture one of
those passes right now to prevent Bane's army from entering your territory
and giving you a way into his territory. There is an Arkliche defending
Skullguard Keep, but it should be like just like the time you knocked off
the first one. Skullguard Keep is north of Ylarie, so make your way over to
there. If you have Darkhunter in your party, you will find out that the
Arkliche here is the one that killed Darkhunter's betrothed, Liandra. In
order to recapture the Keep, you will need to defeat this Arkliche. It's
just like the first Arkliche you fought, so be careful of its Death Gaze and
Soul Swap. When the Arkliche is defeated, you will learn from Elistara that
you will be a honorary member of the Skullguard. Elistara remembers the
first time Lord Bane was defeated, which was six hundred years ago.
Apparently, High Elves live forever. You learn that one of your ancestors
single handedly defeated Lord Bane. Lord Bane has good reason to fear you
because he's been knocked off by your family once.
Reward: +300 Experience
-----------------------------------------------------------------------------
Story Quest: Skullguard Keep Complete!
-----------------------------------------------------------------------------
Helping the High Elves is the best chance you have to defeat Lord Bane and
his minions. The High Elven Mages have something they can do that might help
turn the tides of the war.
-----------------------------------------------------------------------------
Story Quest: The Future
-----------------------------------------------------------------------------
Info: You must gather some herbs for the High Elven Mages who need them to
cast a spell of farseeing.
Places Unlocked: Bonebridge
Completion:
Elistara informs you that the High Elven Mages want to look into Lord Bane's
territory using their magic. However, in order to do so, they need some
herbs in Lord Bane's territory. Elistara also tells you about a creature
known as the Arboleth. Arboleths are one of Lord Bane's experiments gone
wrong. They are a twisted mass of misfortune and have a high resistance to
magic. The area you need to get to is the Bonebridge, which is north of
Skullguard Keep. When you reach the Bonebridge and search for the herbs,
you get jumped by an Arboleth. Arboleths know the spells Wild Magic, which
creates Wildcards at random on the board, Chaos Bolt, which deals direct
damage to you based on a random Mana Reserve, and Consume Mana, which
destroys all the Gems of a certain color and gives the Arboleth that Mana.
Also, they have a 10% magic resistance across the board, so they can be hard
to hit with spells that span multiple colors. Finally, their equipment, the
Chaos Skin, will heal themselves whenever you cast a spell. Besides all of
that, it's just plain ugly and needs to be put down. When you have defeated
the Arboleth, you will obtain the first set of herbs the High Elven Mages
want. If you have Sunspear in your party, he will make an observation about
the Arboleths. You will need to now search for the second set of herbs,
which is in the same area. This time, you will get jumped by a Liche.
After fighting off the Arboleth, the Liche should seem pretty tame and easy.
When you have the second set of herbs, make your way back to Ylarie and
complete your mission. Elistara will inform you that the Arboleths are
byproducts of Lord Bane's creations and there have been more of them lately,
which means Lord Bane has been producing a lot more Undead.
Reward: +250 Gold, +250 Experience
-----------------------------------------------------------------------------
Story Quest: The Future Complete!
-----------------------------------------------------------------------------
If you have been doing all the Side Quests up until now, you should end up
finding your ninth companion in the form of Elistara. However, you can only
have eight companions with you. The first time I went through the game, I
left Darkhunter off of my party. The second time, I left Patch off of my
team. I think neither of them have any more Side Quests after you finish the
Liandra side story and find a safe place for Patch's treasure, but I'm not
100% sure on either count. Either way, Elistara is a good member to have on
your team because she adds Water Resistance and any form of Spell Resistance
is good. When you are finished rounding out your party, move on to the next
task at hand when dealing with Lord Bane.
-----------------------------------------------------------------------------
Story Quest: Three Skulls
-----------------------------------------------------------------------------
Info: You must find and defeat the three Generals of Lord Bane's army, evil
Sorcerers who are preparing his army of Undead.
Places Unlocked: Graww, Sea of Ice
Completion:
In order to cripple Lord Bane's army, you must take out the three generals
helping to create and lead his army of Undead. If you manage to take out
these three Necromancers, the Undead army will be unable, for now, to attack
Skullguard Keep, which seems to be their first target. Unfortunately, even
if you manage to defeat the Necromancers, they will probably become
Arkliches, which is no better. However, this delay might be what you need
to get to Lord Bane before he can take Skullguard Keep. The first of Lord
Bane's Necromancers is at the Bonebridge. Head over there and fight the
Necromancer. Of course, the Necromancer tries to make you not kill him, but
merely think of him begging for his miserable life and move on with the
stabbing. Necromancers have equipment and spells that will drain your Mana
Reserves. Their Sorceror's Cloak and Necrotic Staff will drain your Mana
every time you damage the Necromancer or cast a spell. Their Dark Bolt and
Mana Burn also drain your Mana, with the Dark Bolt inflicting Blind as well.
Finally, their Bonefire Helm, Ring of Earth, and Burial spell are designed
to up the Necromancer's Green Mana so that their Bone Avatar spell will up
their Battle skill by a whole lot. Luckily, the only thing you don't have
to worry about when dealing with Necromancers is direct damage. Try to get
off a powerful spell as soon as you can, as you don't want your Mana to be
drained by the Necromancer. Unfortunately, if you are playing a class the
depends on loops, this might be a difficult battle, as casting a spell will
drain your Mana. When this Necromancer is defeated, you will need to move
on to the next one. The next Necromancer is at the Lake of Blood. Like the
last Necromancer, this one wants to talk before his death. It fights the
same way as the first one, so just use the same tactics as before. The
final Necromancer is at the Sea of Ice. Apparently, talking trash before
death is a common trait among Necromancers. Defeat this one like you have
the other two. When the final Necromancer is defeated, Lord Bane will
personally talk to you again. You give Lord Bane the chance to surrender,
but he refuses. Talk about missing your opportunity to save your hide. The
good guy always wins.
Reward: +200 Gold, +450 Experience
-----------------------------------------------------------------------------
Story Quest: Three Skulls Complete!
-----------------------------------------------------------------------------
Bane's Generals have been defeated. The way to Bane's Citadel is now open.
Only Bane himself remains. When you are ready, make your way over to Bane's
Citadel and break your way in.
-----------------------------------------------------------------------------
Story Quest: Bane's Citadel
-----------------------------------------------------------------------------
Info: You must enter Bane's Citadel and make your way to his throne room,
ready to confront him.
Places Unlocked: None
Completion:
Lord Bane will inform you of how he creates his Undead. He uses a device
called the Wheel of Pain that tortures a creature so badly that when they
die, they rise up as Undead. In order to put a stop to Lord Bane's madness,