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


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   1. Introduction
  PQUINTRO           \_______________________________________________________


Puzzle Quest:  Challenge of the Warlords is a game that combines elements of 
puzzle games and RPGs.  You play as one of four different classes as you 
travel through a world in an attempt to discover and defeat a great evil.  
The puzzle elements of the game play a lot like the puzzle game Bejeweled.  
The RPG elements mainly consist of attacking, spell casting, leveling your 
character, and equipping items and weapons.


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   1a. Version History
  PQUINVER           \_______________________________________________________


Version 1.0 (09/01/07):  Finished walkthrough and first version of the guide.


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   1b. FAQ Progress
  PQUINPRO           \_______________________________________________________


Here is a list of items I want to add for this guide.  Whether or not I can 
get to these items will depend on when I can get around to playing this game 
again between college and work.

 [ ]  In-depth Knight and Druid descriptions
 [ ]  Enemy list
 [ ]  Item list
 [ ]  Enemy spell list
 [ ]  Secondary paths for quests and the alternate ending


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   2. The Basics of Battle
  PQUBASIC           \_______________________________________________________


The main parts of Puzzle Quest:  Challenge of the Warlords involves battling 
enemies using the puzzle board on the bottom screen of the DS.  Both you and 
your opponent will share the puzzle board and alternate turns matching gems 
on the bottom screen.  This alternation of turns on the puzzle board means 
that you must think differently for this game than most other puzzle games.  
In most other puzzle games, you can set yourself up for higher combos and 
scores.  However, odds are, your opponent will be taking the turn right after 
you and therefore, anything you leave on the board will be taken by your 
opponent.  This means that you must think differently with this puzzle game 
than you must for other puzzle games.

This section of the guide will tell you the controls of the game, the basics 
of the game, and some tips and strategies I personally use for this game.


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   2a. Controller Setup
  PQUBACON           \_______________________________________________________


---------
World Map
---------

Touch Screen:  Choose destination, open menus, confirm choices, scroll map
   (by dragging map using stylus)
Control Pad:  Pan across the World Map
START:  Quit Menu
X Button:  Centers the camera on the character
L and R Buttons:  Swap upper and lower screens


-----------
Battle Grid
-----------

Touch Screen:  Make selections
START:  Quit Battle Menu
L and R Buttons:  Swap upper and lower screens


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   2b. Battle Grid
  PQUBABAT           \_______________________________________________________


The Battle Grid is the main part of the game.  Just about every quest 
involves a battle and even then, there are also random battles on the World 
Map.  When you run into or are set up to fight an enemy, you will be taken to 
the battle grid.  The top screen has the statistics of both you and your 
enemy.  If you press the L or R button, that screen will go down to the 
bottom screen, where you can tap on you or your enemy to see the stats and 
tap on your or your opponent's equipment to see what they do.  The bottom 
screen contains an 8x8 puzzle grid and the list of spells for both you and 
your opponent.


-------------------------
Basics of the Battle Grid 
-------------------------

The battle grid contains various "Gems", which is what you need to match.  
The Gems that the board can contain and what they do when you match them are 
as follows:

Blue, Green, Red, and Yellow Gems:  Give you Mana of the color you match.
Purple Stars:  Gives you experience.
Gold Coins:  Gives you gold.
Skulls:  Deals damage to your opponent.
+5 Skulls (Skulls with red outlines):  Deals a lot of damage to your
   opponents while eliminating all gems around the +5 Skull.
Wild Cards:  When matched with the colored gems, they multiply the amount of
   Mana you obtain by the modifier that is on the Wild Card.  Wild Cards can
   be matched with any color gems and can be used to replace a gem in a
   three, four, or five of a kind.

To match a gem, simply tap on the gem you want to move and then tap on an 
adjacent non-diagonal gem to the gem you have tapped.  Both gems will switch 
places.  One of the gems you move must match up with other gems to form a 
three of a kind (or higher) in a horizontal or vertical row.  If it does not, 
you will have performed an illegal move, which will deal 5 damage to you, 
move the gems back to their original spot, and cause you to lose your turn.  
If the move is not an illegal move, then the gems that are matched will be 
removed, the gems above the removed gems will cascade down, and new gems will 
appear from the top.  If the gems that are cascading down create matches, 
those gems will be removed.

If you create a line of four gems that match, you will get credit for a four 
of a kind.  A four of a kind allows you to take another turn.  If you create 
a five of a kind, you will not only take another turn, but also create a Wild 
Card in the center of the five of a kind.

When you match colored gems, you obtain Mana of that color.  Mana is 
important because you can cast spells with your Mana.  The spells you can 
cast are left of the Battle Grid.  These spells will show you what Mana you 
need in order to cast that spell.  Each spell has a different effect.  You 
can know about these effects by tapping the Help button at the bottom of the 
spell list and then tapping on the spell you want to know about.  Spells can 
manipulate the stats of you and your opponent, affect the Battle Grid, deal 
damage, inflict status effects on your opponent, and more.


------------------
Statistical Skills 
------------------

There are seven statistical categories for you and your opponents.  These 
statistical categories affect everything in battle.  When you level up, you 
get four skill points to raise a statistical category.  Stats can go as high 
as 255 (it resets to 0 if you go higher).  Generally speaking, you want to 
focus on one or two statistical category rather than spreading your points 
out evenly throughout all of them.  In general, you want to level up Earth 
and Air Masteries for Druids, Battle and Morale for Knights, and Fire Mastery 
for both Warriors and Wizards.  Here is what each statistical category does:

Earth Mastery:  Increases the amount of Mana you gain for matching Green
   Gems, increases the chance of taking an extra turn for matching Green
   Mana, and increases the chance of creating a Wild Card for matching Green
   Mana.

Fire Mastery:  Increases the amount of Mana you gain for matching Red Gems,
   increases the chance of taking an extra turn for matching Red Mana, and
   increases the chance of creating a Wild Card for matching Red Mana.

Air Mastery:  Increases the amount of Mana you gain for matching Yellow Gems,
   increases the chance of taking an extra turn for matching Yellow Mana, and
   increases the chance of creating a Wild Card for matching Yellow Mana.

Water Mastery:  Increases the amount of Mana you gain for matching Blue Gems,
   increases the chance of taking an extra turn for matching Blue Mana, and
   increases the chance of creating a Wild Card for matching Blue Mana.

Battle:  Increases the amount of damage you deal when matching Skulls,
   increases the chance of taking an extra turn for matching Skulls, and
   increases the chance of creating a Wild Card for matching Skulls.

Cunning:  Increases the effect that Wild Cards have on other gems, increases
   the amount of money you gain for matching Gold Coins, increases the chance
   of taking an extra turn for matching Gold Coins, and increases the chance
   of creating a Wild Card for matching Gold Coins.  Also, at the start of
   battle, the person with the highest Cunning goes first.

Morale:  Increases your Life Points, increases the chance of taking an extra
   turn for matching Purple Stars, increases the chance of creating a Wild
   Card for matching Purple Stars, and increases your spell resistances.


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   2c. General Tips
  PQUBAGEN           \_______________________________________________________


----------
Randomness
----------

The first thing you should know about this game is that this game hates you.  
I don't mean that the game is designed to go against you.  I mean the game 
hates you.  The designers of this game created the first artificial 
intelligence system designed to mimic the actual emotion of hate.  When you 
are sleeping, the game is plotting your downfall with all of your other 
electronics.  In all seriousness, you will constantly find yourself getting 
frustrated with the random nature of the game.  Many times, you will find 
yourself crying foul and cheating when the game drops a +5 Skull in perfect 
position for your opponent.  Granted, the randomness will also help you every 
once in a while, but you will swear that the game cheats for your enemy more 
than it does for you.  There really isn't much you can do about this aspect 
of the game.  After all, this is how randomness works.


------
Spells
------

Regular attacks are fine and dandy, but you will find yourself relying on 
your spells do deal the bulk of the damage.  Typically, you do not want to 
leave damage on the board for your opponent to deal to you.  However, if you 
need one more Mana to unleash a massive Deathbringer or to set up one of your 
loops, it might be better to match up Mana to deal more damage in the future.


-----------
Extra Turns
-----------

Normally, the first thing you want to look for is any four and five of a 
kinds.  This way, you can cause more of a chance to set up a cascade.  
Granted, there are exceptions to the rule, such as needing a certain type of 
Mana to set up your spells or needing just one more damage to finish off your 
opponent, but generally speaking, you can't go wrong with taking an extra 
turn.


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   2d. Map and Information Database Links
  PQUBAMAP           \_______________________________________________________


Zaraf and eishin from the GameFAQs Message Boards have created a really 
helpful and easy to use map of the game.  It is very detailed and looks 
really good.  I highly suggest using this map while you are playing the game, 
as it is not only a map, but has lots of good information on it.  The link to 
the map is this:

http://www.infinite-interactive.com/puzzlequest/map/

Also, Zaraf has also provided me with another link, this time to a very easy 
to use database that has information on spells, resistances, items, and much 
more.  This database is on fluxcapacitor66 website, which is as follows:

http://www.onewhowaits.com/puzzlequest/runes.html

Finally, there is a very good FAQ on Runes and very easy to use Monster 
Capture maps made by Zaraf on the GameFAQs FAQs & Guides section.  These are 
both excellent and very easy to use.

Again, a big thank you to Zaraf, eishin, and fluxcapacitor66 for providing 
this information for the general public.


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   3. Classes
  PQUCLASS           \_______________________________________________________


There are four classes in Puzzle Quest, each with their own special set of 
spells and skills.  Also, each class levels up statistics differently.  
Generally speaking, Druids focus on messing with the board and your opponent, 
Knights focus on manipulating Purple Stars, and both the Warrior and the 
Wizard specialize in dealing direct damage.

Note:  I have only played the Warrior and the Wizard.  I have not played the
   Druid or the Knight yet, although I do plan on playing the Knight my next
   playthrough.  I can really only offer insight on how to play the Warrior
   and the Wizard, although both are pretty straight forward to begin with.
   I accidentally deleted my Wizard before listing all of their spells, so I
   will have to eventually play through them again...eventually...


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   3a. Druid
  PQUCLDRU           \_______________________________________________________


Description:  Druids are well schooled in the magic of nature with many
   spells based on Yellow and Green Mana.  They defeat their foes in a subtle
   manner, often doing such things as entangling them or changing the gems on
   the board.


------
Spells
------

Gemberry:
   Level:  1
   Description:  Adds +5 to Life Points, plus an additional +1 for every 4
      Blue Mana.

Channel Air:
   Level:  2
   Description:  Adds +5 to Yellow Mana.  Your turn does not end.

Entangle:
   Level:  3
   Description:  Enemy loses 1 turn, plus an additional turn for every 20 of
      your Green Mana.

Calm:
   Level:  4
   Description:  Removes all status effects on both players.  Your turn does
      not end if Blue Mana is 10+.

Forest Fire:
   Level:  5
   Description:  Does 6 points of damage to enemy, plus an additional +1 for
      every 4 Red Mana.

Call Lightning:
   Level:  6
   Description:  Destroys a selected column of gems.  You gain the full
      effects for all gems destroyed.

Evaporate:
   Level:  7
   Description:  Turns all Blue Gems into Yellow Gems.  After gems are
      transformed, the turn ends.

Gust of Wind:
   Level:  8
   Description:  Turns 5 random gems into Yellow Gems, plus an additional gem
      for every 8 Yellow Mana.

Sanctuary:
   Level:  10
   Description:  Adds +5 Resistance to a random Mana type.  Resistance lasts
      until the end of combat.

Wall of Thorns:
   Level:  12
   Description:  Applies damage to Green Mana instead of Life Points.  Lasts
      until Green Mana is zero and reduces your Green Mana by 2 per turn.

Earthpower:
   Level:  15
   Description:  Destroys all Green Gems.  You gain the full effects for all
      gems destroyed.

Whirlwind:
   Level:  20
   Description:  Destroys all Yellow Gems.  You gain full effects for all
      gems destroyed.

Lightning Storm:
   Level:  25
   Description:  Destroys a selected column and the two adjacent columns.
      You gain the full effects for all gems destroyed.

Reincarnation:
   Level:  30
   Description:  Turns all Purple Stars, Gold, and Skulls into random Mana
      Gems.  You gain no effect for the gems transformed.

Cleansing:
   Level:  40
   Description:  Causes all gems in play to be cleared and replaced.  After
      the board is reset, the turn ends.

Nature's Wrath:
   Level:  50
   Description:  Turns all Green Gems into random Wildcards.  After gems are
      transformed, the turn ends.


---------------
Starting Skills
---------------

+---------------+-------+--------+
| Skill         | Rank  | Cost   |
+---------------+-------+--------+
| Earth Mastery |   2   | 1 pt.  |
+---------------+-------+--------+
| Fire Mastery  |   1   | 3 pts. |
+---------------+-------+--------+
| Air Mastery   |   3   | 1 pt.  |
+---------------+-------+--------+
| Water Mastery |   2   | 2 pts. |
+---------------+-------+--------+
| Battle        |   0   | 3 pts. |
+---------------+-------+--------+
| Cunning       |   1   | 2 pts. |
+---------------+-------+--------+
| Morale        |   0   | 2 pts. |
+---------------+-------+--------+


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   3b. Knight
  PQUCLKNI           \_______________________________________________________


Description:  Knights are noble and chivalrous warriors who excel in using
   the Stars on the board to great effect, such as gaining extra XP or
   healing themselves.  They also have a good stock of damage spells based on
   Red and Green Mana.


------
Spells
------

Thrust:
   Level:  1
   Description:  Destroys a selected gem.  You gain full effect for the gem
      destroyed.

Divine Right:
   Level:  2
   Description:  Destroys all Purple Stars.  You gain the full effects for
      all gems destroyed.

Challenge:
   Level:  3
   Description:  Adds +50% to damage on both players for 6 turns.  Your turn
      does not end if Yellow Mana is 15+.

Stun:
   Level:  4
   Description:  Does 5 points of damage to enemy, and your enemy loses 1
      turn, plus an additional +1 damage for every 8 Red Mana.

Trample:
   Level:  5
   Description:  Does damage equal to half your Green Mana to enemy.  Does 1
      point of damage minimum.

Favor:
   Level:  7
   Description:  A 50% chance to add +1 Life for each Experience point
      received.  Lasts for 8 turns, plus an additional turn for every 6
      Yellow Mana.

Courage:
   Level:  8
   Description:  Removes all status effects on you.  Your turn does not end
      if Blue Mana is 10+.

Promotion:
   Level:  10
   Description:  Turns all gems of the selected type into Purple Stars.  Any
      type can be selected, including Skulls or Gold.

Charge!:
   Level:  12
   Description:  Destroys a selected row of gems and does 5 points of damage.
      You gain the effects of every gem destroyed.

Vigil:
   Level:  15
   Description:  Adds +3 to all of your Mana Reserves whenever you match 4 or
      5 gems.  Lasts 8 turns, plus an additional turn for every 5 Blue Mana.

Knight Lord:
   Level:  20
   Description:  Doubles the number of Purple Stars in play.  After gems are
      transformed, the turn ends.

Sword of Sirian:
   Level:  30
   Description:  Does damage equal to your Yellow Mana.  Drops your Yellow
      Mana to zero.

Chivalry:
   Level:  40
   Description:  Raises all Mana Reserves to full on both players.  Removes
      all status effects on both players.

Paladin's Aura:
   Level:  50
   Description:  Adds +2 to all Mana Reserves at the beginning of each turn.
      Lasts 8 turns, plus an additional turn for every 5 Yellow Mana.


---------------
Starting Skills
---------------

+---------------+-------+--------+
| Skill         | Rank  | Cost   |
+---------------+-------+--------+
| Earth Mastery |   0   | 3 pts. |
+---------------+-------+--------+
| Fire Mastery  |   0   | 2 pts. |
+---------------+-------+--------+
| Air Mastery   |   1   | 2 pts. |
+---------------+-------+--------+
| Water Mastery |   2   | 2 pts. |
+---------------+-------+--------+
| Battle        |   2   | 1 pt.  |
+---------------+-------+--------+
| Cunning       |   1   | 3 pts. |
+---------------+-------+--------+
| Morale        |   3   | 1 pt.  |
+---------------+-------+--------+


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   3c. Warrior
  PQUCLWAR           \_______________________________________________________


Description:  Warriors are fierce and efficient fighters whose special
   attacks mostly deal direct damage to their foes.  Although many of these
   damage spells are based on Red Mana, they have a wide variety of them for
   use in different situations.


------
Spells
------

Battle Cry:
   Level:  1
   Description:  Randomly creates a +5 Skull.  You turn does not end if Red
      Mana is 15+.

Wild Lore:
   Level:  2
   Description:  Destroys all Yellow and Blue Gems.  Adds +1 to Experience
      for every gem destroyed.

Spin Attack:
   Level:  3
   Description:  Destroys gems around a selected gem.  You gain full effects
      for all gems destroyed.

Cleave:
   Level:  5
   Description:  Does 1 point of damage for every Yellow Gem in play.  All
      Yellow Gems in play are destroyed.

Throw Axe:
   Level:  7
   Description:  Does 4 points of damage to enemy, plus an additional +1 for
      every Skull in play.

Enrage:
   Level:  8
   Description:  Adds your Red Mana total to your Battle Skill for 8 turns.
      Your turn does not end after casting this spell.

Bloodlust:
   Level:  10
   Description:  Adds +12 to Red Mana.  After receiving your Mana, the turn
      ends.

Summon Tempest:
   Level:  15
   Description:  Destroys 2 random columns of gems.  You gain full effects
      for all gems destroyed.

Berserk Rage:
   Level:  20
   Description:  Turns Red Gems into Skulls.  You turn does not end if Red
      Mana is 15+.

Deathbringer:
   Level:  30
   Description:  Randomly creates Skulls equal to half your Red Mana.  After
      gems are transformed, the turn ends.

Singing Blades:
   Level:  40
   Description:  Reduces your enemy's Mana Reserves by 4 whenever you do
      damage.  Lasts for 5 turns, plus an additional turn for every 2 of your
      Yellow Mana.

Revenant:
   Level:  50
   Description:  Doubles your Battle skill.  Your Battle returns to normal
      when combat is completed.


---------------
Starting Skills
---------------


+---------------+-------+--------+
| Skill         | Rank  | Cost   |
+---------------+-------+--------+
| Earth Mastery |   1   | 3 pts. |
+---------------+-------+--------+
| Fire Mastery  |   2   | 1 pt.  |
+---------------+-------+--------+
| Air Mastery   |   0   | 2 pts. |
+---------------+-------+--------+
| Water Mastery |   0   | 3 pts. |
+---------------+-------+--------+
| Battle        |   3   | 1 pt.  |
+---------------+-------+--------+
| Cunning       |   2   | 2 pts. |
+---------------+-------+--------+
| Morale        |   1   | 2 pts. |
+---------------+-------+--------+


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   3d. Wizard
  PQUCLWIZ           \_______________________________________________________


Description:  Wizards keep a good mix of different spells, based largely on
   Red and Yellow Mana.  They can just as easily cast damage spells like
   Fireball, as they can cast powerful defensive spells like Wall of Fire.


------
Spells
------

Fire Bolt:
   Level:  1
   Description:  Does 4 points of damage to enemy, plus an additional +1 for
      every 8 Red Mana.

Channel Fire:
   Level:  2
   Description:  Adds +5 to Red Mana.  Your turn does not end.

Fire Shield:
   Level:  3
   Description:  Protects against 1 point of damage whenever you receive 2 or
      more damage.  Lasts for 8 turns, plus an additional turn for every 3
      Red Mana.

Haste:
   Level:  4
   Description:  Does 4 points of damage to your enemy whenever you get an
      extra turn.  Lasts for 10 turns, plus an additional turn for every 5 of
      your Yellow Mana.

Mana Burn:
   Level:  5
   Description:  Reduces your enemy's Mana Reserves by 5.  Your turn does not
      end if Red Mana is 8+.

Hand of Power:
   Level:  6
   Description:  Adds +2 to damage for 10 turns.  This effect may be stacked
      two times.

Light:
   Level:  7
   Description:  Causes Blind on your enemy for 2 turns, plus an additional
      turn for every 8 Yellow Mana.

Heat Sink:
   Level:  8
   Description:  Reduces your enemy's Red Mana by 8 and gives it to you.

Fireball:
   Level:  10
   Description:  Destroys a selected 3x3 grid of gems, gaining full effects
      for all gems destroyed, plus an additional 8 damage.

Wall of Fire:
   Level:  12
   Description:  Applies damage to Red Mana instead of Life Points.  Lasts
      until Red Mana is zero and reduces your Red Mana by 2 per turn.

Flaming Skulls:
   Level:  15
   Description:  Turns Green Gems into Skulls.  Turns Blue Gems into Red
      Gems.

Cauterize:
   Level:  20
   Description:  Adds +1 to Life Points for every Red Gem in play.  Red Gems
      are not destroyed.

Meteor Storm:
   Level:  25
   Description:  Turns 8 random gems into Red Gems.  You gain the full
      effects for all gems transformed.

Finger of Death:
   Level:  30
   Description:  Turns a selected grid into a +5 Skull.  After gem is
      transformed, the turn ends.

Lava Core:
   Level:  40
   Description:  Adds +12 to maximum Red Mana.  You turn does not end.

Flaming Avatar:
   Level:  50
   Description:  Adds points equal to your Red Mana to a random Skill.
      Reduces your Red Mana to zero.

---------------
Starting Skills
---------------


+---------------+-------+--------+
| Skill         | Rank  | Cost   |
+---------------+-------+--------+
| Earth Mastery |   1   | 2 pts. |
+---------------+-------+--------+
| Fire Mastery  |   3   | 1 pt.  |
+---------------+-------+--------+
| Air Mastery   |   2   | 1 pt.  |
+---------------+-------+--------+
| Water Mastery |   0   | 2 pts. |
+---------------+-------+--------+
| Battle        |   1   | 3 pts. |
+---------------+-------+--------+
| Cunning       |   2   | 2 pts. |
+---------------+-------+--------+
| Morale        |   0   | 3 pts. |
+---------------+-------+--------+


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   4. Story Mode Walkthrough
  PQSTORY            \_______________________________________________________


Story Mode is the main part of the game.  It is where you take one of your 
characters and level him or her up while making your way through the world.  
During your journeys, you will have to complete many, many quests.  In fact, 
the game is entirely quest driven, which means there will not be very many 
times that you will not be on a quest.

There are two types of quests in this game.  There are Story Quests and Side 
Quests.  The Story Mode Walkthrough only goes through the Story Quests.  The 
Side Quests are described in later sections.

Also, this section is divided into four chapters.  While the chapters are not 
really defined in the game, there are times when you will complete a Story 
Quest and you will receive a cut scene describing the game.  I have used 
these to separate the chapters.


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   4. Story Mode Chapter 1 Walkthrough
  PQUSTCH1           \_______________________________________________________


After choosing your hero and profession and going through the tutorial, you 
start off in Bartonia.  You cannot go anywhere for now, so visit the Tavern 
for some rumors and then get your first quest.


-----------------------------------------------------------------------------
 Story Quest:  Family Reunion
-----------------------------------------------------------------------------

 Info:  Your father has requested your presence in Siria.  You must travel
    there and meet him.

 Places Unlocked:  Elenia, Gildor, Siria, and Theira

 Completion:

 Your father, Sir Albion, apparently needs you.  Since the Queen respects
 your father, she grants your leave of absence.  You simply need to go to
 Siria and speak with your father.  Even though a couple of places open up,
 you cannot do anything anywhere, so just head straight for Siria.  When you
 speak with your father, he will provide you with a Broken Shield that was a
 gift from your dead grandfather.

 Reward:  Broken Shield Accessory, +1 Experience

-----------------------------------------------------------------------------
 Story Quest:  Family Reunion Complete!
-----------------------------------------------------------------------------


After you obtain your shield, head back to Bartonia.  There, waiting for you, 
is your next quest.  This quest will teach you the basics of battle.


-----------------------------------------------------------------------------
 Story Quest:  Practice Dummy
-----------------------------------------------------------------------------

 Info:  You must learn some basic combat against a Practice Dummy.

 Places Unlocked:  None

 Completion:

 After speaking with the Queen about your grandfather, it's time to learn how
 to fight.  Your first opponent will be a Practice Dummy.  The Practice Dummy
 will never take a turn and thus, will never fight back, so if you manage to
 lose this battle, I highly suggest you return your game and pick out a
 different one.  Once you have completed this battle, your quest is complete.

 Reward:  +1 Experience

 Special Quest Notes:  Can be repeated until The Missive Quest is completed.

-----------------------------------------------------------------------------
 Story Quest:  Practice Dummy Complete!
-----------------------------------------------------------------------------


Now that you have trained in the basics of battle, it's time to fight someone 
that will actually fight back.  After all, you can't expect every enemy to be 
equipped with a Practice Shield.


-----------------------------------------------------------------------------
 Story Quest:  Advanced Combat
-----------------------------------------------------------------------------

 Info:  You must learn some more advanced combat by practicing against a
    Young Knight.

 Places Unlocked:  None

 Completion:

 After beating up on the helpless Practice Dummy, the Queen will inform you
 of reports about the Undead.  To prepare you for the coming battles, you are
 told to work hard and master combat.  Your opponent will be a Young Knight.
 Since this is the first battle, the AI is a little forgiving.  Not extremely
 forgiving, but just a little bit.  Again, once you have completed this
 battle, your quest is complete.

 Reward:  +1 Experience

 Special Quest Notes:  Can be repeated until The Missive Quest is completed.

-----------------------------------------------------------------------------
 Story Quest:  Advanced Combat Complete!
-----------------------------------------------------------------------------


Now that you have learned how to fight, it's time to do something other than 
train.  


-----------------------------------------------------------------------------
 Story Quest:  The Missive
-----------------------------------------------------------------------------

 Info:  A sealed message must be delivered to Sir Albion in Siria.  This is
    an important message, and you may be in danger as you travel there.

 Places Unlocked:  None

 Completion:

 The Queen needs you to deliver a message to you father.  Of course, the
 Queen is worried that the message will be intercepted, so she decides to
 send it out with someone unexpected.  You must take the message out to
 Siria.  Of course, as soon as you get there, you get jumped by a Thief.  So
 much for unexpected.  The Thief will probably steal some of your gold, but
 it shouldn't be that much.  Watch out for his Sneak Attack because it does
 damage and allows him to still take his turn. When the thief is defeated,
 you can then deliver the message to your father.  He will tell you some of
 what has been going on.  Apparently, some guy name Bane has a cult that has
 been causing trouble.  Anyways, you get a Longsword from your father, which
 is a decent weapon for now.

 Reward:  +20 Experience, Longsword

-----------------------------------------------------------------------------
 Story Quest:  The Missive Complete!
-----------------------------------------------------------------------------


When you return back to Bartonia, you will see that you are now able to 
perform Side Quests.  Side Quests are quests that do not pertain to the main 
storyline, but should be completed so that you can gain experience, gold, 
items, and companions.  While Side Quests are not required, they can help add 
flavor to the main storyline and depth to the world that has been created.  
All the Side Quests are listed in "Side Quests" section.  You should probably 
go through all of the Side Quests you can for now, although the Bats in the 
Belfry quest can be tough at lower levels, since the enemy you would be 
facing can steal your health to heal himself.  Either way, once you have 
completed all the Side Quests you want, it is time to move on to the next 
Story Quest.


-----------------------------------------------------------------------------
 Story Quest:  Rogue Skeleton
-----------------------------------------------------------------------------

 Info:  A Skeleton has been terrorizing the peasants near the Royal Crypt in
    western Theira.  Nobody is sure where it came from, though whispers say
    that a cult of necromancers are to blame.  You must find the Skeleton and
    lay it to rest.

 Places Unlocked:  Royal Crypt (disappears eventually)

 Completion:

 Apparently, the Undead have been appearing at more regular intervals now.
 Since you are a trained warrior and the kingdom is using most of its forces
 to tame the Orcs from the east, it's time for you to go out and help.  Your
 task is simply to put a Skeleton to rest near the Royal Crypt.  The Royal
 Crypt is west of Theira, so head over there and face off with the Skeleton.
 This Skeleton has a Ring of Earth on him...err...it...  Anyways, this battle
 shouldn't be too hard.  Just try to avoid getting hit by the +5 Skulls
 whenever it uses the Wake the Dead skill.  After you defeat the Skeleton,
 you learn nothing of its origin and no clues about the so-called cult.

 Reward:  +25 Gold, +20 Experience

-----------------------------------------------------------------------------
 Story Quest:  Rogue Skeleton Complete!
-----------------------------------------------------------------------------


Head back to Bartonia for your next assignment.  The Queen has a really good 
one lined up for you.


-----------------------------------------------------------------------------
 Story Quest:  Darkhunter
-----------------------------------------------------------------------------

 Info:  Undead are beginning to appear all over Agaria.  You must travel
    south over the mountains in search of a warrior named Darkhunter - a
    specialist in combat against the Undead.

 Places Unlocked:  Agarian Pass, Gallia, Ruins of Artum

 Completion:

 The Queen will ask you to go get assistance from an Undead specialist.  The
 man is named Syrus Darkhunter.  He currently resides in the city of Gallia.
 Make your way south to Gallia and search for Darkhunter.  When you first
 search for Darkhunter, a guardsman will tell you that he was tracking
 creatures in the Ruins of Artum, which is south of Gallia.  When you reach
 the Ruins, you will see Darkhunter is surrounded by Orcs and needs some
 help.  Time to go and rescue him.  This Orc carries a Great Axe and is
 stronger than most Orcs.  Because it has the Great Axe, if he deals damage
 to you, odds are, he will probably take another turn.  Normally, you don't
 want to leave damage on the board if at all possible, unless you really need
 the Mana more.  However, against an opponent using a Great Axe, it's even
 more important to not leave damage on the board.  When the Orc is defeated
 and Darkhunter is rescued, he will question your motives.  When he is told
 that his help is required in regards to the Undead, he will agree to assist,
 but he needs to deal with some issues first.  He arranges a meeting with you
 in Gallia, which completes your quest.

 Reward:  +25 Gold, +40 Experience

-----------------------------------------------------------------------------
 Story Quest:  Darkhunter Complete!
-----------------------------------------------------------------------------


Make your way back north to Gallia and get your next quest, which will be 
from Darkhunter.


-----------------------------------------------------------------------------
 Story Quest:  Helping Hand
-----------------------------------------------------------------------------

 Info:  Darkhunter is heading out to the Skell Marshes to track down an evil
    Sorcerer.  He requires some help to hold the Sorcerer's minions at bay.

 Places Unlocked:  Drakenburg, Skellheim, Skell Marshes

 Completion:

 You end up meeting Darkhunter outside of the city.  Apparently, Darkhunter
 needs to hunt down an evil sorcerer before he can join you.  He needs your
 help to keep the sorcerer's pet Zombie in check while he takes down the
 sorcerer.  The sorcerer is located in the Skell Marshes, so make your way
 over there and then begin you fight with the Zombie.  This Zombie is a Giant
 Zombie and has more Life Points and Battle.  Also, whenever it deals damage
 to you, there is a chance it will leave behind the Disease status effect,
 which will drain your Mana, so keep an eye on your Mana reserves.  When the
 Zombie is dead, Darkhunter will have taken the sorcerer prisoner.
 Unfortunately for you, he Managed to use semantics to get you to do
 something else for him.  For now, this quest is complete.

 Reward:  +50 Gold, +50 Experience

-----------------------------------------------------------------------------
 Story Quest:  Helping Hand Complete!
-----------------------------------------------------------------------------


Make your way back to Gallia.  It's time to help Darkhunter deal with the 
Sorcerer now and bring him to justice.


-----------------------------------------------------------------------------
 Story Quest:  The Prisoner
-----------------------------------------------------------------------------

 Info:  You must escort a captive Sorcerer to the Red Tower - the home
    citadel of the Riverguard, located in Maethelburg.

 Places Unlocked:  Maethelburg

 Completion:

 Darkhunter will persuade you to go take the Sorcerer to the Red Tower in
 Maethelburg.  Since you do need Darkhunter's help and he refuses to help you
 until you have done this task, you might as well just do it.  Apparently,
 he's not allowed in Maethelburg for some reason, so make your way over to
 Maethelburg alone with the Sorcerer.  There will probably be a Giant Rat
 blocking your path to Maethelburg, but it's just a normal Giant Rat and
 shouldn't pose too much of a problem.  When you reach Maethelburg, you will
 get a description of the place.  Then, you will get a cut scene of the
 Sorcerer trying to intimidate you.  Apparently, the Sorcerer's name is
 Morag, but no one really cares.  When you try to take the Sorcerer to the
 Riverguard, the Sorcerer will make you an offer.  He wants you to let him go
 in Skellheim in exchange for an ancient sword and information about the
 Undead.  It is up to you which way you want to go.

 If you have delivered the prisoner to the Riverguard, you will speak to the
 head of the Riverguard, Lord Greythane.  However, he's really not very kind.
 He gives you some information on the cult that these Sorcerers are in, but
 quickly thanks you and asks you to leave in a hurry.  Make your way back to
 Gallia and talk to Darkhunter, who will now join you as a Companion.

 Reward:  +50 Experience, Companion Darkhunter

-----------------------------------------------------------------------------
 Story Quest:  The Prisoner Complete!
-----------------------------------------------------------------------------


Now that you have your first companion, it's time to head back north to 
Bartonia.  Here, you will get a new series of quests involving Orcs this 
time.


-----------------------------------------------------------------------------
 Story Quest:  Rescue Mission
-----------------------------------------------------------------------------

 Info:  A band of Orcs recently traveled over the Hammer Pass, took some
    prisoners and headed back to Kor.  You must try to catch them and rescue
    the prisoners.

 Places Unlocked:  Hammer Pass

 Completion:

 Orcs have been traveling over the Hammer Pass and kidnapping humans.  Your
 Queen, worried about this new trend in Orcs, is asking you to rescue the
 humans that were kidnapped by the Orcs.  If you have Darkhunter in your
 party, when you reach the Hammer Pass, he will express his displeasure in
 fighting Orcs.  After all, he is an Undead specialist.  When you reach the
 Orcish caravan and attempt to rescue the prisoners, you will run into the
 Orcish Chieftain.  He will be equipped with the weapon Great Mang, which has
 a 25% chance to reduce your Red Mana to 0.  If you are a Warrior or a
 Wizard, then this could be a tough fight without Red Mana.  When you defeat
 the Chieftain, the prisoners will be rescued and you will have completed
 your mission.

 Reward:  +250 Gold, +50 Experience

-----------------------------------------------------------------------------
 Story Quest:  Rescue Mission Complete!
-----------------------------------------------------------------------------


When you have freed the prisoners, head back to Bartonia.  The Queen will 
inform you of a new problem that has appeared.


-----------------------------------------------------------------------------
 Story Quest:  None Shall Pass
-----------------------------------------------------------------------------

 Info:  A strange Undead creature - a Liche - is blocking access to the
    forest of Silvermyr.  The Wood Elves need help fighting it.

 Places Unlocked:  Alfland, Silvermyr

 Completion:

 The Wood Elves in Silvermyr have asked for your help in getting rid of a
 Liche that has been hanging around their kingdom.  The Queen believes that
 everyone should help everyone in times of need, so therefore, you will need
 to assist the Wood Elves in getting rid of the creature.  Silvermyr is
 northwest of Theira.  When you reach Alfland, which is just before
 Silvermyr, and you have Darkhunter as one of your Companions, he will give
 you a Lichebane Charm, which does extra damage to Liches.  You should equip
 the charm before you fight the Liche.  The Liche can be found in between
 Alfland and Silvermyr.  Make your way over to the Liche and fight it.  This
 battle should not be too hard to fight the Liche if you have both Darkhunter
 and the Lichebane Charm.  When the Liche is defeated, make your way over to
 Queen Titania and speak with her about the Undead and Orcs problem.  Also,
 you will give her the Lichebane Charm.

 Reward:  +350 Gold, +50 Experience

-----------------------------------------------------------------------------
 Story Quest:  None Shall Pass Complete!
-----------------------------------------------------------------------------


Once the Wood Elves are free from the Liche, make your way back to Bartonia.  
Your Queen has another assignment for you.  This time, it involves helping 
out the Dwarves.


-----------------------------------------------------------------------------
 Story Quest:  Dwarven Caravan
-----------------------------------------------------------------------------

 Info:  A Dwarf by the name of Khalkus has requested your aid in getting a
    caravan of supplies safely through Agaria.

 Places Unlocked:  Dhun-Kor

 Completion:

 Just like helping out the Wood Elves, the Queen believes that helping the
 Dwarves will be good for future relations.  A Dwarf named Khalkus needs your
 help in getting his caravan to Theira.  You will need to find Khalkus at the
 Hammer Pass.  Make your way over to the Hammer Pass and meet up with
 Khalkus.  Khalkus talks a whole lot, so shut him and continue to move on.
 Make your way over to Theira with the caravan.  You will need to protect the
 caravan at Theira from a Wight.  Wights have Wightblades, which can drain
 your Red Mana and then put it into his Blue Mana.  When he has a lot of Blue
 Mana, he will use his Spectral Force, which stun you for multiple turns. 
 When the Wight is defeated, you and Khalkus will have a conversation about
 the caravan going all the way to Dhun-Kor.  Khalkus will also talk about
 Dugog, which is a two headed Ogre.  He will talk about avoiding Dugog, but
 instead, you will insist on defeating him.  Apparently, you're bravery is
 greater than your intelligence.  Oh well.  Eventually the two headed beast
 will have to fall...  Either way, you gain a new companion in Khalkus.

 Make your way towards Khalkus, but you will end up getting jumped at the
 Hammer Pass.  An Ogre wearing Chainmail armor will attack you.  This Ogre is
 mainly just a trial for the main event.  When you reach Dhun-Kor, you will
 have to face off with Dugog, who will prevent you from entering the city.

 +--------------------------------------------------------------------------+
 | Boss Battle:  Dugog                                                      |
 |                                                                          |
 | Info:  Dugog has the skills of a regular Ogre and his Extra Head gives   |
 |    him another turn when he collects Gold.  His dangerous club randomly  |
 |    does huge amounts of damage.                                          |
 |                                                                          |
 |    Dugog, the two-headed Ogre, is the leader of the forces that have     |
 |    been attacking Agaria.  Beware the second head!                       |
 |                                                                          |
 | Equipment:                                                               |
 |    Helmet and Crowns:  Extra Head                                        |
 |       Gives an extra turn whenever you receive Gold                      |
 |    Armor:  Full Plate Armor                                              |
 |       Gives a 100% chance to protect against 1 point of damage whenever  |
 |       you receive 2 or more damage                                       |
 |    Weapon:  Dugog's Club                                                 |
 |       Gives a 20% chance to add +12 points of damage whenever you do     |
 |       damage                                                             |
 |    Miscellaneous:  Troll Ring                                            |
 |       Adds +1 to Life Points if Blue Mana is at 6+ at the start of each  |
 |       of your turns                                                      |
 |                                                                          |
 | Skills:                                                                  |
 |    Double Roar                                                           |
 |       Turns all Yellow and Red Gems into Skulls.  After Gems are         |
 |       transformed, the turn ends                                         |
 |    Thump!                                                                |
 |       Does 10 points of damage to the enemy.  Unaffected by Battle       |
 |    Battle Cry                                                            |
 |       Randomly creates a +5 Skull.  Your turn does not end if Red Mana   |
 |       15+                                                                |
 |    Stomp!                                                                |
 |       Destroys all Green Gem, and your enemy loses 1 turn.  You gain     |
 |       full effects for all gems destroyed                                |
 |                                                                          |
 | Tips:                                                                    |
 |    This boss will probably be the hardest in the game simply because you |
 |    probably don't have any overpowered spells in your arsenal when you   |
 |    face him.  Combine that with all of his equipment and the fact that   |
 |    he takes an automatic extra turn whenever he collects Gold and you    |
 |    have a very tough boss to take down.  More than ever you need to try  |
 |    to make sure that you don't leave damage on the board, otherwise      |
 |    you could end up taking more than you would expect because of his     |
 |    club.  In the end, you may need luck to win this battle.              |
 +--------------------------------------------------------------------------+

 When Dugog is defeated and killed, the caravan is safely at Dhun-Kor and you
 get Dugog's club and a nice reward.

 Reward:  Dugog's Club, +1000 Gold

-----------------------------------------------------------------------------
 Story Quest:  Dwarven Caravan Complete!
-----------------------------------------------------------------------------


When Dugog is defeated, you will need to inform your queen of the death of 
the Ogre Dugog.


-----------------------------------------------------------------------------
 Story Quest:  Good Tidings
-----------------------------------------------------------------------------

 Info:  You must deliver news of Dugog's demise to Queen Gwendholyn in
    Bartonia.

 Places Unlocked:  None

 Completion:

 You'll witness a conversation between yourself and Khalkus about someone
 pulling the strings behind the whole situation of blockade of Dhun-Kor.
 Either way, you will need to consult with your queen first.  Make your way
 over to Bartonia and deliver the news to your queen.  When you inform your
 queen of everything that has been going on, she will send you over to Dhun-
 Kor to further investigate the matter.  When you receive your new orders,
 your quest is complete.

 Reward:  +400 Experience

-----------------------------------------------------------------------------
 Story Quest:  Good Tidings Complete!
-----------------------------------------------------------------------------


After this quest is completed, Chapter 1 of the Story Mode is complete.


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   Story Mode Chapter 2 Walkthrough
  PQUSTCH2           \_______________________________________________________


With the death of Dugog, the invasion of Orcs and Undead into your country 
have become less frequent.  Still, you will need to find out the source of 
these invasions.  The first place to start off at is Dhun-Kor.  Make your way 
over to the Dwarven city and begin your investigation.


-----------------------------------------------------------------------------
 Story Quest:  Tribal Chaos
-----------------------------------------------------------------------------

 Info:  With the death of Dugog, the Orc tribes have been thrown into chaos.
    You must travel to 4 Orc villages and defeat their leaders to quiet them
    down.

 Places Unlocked:  Blood Moon, Bone Head, Snake Fang, White Skull

 Completion:

 You will meet up with the leader of the Merchant Guild.  Apparently, female
 dwarves can grow lots of facial hair.  Either way, you will need to stop
 some Orcs from going out of control.  To complete this, you will have to go
 to four Orc villages and battle the Orc Lord of each village.  Orc Lords
 have Enrage like normal Orcs, but also have the Headbutt skill that can stun
 you and the skill Call the Horde, which can increase Mana and Life Points.
 They also hold a Great Mang, which has a chance to reduce your Red Mana to
 zero.  When you have defeated the first Orc Lord and reach your second
 destination, Darkhunter and Khalkus will have a conversation with each other
 about Orcs and how Darkhunter doesn't want to fight them if you have the 
 both of them in your party.  Battle the Orc Lords at Blood Moon, Bone Head,
 and White Skull.  When they are all defeated, make your way to Snake Fang
 and face off with the last Orc Lord.  Since this is your fourth Orc Lord, if
 you have a Dungeon, you can capture this Orc Lord.  When the Orc Lord is
 defeated, make your way back to Dhun-Kor and report your successes.  When
 your mission is completed, you will receive your reward, along with a nice
 axe.

 Reward:  +450 Gold, Dwarven Axe

-----------------------------------------------------------------------------
 Story Quest:  Tribal Chaos Complete!
-----------------------------------------------------------------------------


With the tribes subdued for now, you will have to speak to the Lord of all 
the Orcs to gather information about what has been going on in regards to the 
human slaves.


-----------------------------------------------------------------------------
 Story Quest:  Lord of Orcs
-----------------------------------------------------------------------------

 Info:  You must travel deep into Kor to meet with Gruulkar, the Great Orc,
    Lord of Kor.  You must then convince Gruulkar to tell you why the Orcs
    are taking prisoners.

 Places Unlocked:  Gruuldok, Wargstone (disappears eventually)

 Completion:

 Now that the tribes are calmed, you must make your way further into Orc
 territory to meet with the Orc leader, Gruulkar, to interrogate him about
 the prisoners being captured and taken.  Gruulkar can be found in Gruuldok,
 which is south of Snake Fang.  There should be a Wolfrider in your way to
 there.  Wolfriders are just Orcs riding Wolves, which gives them the skills
 of both, along with keeping the speed of Wolves and the power of Orcs.  When
 this Wolfrider is defeated and you reach Gruuldok, make your way over to
 Gruulkar and talk to him.  You will need to bring Gruulkar a Warg's pelt in
 order to speak with him more.  To find a Warg, you will have to go to the
 Wargstone, which is west of Gruuldok.  A Warg is just a nastier version of a
 Wolf.  Wargs are larger and faster than Wolves and have the Rend and Haste
 skills along with the regular Wolf skills.  When you defeat the Warg, take
 it's pelt back to Gruulkar.  He will agree to talk to you for a little
 while.  He will tell you that he is not taking slaves, but some of the Orcs
 are following a new leader that is to the north and they are the ones taking 
 the slaves.  With this new information, your quest is complete.

 Reward:  +80 Experience

-----------------------------------------------------------------------------
 Story Quest:  Lord of Orcs Complete!
-----------------------------------------------------------------------------


Well, now that you know what is going on and the Orcs are subdued, you will 
now need to deal with the Ogres and subdue them as well.


-----------------------------------------------------------------------------
 Story Quest:  Ogre Tactics
-----------------------------------------------------------------------------

 Info:  The Ogres in the south are getting restless.  Somebody needs to
    travel down there and sort them out.

 Places Unlocked:  Gork

 Completion:

 Apparently Gruulkar is trying to stir up trouble using the Ogres as his army
 to attack Dhun-Kor with.  The Ogres will give you problems if you continue
 investigating the slave issue without dealing with them, so you should get
 rid of the Ogre problem first.  Head south to Gork, which is south of
 Gruuldok, and battle an Ogre.  This Ogre is just a regular Ogre and should
 be easy to defeat by now.  When this Ogre is defeated, the other Ogres still
 refuse to listen to you, so you will have to face off with another Ogre.
 This Ogre is wearing a Horned Helm and some Chain Armor to protect him, so
 it will probably take longer to defeat him.  Still, this Ogre should not
 present too much of a problem, as you probably have already battled many
 Ogres.  When this Ogre is defeated, the Ogres will decide that maybe you
 aren't someone to be messing with and will calm down.  Make your way back
 north to Dhun-Kor and return to Khrona to receive your reward.

 Reward:  +400 Gold, +90 Experience

-----------------------------------------------------------------------------
 Story Quest:  Ogre Tactics Complete!
-----------------------------------------------------------------------------


Now that there is a definite link between Gruulkar and the Ogres, it's time 
to fully deal with the Ogre and Orc problem in order to find the link between 
them and the slavers.


-----------------------------------------------------------------------------
 Story Quest:  Ogre Magic
-----------------------------------------------------------------------------

 Info:  You must stop any further threat from the Ogres by defeating their
    leader.

 Places Unlocked:  Gluk

 Completion:

 Past Gork is the city of Gluk, which holds the leader of the Ogres.  The
 leader happens to be an Ogre Mage.  Apparently, defeating the Ogre Mage will
 cause the rest of the Ogres to fall into chaos and be leaderless, so your
 next goal will be to defeat the Ogre Mage.  Make your way over to Gluk and
 confront the Ogre Mage.  The Ogre Mage can randomly create Wildcards and
 create +5 Skulls.  Also, this Ogre Mage has the Rain of Fire spell, which
 gets rid of the Red Gems and deals direct damage to you.  When you manage to
 defeat the Ogre Mage, the Ogres will fall into disarray without their 
 leader, so head back to Dhun-Kor and speak to Khrona again to complete your
 mission.

 Reward:  +200 Gold, +90 Experience

-----------------------------------------------------------------------------
 Story Quest:  Ogre Magic Complete!
-----------------------------------------------------------------------------


Even though Gruulkar doesn't have the Ogres to do his dirty work for him 
anymore, he still wants to go to war and fight.  However, that would not be 
good for your investigation into the whole slave deal, so you will need to 
stop the war from ever starting.


-----------------------------------------------------------------------------
 Story Quest:  War Council
-----------------------------------------------------------------------------

 Info:  You must try to stop Gruulkar from gathering the hordes and going to
    war in Northern Kor.

 Places Unlocked:  None

 Completion:

 Khrona will inform you that Gruulkar is gathering the Orcish hordes in order
 to prepare for war with the other races in Dhun-Kor.  Since the death of
 Dugog, northern Kor has become unstable and Gruulkar is trying to take this 
 opportunity to seize control of the entire area.  This would be a detriment
 to what you are trying to accomplish, so you will need to stop the war from
 happening.  You will need to talk to Gruulkar into stopping this war.  If
 talking doesn't work (which it probably won't), even more drastic measures
 will probably be needed.  Make your way over to Gruuldok and speak with
 Gruulkar.  Gruulkar, of course, doesn't want peace and refuses to listen to
 you and sends you out.  When you attempt to talk to him again, he will send
 out an Orc Champion to attack you.  The Orc Champion is very heavily armored
 with a Horned Helm, Chainmail Armor, and Leather Boots.  Furthermore, he
 knows the Headbutt skill, which stuns you.  This won't be an easy fight, but
 when you manage to defeat the Champion, Gruulkar still will not listen to
 you.  Well, apparently you will have to head south to Gluk, because that is
 where the swirling stars are.  When you reach Gluk, you will get a message
 stating that maybe the Ogres will know how to stop Gruulkar.  Well, if they
 do know this information, they will not give this information without a
 fight.  You will need to defeat an Ogre Mage in order for you to get any
 information from them.  The Ogre Mage is a regular Ogre Mage, which means
 you will have random +5 Skulls appearing randomly on the board whenever you
 deal damage to the Ogre Mage.  When you have defeated the Ogre Mage, the
 Ogre will tell you how to stop Gruulkar:  become Gruulkar.  That means you
 must defeat Gruulkar in battle and then take his place as the leaders of the
 Orcs.  Armed with this information, head on back to Dhun-Kor and talk to
 Khrona.  Now is the time to prepare for war with the Orcs.

 Reward:  +50 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.  Itís 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,
 you will need to defeat the God himself.  Confront Lord Bane and fight him.

 +--------------------------------------------------------------------------+
 | Boss Battle:  Lord Bane                                                  |
 |                                                                          |
 | Info:  Lord Bane is immensely powerful.  He has spells which can destroy |
 |    Mana Gems and improve his skills, while his items increase his power  |
 |    based on those skills.                                                |
 |                                                                          |
 | Equipment:                                                               |
 |    Helmet and Crowns:  Bane's Crown                                      |
 |       Adds +1 to Battle, Cunning and Morale for every 3 points of Air    |
 |       Mastery                                                            |
 |    Armor:  Bane's Cloak                                                  |
 |       Gives a 1% chance per 3 points of Water Mastery to add +10 to Life |
 |       Points at the start of each of your turns                          |
 |    Weapon:  Bane's Sword                                                 |
 |       Adds +1 damage for every 3 points of Fire Mastery whenever you do  |
 |       3 or more damage                                                   |
 |    Miscellaneous:  Bane's Shield                                         |
 |       Adds +1 to all Resistances for every 3 points of Earth Mastery     |
 |                                                                          |
 | Skills:                                                                  |
 |    Banefire                                                              |
 |       Destroys all Red Gems, and adds +1 to Fire Mastery for each one.   |
 |       You gain full effect for each gem destroyed                        |
 |    Banestorm                                                             |
 |       Destroys all Yellow Gems, and adds +1 to Air Mastery for each one. |
 |       You gain full effect for each gem destroyed                        |
 |    Banequake                                                             |
 |       Destroys all Green Gems, and adds +1 to Earth Mastery for each     |
 |       one.  You gain full effect for each gem destroyed                  |
 |    Banefrost                                                             |
 |       Destroys all Blue Gems, and adds +1 to Water Mastery for each one. |
 |       You gain full effect for each gem destroyed                        |
 |                                                                          |
 | Tips:                                                                    |
 |    Lord Bane is a God, so therefore, he is going to be tough to defeat.  |
 |    His spells are all cheap and they destroy Gems of a certain color.    |
 | Even more so, every time he destroys Gems like that, he gains points in  |
 | his Spell Masteries.  This just makes his equipment even more powerful,  |
 | because the higher his Masteries are, the more powerful his equipment    |
 | become.  His Crown can increase his Battle and Life Points total based   |
 | on his Air Mastery while his Cloak can randomly heal himself based on    |
 | his Water Mastery.  Finally, his sword deals more damage the higher his  |
 | Fire Mastery is while his Shield increases his Spell Resistances based   |
 | on his Earth Mastery.  Definitely a powerful foe.  His Masteries already |
 | start off at a decent level, so his stats will be powered up from the    |
 | get go.  The way to get to Lord Bane is to try to hit him hard or loop   |
 | him right from the start.  The longer the battle goes, the less likely   |
 | you will win.  That is pretty much it.  Just do what you have been doing |
 | normally in battles, except faster and quicker.                          |
 +--------------------------------------------------------------------------+

 When Bane is finally defeated, he will inform you that he is a God and that
 he will rise up again.  However, you kindly remind him that there is a
 certain Lord Sartek, who is a God also, that has been looking to carve up
 Bane into many pieces and scatter him to the ends of the earth.  If you have
 Drong in your party, he will try to eat Lord Bane.  Well, you did say he
 could eat the next God you run across...

 Reward:  +1000 Gold, +2000 Experience

-----------------------------------------------------------------------------
 Story Quest:  The Final Battle Complete!
-----------------------------------------------------------------------------


Now just watch the ending and the end of Lord Bane.


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   4e. After the Story Ends
  PQUSTAFT           \_______________________________________________________


With Lord Bane's defeat, there is nothing left in the story to do.  However, 
you can continue to do Side Quests and capturing monsters and building 
yourself and your empire up to be even more powerful.  Congratulations.  You 
have saved the world from the Undead.  How do you feel?


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   5. City Side Quests
  PQUCITYQ           \_______________________________________________________


There are many different side quests in this game.  I have classified them 
into two different categories.  The first category is city side quests.  City 
side quests are where the side quests are entirely based in a city and not on 
a character.

The only one that really isn't completely based on a city are the Enmouth 
Side Quests.  Those quests can lead up to Princess Serephine.  The only 
reason why they are listed there instead of her quest list is because most of 
the quests there are not based on Princess Serephine, including the last 
quest of the set.  Rather than split them up, I just placed all of them for 
Enmouth.


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   5a. Bartonia Side Quests
  PQUCIBAR           \_______________________________________________________


-----------------------------------------------------------------------------
 Side Quest:  Patrol Duty
-----------------------------------------------------------------------------

 Location:  Bartonia

 Requirements:  Have completed the Story Quest The Missive.

 Info:  The Elenian Knights regularly patrol the forests of Agaria, looking
    for signs of trouble.  You must perform one such patrol, traveling from
    Bartonia to Elenia and back again.

 Places Unlocked:  None

 Completion:

 All you have to do is simply go to Elenia and then head back to Bartonia.
 However, when you reach Elenia, you will receive a report that Undead have
 appeared on the path back to Bartonia.  The Undead you will be facing is a
 Skeleton, which is just the garden variety type of monster.  After you reach
 Bartonia, your quest will be complete.

 Reward:  +10 Experience, +20 Gold

 Special Quest Notes:  Repeatable indefinitely.

-----------------------------------------------------------------------------
 Side Quest:  Patrol Duty Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Spider Bait
-----------------------------------------------------------------------------

 Location:  Bartonia

 Requirements:  Have completed the Story Quest The Missive

 Info:  Giant Spiders have infested the Ancient Grove where the Elenian
    Druids hold their ceremonies.  If you can slay the largest of these
    spiders, the rest will probably leave.

 Places Unlocked:  Ancient Grove (disappears eventually)

 Completion:

 The Ancient Grove is north of Elenia.  Make your way over to there and then
 fight the Giant Spider.  This Giant Spider has the Howl skill, but you
 shouldn't worry about that too much.  You should worry more about the Poison
 it can inflict.  When this Giant Spider is killed, the rest run away,
 allowing the Druids of Elenia to go back to whatever they were doing.

 Reward:  +100 Gold, +35 Experience

-----------------------------------------------------------------------------
 Side Quest:  Spider Bait Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Beneath Gildor
-----------------------------------------------------------------------------

 Location:  Bartonia

 Requirements:  Have completed the Story Quest The Missive and above level 5

 Info:  Giant Rats have been plaguing Gildor.  You must seek out the largest
    of these rats and slay it.

 Places Unlocked:  Gildine Sewers (disappears eventually)

 Completion:

 The Gildine Sewers is located west of Gildor.  Head over there to search the
 sewers for the biggest of the Giant Rats.  Since this tactic worked with the
 Giant Spiders before, it should work for the Giant Rats, right?
 Unfortunately, defeating the first Giant Rat won't solve the problem.  You
 will have to defeat two Giant Rats.  You will have to defeat the first rat
 and then search again to find the second rat.  The first Giant Rat is
 normal, but the second Giant Rat is Undead and has the Chill Touch skill,
 which can drain your Red Mana.  If you are dependant on Red Mana, you may
 want to look out for that.  When both rats are defeated, you will have to
 search again.

 After you search one more time, you will find the source of the problem.
 Apparently, a Wight has been controlling the rats.  Looks like the problem
 is now an Undead problem.  This Wight is known as the Rat King.  All Wights
 use a Wightblade, which can be a potentially deadly weapon, as it drains
 your Red Mana and converts it to Blue Mana for your opponent.  Wights need
 Blue Mana to unleash its best skill, Spectral Force.  This skill allows the
 Wights to take many turns in succession, but it costs a lot of Blue Mana.
 If the Wight uses this skill, you can be sure that you will end up taking
 some type of damage during the turns the Wight has.  When the Rat King is
 defeated, the Rats will run away.  Now, you can claim the amulet he has.

 Reward:  +40 Experience, Rat King's Amulet

-----------------------------------------------------------------------------
 Side Quest:  Beneath Gildor Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Bats in the Belfry
-----------------------------------------------------------------------------

 Location:  Bartonia

 Requirements:  Have completed the Story Quest The Missive and above level 6

 Info:  Bats have infested a tower in the Royal Crypt.  You must travel there
    and chase them away.

 Places Unlocked:  Royal Crypt (disappears eventually)

 Completion:

 While this quest is unlocked after level 6, you may want to wait a little
 while to take on this quest.  That is because the Bat you will need to face
 is a Vampire Bat.  Vampire Bats can cast the spell Vampirism, which takes
 life from you and gives it to him.  Also, the Vampire Bat has more life
 points than most other Bats and also knows the Haste spell.  When you are
 ready to take on the Vampire Bat is located at the Royal Crypt, which is
 west of Theira.  When the large Vampire Bat is defeated, the rest of the
 bats will fly away, leaving the Royal Crypt at peace again.  Your reward for
 the tough battle is very small.

 Reward:  +50 Experience

-----------------------------------------------------------------------------
 Side Quest:  Bats in the Belfry Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Father and Son
-----------------------------------------------------------------------------

 Location:  Bartonia

 Requirements:  Have completed the Story Quest The Missive and above level 11

 Info:  A young Squire named Erik is seeking your help.  His father, Lord
    Michael, was captured by Orcs as they traveled past the Ogre's Tower.
    You must travel there and rescue him.

 Places Unlocked:  Ogre's Tower (disappears eventually)

 Completion:

 The Ogre's Tower is located east of Theira.  When you search for Lord
 Michael at the tower, you get jumped by an Orc.  This is a big and strong
 Orc and is wielding a Massive Club.  Also, the Orc has the stun skill.  This
 Orc can pose a lot of problems simply because of it's life, strength, and
 stun skill.  When the Orc is defeated, you will have found Lord Michael.
 Make your way back to Bartonia with Lord Michael and reunite him with his
 son.  You will receive a pretty good weapon in return.

 Reward:  +50 Experience, Erik's Bow

-----------------------------------------------------------------------------
 Side Quest:  Father and Son Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Ogre Twins
-----------------------------------------------------------------------------

 Location:  Bartonia

 Requirements:  Have completed the Story Quest The Missive and above level 11

 Info:  A pair of Ogres have built a tower to the east.  You must go and
    chase them back over the mountains into Kor.

 Places Unlocked:  Ogre's Tower (disappears eventually)

 Completion:

 You can find the Ogre's Tower that the two Ogres have built east to Theira.
 Make your way over there and challenge the first of the two Ogres.  This
 Ogre has a Scale Helm on him.  Defeat this Ogre and then challenge the
 second Ogre.  This Ogre is even tougher to defeat, as this Ogre is currently
 in the possession of a Troll Ring, which can revive 1 point of life each 
 turn that the Ogre has 6 or more Blue Mana.  When you defeat this Ogre, the
 Ogre Twins have been chased away and the Ogre's Tower becomes abandoned.

 Reward:  +200 Gold, +100 Experience

-----------------------------------------------------------------------------
 Side Quest:  Ogre Twins Complete!
-----------------------------------------------------------------------------


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   5b. Enmouth Side Quests
  PQUCIENM           \_______________________________________________________


-----------------------------------------------------------------------------
 Side Quest:  Imperial Message
-----------------------------------------------------------------------------

 Location:  Bartonia

 Requirements:  Have completed the Story Quest The Prisoner

 Info:  The Queen of Bartonia needs a message delivered to the Emperor of
    Selentia, far away in the Selentine capital of Enmouth.

 Places Unlocked:  Enmouth

 Completion:

 Your queen has decided to ask for help from the neighboring kingdom of
 Selentia.  You will need to deliver a message to Enmouth, which is just west
 of Bartonia.  When you reach Enmouth, you will have to approach the palace
 of the Emperor.  However, you will not be allowed through.  The guard is an
 idiot, so you will have to sneak into the palace.  However, when you do
 sneak into the palace, you will find a Giant Rat in your way.  This rat is
 larger than most and has the Haste spell in its arsenal.  When the rat is
 dispatched, you will find yourself in the throne room of the Emperor of
 Selentia.  He will accept your message and consider what reply he will give
 to your queen.  In the meantime, he will ask for some favors from you, so
 your stay in Enmouth might be a while.

 Reward:  +20 Experience, +100 Gold

-----------------------------------------------------------------------------
 Side Quest:  Imperial Message Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Slavers
-----------------------------------------------------------------------------

 Location:  Enmouth

 Requirements:  Have completed the Side Quest Imperial Message

 Info:  Some Minotaur Slavers have been harassing the Selentine Empire.  You
    must help drive them off.

 Places Unlocked:  Barthel, Slavers Camp (disappears eventually)

 Completion:

 Before the Emperor of Selentia will give his response, you will need to
 fulfill some tasks of his first.  The first one is the defeat of some
 Minotaur Slavers.  They can be found south of Enmouth at the Slavers Camp.
 Make your way over there and you will end up fighting a Minotaur.  Minotaurs
 are normally equipped with a Great Axe, but this one has a Whip, which deals
 damage to you if he matches up Yellow Mana, so you will have to make sure
 neither Yellow Mana nor Skulls are on the board.  When you have defeated the
 Minotaur, the slavers will run away.  Head back to Enmouth to report your
 victory and receive your reward.

 Reward:  +250 Gold, Medal of Selentia

-----------------------------------------------------------------------------
 Side Quest:  Slavers Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  The Marriage
-----------------------------------------------------------------------------

 Location:  Enmouth

 Requirements:  Have completed the Side Quest Slavers

 Info:  You must escort the Emperor's daughter, Princess Serephine, to the
    Trarg where she is to wed the leader of the Horse Tribes, Utrarg of
    Trarg.

 Places Unlocked:  The Trarg

 Completion:

 The Emperor has one more task for you before he can give you his response.
 You must escort his daughter to The Trarg to have her marry their leader and
 bring peace between the two parties.  Unfortunately, his daughter doesn't
 want to marry Utrarg and is good at charming people to get her way.  I mean,
 after all, who wants to say they are married to someone named Utrarg?
 Either way, since you are full of honor and stuff, you are the prime
 candidate to lead her to her wedding altar.  Princess Serephine is currently
 at Barthel.  Make your way over there and meet her.  She will try to flatter
 you and bribe you, but for now, force her to tag along.  Now, you must head
 south to The Trarg.  Both paths should be blocked off by Wolves.  Get rid of
 either Wolf and then make your way to The Trarg.  When you reach The Trarg,
 Serephine will once again ask you to release her.  She will ask you to take
 her to Bartonia.  You will be given a choice.  You can either deliver
 Serephine to Utrarg or make your way over to Bartonia and free Serephine.
 If you free Serephine, she will join you as a companion and give you her
 ring.

 Reward:  +2000 Gold, Serephine's Ring

-----------------------------------------------------------------------------
 Side Quest:  The Marriage Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Imperial Reply
-----------------------------------------------------------------------------

 Location:  Enmouth

 Requirements:  Have completed the Side Quest The Marriage

 Info:  You must take the Emperor's reply back to Queen Gwendholyn in
    Bartonia.

 Places Unlocked:  Dark Path Shrine

 Completion:

 It doesn't matter which choice you made in the previous quest, but make your
 way back to Enmouth and receive the reply from the Emperor.  Unfortunately,
 he refuses to send any aid because he is an ass, but he does provide you
 with a map that marks where some cultists are at.  It's just a place to
 fight some Imps to be able to capture one of them, so if you want to capture
 an Imp, you might as well do it now, as when you complete the quest, you
 will no longer be able to battle the Imps at the Dark Path Shrine.  Either
 way, head back to Bartonia and deliver the message to your Queen.  She will
 give you the opportunity to become a knight now.

 Reward:  +250 Gold, +50 Experience

-----------------------------------------------------------------------------
 Side Quest:  Imperial Reply Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Knightly Orders
-----------------------------------------------------------------------------

 Location:  Bartonia

 Requirements:  Have completed the Side Quest Imperial Reply

 Info:  You must seek out and train with each of the 5 Orders of Agarian
    Knights and then choose an Order to join.

 Places Unlocked:  None

 Completion:

 While this mission doesn't start off in Enmouth, it is a direct result of
 all your quests in Enmouth.  You will be given a chance to join one of the
 Knightly Orders of Agaria.  There are five orders of knights:  one in
 Bartonia and one in each of the territories surrounding Bartonia.  You must
 visit each knight's headquarters and train with one of their Knights.  By
 train you I mean you need to defeat a Knight in each area.  It does not
 matter in what order you face off with each knight.  Each knight has
 something special about him that represents his order of knights.  The
 knight at Bartonia has a higher Battle and Life Total than normal knights
 and the Bartonian Knights are based off of discipline and chivalry.  The
 knight at Elenia has a Longbow and has the Archery skill and the Elenian
 Knights are masters of stealth and archery.  The knight at Gildor has really
 good armor on him and the Gildine Knights believe that power lies in gold
 and wealth.  The knight at Siria has a Holy Lance which deals higher damage
 if the knight has a lot of Yellow Mana and the Sirian Knights are the oldest
 order and the most dedicated to purging evil.  The knight at Theira has a
 Theiran Hammer, which can change Yellow Gems to Blue Gems and the Theiran
 Knights are built around strength.  If you have Princess Serephine as your
 Companion, she will help you out in each battle.  When you have defeated all
 five knights, you will be given a chance to join one of the orders.  Each
 order gives you a different bonus.  Here is the list of bonuses you will
 gain under each order:

 Bartonian Knights:  +2 Battle
 Elenian Knights:  +2 Earth Mastery
 Gildine Knights:  +2 Cunning
 Sirian Knights:  +3 Morale
 Theiran Knights:  +2 Fire Mastery

 When you have chosen the Order you wish to join, your quest is complete.

 Reward:  +50 Experience

-----------------------------------------------------------------------------
 Side Quest:  Knightly Orders Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Harpy Infestation
-----------------------------------------------------------------------------

 Location:  Enmouth

 Requirements:  Have completed the Side Quest Knightly Orders

 Info:  Harpies have infested the Old Outpost again - an ancient Selentine
    Tower on the edge of the forest that was overrun by Elenian archers 100
    years ago.  You must clean out the Tower.

 Places Unlocked:  Old Outpost

 Completion:

 You need to help the Selentine Empire out one more time and clear out
 Harpies from a tower.  The tower you are looking for, the Old Outpost can be
 found east of Barthel.  When you reach the Old Outpost, you will need to
 battle the Harpies.  Harpies are not very tough to defeat and there is
 nothing special about the Harpies here, so this shouldn't be too hard of a
 quest.  When you have defeated the Harpy, your mission is complete.

 Reward:  +120 Gold, +50 Experience

 Special Quest Notes:  Repeatable indefinitely.

-----------------------------------------------------------------------------
 Side Quest:  Harpy Infestation Complete!
-----------------------------------------------------------------------------


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   5c. Gallia Side Quests
  PQUCIGAL           \_______________________________________________________


-----------------------------------------------------------------------------
 Side Quest:  Troll Trouble
-----------------------------------------------------------------------------

 Location:  Gallia

 Requirements:  Have completed the Story Quest The Prisoner

 Info:  An old Troll, Egor the Aged, has been blocking a bridge on the River
    Maethel, causing trouble for all who pass by.  You must chase him away.

 Places Unlocked:  Egor's Bridge (disappears eventually)

 Completion:

 You will need to go on a Troll hunt and get rid of him to allow people to
 cross over the river.  Of course, when you're dealing with a Troll, the
 first place you should look is a bridge.  The bridge in question is just
 north of Maethelburg, which is aptly named Egor's Bridge.  When you reach
 the bridge, you must battle the Troll.  This Troll has some armor on him in
 the form of a Scale Helm and also has a higher Cunning than most Trolls.
 Furthermore, since you are fighting a Troll, you must deal with their
 ability to use the skill Regeneration.  Try to keep Egor's Blue Mana in
 check to prevent him from using this skill that much.  When the Troll is
 defeated, your quest is complete.

 Reward:  +50 Gold, +20 Experience

-----------------------------------------------------------------------------
 Side Quest:  Troll Trouble Complete!
-----------------------------------------------------------------------------


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   5d. Drakenburg Side Quests
  PQUCIDRA           \_______________________________________________________


-----------------------------------------------------------------------------
 Side Quest:  Dragonsearch
-----------------------------------------------------------------------------

 Location:  Drakenburg

 Requirements:  Have completed the Story Quest The Prisoner

 Info:  The Green Dragon who lives in the mountains nearby has not been seen
    for some time.  You must travel to his cave and see if he is there.

 Places Unlocked:  Dragon Cave

 Completion:

 You must go find a dragon, although I'm not sure if you really want to meet
 up with a dragon right now.  The cave where the dragon normally is located
 at is north of Drakenburg.  Make your way over there and search for the
 dragon.  You will run into a pack of Wolves that have taken over the cave.
 Defeat the leader of the pack and the Wolves will scatter.  Well, there's no
 dragon there, but at least you found some treasure.

 Reward:  +50 Gold, +40 Experience

-----------------------------------------------------------------------------
 Side Quest:  Dragonsearch Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Stolen Catapult
-----------------------------------------------------------------------------

 Location:  Drakenburg

 Requirements:  Have completed the Story Quest Helping Hand

 Info:  Necromancers in Skellheim have stolen Catapults and threaten to
    attack Drakenburg.  You must destroy the Catapults.

 Places Unlocked:  None

 Completion:

 Apparently, Necromancers are in need of catapults.  I guess that whole
 Undead thing doesn't work as well as they thought it would.  Either way, you
 will need to travel to Skellheim, with is just east of Drakenburg, and
 defeat a Catapult.  Catapults aren't too hard to defeat and their skills
 aren't that powerful, so it should be a quick battle.  When the Catapult is
 defeated, make your way back to Drakenburg and receive your reward.  Some
 people use this quest to gain lots of gold, so you might want to consider
 running this quest a few times.

 Reward:  +200 Gold, +200 Experience

 Special Quest Notes:  Repeatable indefinitely.

-----------------------------------------------------------------------------
 Side Quest:  Stolen Catapult Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Storms At Sea
-----------------------------------------------------------------------------

 Location:  Drakenburg

 Requirements:  Have completed the Story Quest Helping Hand and above level
    15

 Info:  Storms have been driving Sea Serpents into the Drakenburg sewers.
    You must clear them out.

 Places Unlocked:  None

 Completion:

 At Drakenburg, when you accept this quest, simply challenge the Sea Serpent,
 which is apparently in the sewer system.  Sea Serpents can Spit Poison at
 you, which can poison you and blind you at the same time.  When you are
 poisoned, you will slowly lose life.  When you are blind, you cannot use any
 spells or skills.  When you have defeated the Sea Serpent, you quest is
 complete.

 Reward:  +150 Gold, +150 Experience

 Special Quest Notes:  Repeatable indefinitely.

-----------------------------------------------------------------------------
 Side Quest:  Storms At Sea Complete!
-----------------------------------------------------------------------------


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   5e. Silvermyr Side Quests
  PQUCISIL           \_______________________________________________________


-----------------------------------------------------------------------------
 Side Quest:  Lord of the Swamp
-----------------------------------------------------------------------------

 Location:  Silvermyr

 Requirements:  Have completed the Story Quest None Shall Pass

 Info:  Every year the Elves of Silvermyr deliver a gift to Embraxus, the
    Dragon of the Alfland Swamp.  They have asked you to take the gift for
    them this year.

 Places Unlocked:  Swamp Cave

 Completion:

 You are asked to give a gift to a dragon.  Well, first, you will need to
 find that dragon.  Make your way over to the Swamp Cave, which is home of
 the Swamp Dragon Embraxus, and search the cave.  While searching the cave,
 you will not find a dragon, but you will find a Troll.  This Troll is larger
 and stronger than most Trolls and also has the Rend skill.  Also, all Trolls
 have the Regeneration skill, which allows them to restore some of their
 health at the cost of Blue Mana, so you should probably try to make sure the
 Troll doesn't get very much Blue Mana.  Either way, when you have defeated
 the Troll, you find that there is no dragon in the area.  Well, since there 
 is no dragon here, you might as well just steal some treasure for yourself. 

 Reward:  +100 Gold, +25 Experience

-----------------------------------------------------------------------------
 Side Quest:  Lord of the Swamp Complete!
-----------------------------------------------------------------------------


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   5f. Dhun-Kor Side Quests
  PQUCIDHU           \_______________________________________________________


-----------------------------------------------------------------------------
 Side Quest:  Slave Caravan
-----------------------------------------------------------------------------

 Location:  Dhun-Kor

 Requirements:  Have completed the Story Quest Dwarven Caravan

 Info:  Some Orcs were sighted traveling through Northern Kor with a group of
    slaves they captured from Agaria.  You must stop them.

 Places Unlocked:  Northern Kor

 Completion:

 Once again, you must deal with the problem of Orcs taking slaves.  This
 time, they are traveling through Northern Kor.  Northern Kor is just north
 of Dhun-Kor, so make your way there and approach the caravan.  You will have
 to face a huge Orc in Plate Armor.  And by Plate Armor, I mean everything,
 as in Full Plate Helm, Full Plate Armor, and Full Plate Boots.  The only
 skill Orcs have is Enrage, so the only thing that should stop you from
 making this a quick battle is the Plate Armor.  Still, this shouldn't be too
 hard.  When that Orc is defeated, the rest of the Orcs scatter and you have
 rescued the slaves.

 Reward:  +100 Gold, +65 Experience

-----------------------------------------------------------------------------
 Side Quest:  Slave Caravan Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Dwarven Heirloom
-----------------------------------------------------------------------------

 Location:  Dhun-Kor

 Requirements:  Have completed the Story Quest Good Tidings and have Khalkus
    in your party.

 Info:  An ancient Dwarven heirloom was stolen from one of the previous
    caravans attacked by Ogres.  Khalkus would like you to retrieve it.

 Places Unlocked:  Ogre's Tower (disappears eventually)

 Completion:

 Khalkus has a favor to ask of you.  His friend, Thallis the blacksmith, lost
 a precious heirloom.  The heirloom is a silver key.  The key was taken to
 the Ogre's Tower east of the Hammer Pass.  Make your way over to the Ogre's
 Tower and search for the heirloom.  You will be stopped by a regular Ogre.
 When you defeat this Ogre, you will find the key.  Now, you can return to
 Dhun-Kor and return the key to Thallis, or you have the option to keep the
 key.  If you return the key at Dhun-Kor, you will receive the title of
 Dwarf-Friend from Khalkus, which gives you +2 to Morale.

 Reward:  +200 Gold, +50 Experience

-----------------------------------------------------------------------------
 Side Quest:  Dwarven Heirloom Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  The Sting
-----------------------------------------------------------------------------

 Location:  Dhun-Kor

 Requirements:  Have completed the Story Quest Tribal Chaos

 Info:  You must defeat two Giant Scorpions that live in a cave north of
    Dhun-Kor.  They have been harassing miners from the city on their way to
    the mountains.

 Places Unlocked:  Scorpions' Cave (disappears eventually)

 Completion:

 You will need to get rid of some Giant Scorpions to help the Dwarves.  Make
 your way over to the Scorpions' Cave and defeat the Scorpions.  You will
 need to defeat two of them.  Giant Scorpions can Hide and also Poison you.
 Hide makes a creature deal double damage when attacking you.  You can knock
 an opponent out of their hidden status by dealing damage to them.  The first
 Giant Scorpion is a normal Giant Scorpion, but the second Giant Scorpion is
 bigger and has the Rend skill.  Either way, when you defeat both of the
 Scorpions, you get their treasure.  Unfortunately, they don't have much
 treasure.

 Reward:  +50 Gold, +80 Experience

-----------------------------------------------------------------------------
 Side Quest:  The Sting Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  The Worm Turns
-----------------------------------------------------------------------------

 Location:  Dhun-Kor

 Requirements:  Have completed the Story Quest Tribal Chaos

 Info:  A giant worm has been seen in Eastern Kor.  It is said to have
    swallowed a huge treasure.

 Places Unlocked:  Worm Cave (disappears eventually)

 Completion:

 You will need to fight a giant worm that swallowed a treasure.  The Worm
 Cave can be found east of Bone Head.  Make your way over there and fight the
 Sandworm.  Sandworms can Hide, which allows them to deal double damage if
 they are hidden.  You can knock an enemy out of Hide by dealing damage to
 them.  Also, they have the skills Sinkhole and Swallow Whole, which can be a
 dangerous combination.  The Sinkhole skill will halve all your Mana except
 for Green Mana, which will be added onto the opponent's Green Mana.  With
 that Green Mana, that will power up the Swallow Whole skill, which deals
 direct damage to you.  If you rely on Mana other than Green, this might be a
 tough battle.  Either way, when you defeat the worm, you will find gold
 inside the worm.

 Reward:  +300 Gold, +30 Experience

-----------------------------------------------------------------------------
 Side Quest:  The Worm Turns Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Incoming!
-----------------------------------------------------------------------------

 Location:  Dhun-Kor

 Requirements:  Have completed the Story Quest War Council

 Info:  The Orc Tribes are building Gobshooters again, and the Dwarves are
    concerned it may lead to war.  You must destroy their latest creation.

 Places Unlocked:  None

 Completion:

 Apparently, Gobshooters are something to be feared.  I mean, Goblins are bad
 enough, but for them to be falling from the sky, that's just ten times 
 worse.  You will need to make your way over to Snake Fang to destroy the
 Gobshooter they are making.  A Gobshooter is like a regular Catapult in the
 fact that they have the Besiege skill.  However, unlike regular Catapults,
 they have the Hurl Goblin skill, which destroys a gem at random and that gem
 has 20 times the effect.  This should not be a hard battle, even if both of
 their skills will some how magically find the +5 Skulls almost every time
 (random isn't so random apparently).  When the Gobshooter is destroyed, you
 receive your reward.  You can continue to go on this quest to eventually
 capture a Gobshooter in your Dungeon.

 Reward:  +100 Gold, +150 Experience

-----------------------------------------------------------------------------
 Side Quest:  Incoming! Complete!
-----------------------------------------------------------------------------


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   5g. Gruuldok Side Quests
  PQUCIGRU           \_______________________________________________________


-----------------------------------------------------------------------------
 Side Quest:  Crazy Goblin
-----------------------------------------------------------------------------

 Location:  Gruuldok

 Requirements:  Have completed the Side Quest Spider Meat

 Info:  A crazy Goblin thief has stolen a relic from the Temple of Ymorgia in
    Gruuldok.  He was seen last near White Skull.  You must find him and
    retrieve the relic.

 Places Unlocked:  None

 Completion:

 A Goblin stole a skull from the Orcs.  The Orcs need you to find the Goblin
 and then retrieve the relic.  The Goblin is over at White Skull, so make
 your way over there.  When you reach White Skull and search for the Goblin,
 you will find he isn't there, but is still somewhere in Kor.  Continue to
 look for the Goblin, going to each of the places that are shining with stars
 and search for the Goblin.  Eventually, you will chase the Goblin to Drong's 
 Tower, which is a bad thing for the Goblin, because Drong is there and is 
 mighty hungry.  Drong ends up eating the Goblin, but he gives you the relic
 that the Goblin was holding.  Now, you can either keep the relic for
 yourself, or you can return it to Gruuldok.  If you want to return the
 relic, make your way over to Gruuldok and return it there to complete your
 mission.

 Reward:  +250 Gold, +100 Experience

-----------------------------------------------------------------------------
 Side Quest:  Crazy Goblin Complete!
-----------------------------------------------------------------------------


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   5h. Dragonrealm Side Quests
  PQUCIDRR           \_______________________________________________________


-----------------------------------------------------------------------------
 Side Quest:  Gold of Chilblain
-----------------------------------------------------------------------------

 Location:  Dragonrealm

 Requirements:  Have completed the Side Quest Sign of Dragons

 Info:  You must search Chilblain's Lair for treasure.  You must be cautious.
    There are Frost Dragons about!

 Places Unlocked:  Chilblain's Lair

 Completion:

 You must search the Lair of Chilblain for gold.  When you reach Chilblain's
 Lair, which is northeast of the Dragonrealm, you will get jumped by a Frost
 Dragon while you are searching.  Fights with Dragons should be common now.
 Along with their Breathe Ice direct damage spell, they have the Wing Buffet
 spell, which stuns you, the Tail Whip skill, which is another form of direct
 damage, and the Channel Water spell, which powers up the Breathe Ice spell.
 When the Frost Dragon is defeated, you will obtain gold and experience for
 your troubles.

 Reward:  +500 Gold, +250 Experience

 Special Quest Note:  Repeatable indefinitely.

-----------------------------------------------------------------------------
 Side Quest:  Gold of Chilblain Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Gold of Morass
-----------------------------------------------------------------------------

 Location:  Dragonrealm

 Requirements:  Have completed the Side Quest Sign of Dragons

 Info:  You must search Morass' Lair for treasure.  You must be cautious.
    There are Swamp Dragons about!

 Places Unlocked:  Morass' Lair

 Completion:

 You must search the Lair of Morass for gold.  When you reach Morass' Lair,
 which is southeast of the Dragonrealm, you will get jumped by a Swamp Dragon
 while you are searching.  Fights with Dragons should be common now.  Along
 with their Breathe Poison direct damage spell, they have the Wing Buffet
 spell, which stuns you, the Tail Whip skill, which is another form of direct
 damage, and the Channel Earth spell, which powers up the Breathe Poison
 spell.  When the Swamp Dragon is defeated, you will obtain gold and
 experience for your troubles.  Copy and paste is my friend.

 Reward:  +500 Gold, +250 Experience

 Special Quest Note:  Repeatable indefinitely.

-----------------------------------------------------------------------------
 Side Quest:  Gold of Morass Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Gold of Umbra
-----------------------------------------------------------------------------

 Location:  Dragonrealm

 Requirements:  Have completed the Side Quest Sign of Dragons

 Info:  You must search Umbra's Lair for treasure.  You must be cautious.
    There are Flame Dragons about!

 Places Unlocked:  Umbra's Lair

 Completion:

 You must search the Lair of Umbra for gold.  When you reach Umbra's Lair,
 which is northwest of the Dragonrealm, you will get jumped by a Flame Dragon
 while you are searching.  Fights with Dragons should be common now.  Along
 with their Breathe Fire direct damage spell, they have the Wing Buffet
 spell, which stuns you, the Tail Whip skill, which is another form of direct
 damage, and the Channel Fire spell, which powers up the Breathe Fire spell.
 When the Flame Dragon is defeated, you will obtain gold and experience for
 your troubles.  Copy and paste is still my friend.

 Reward:  +500 Gold, +250 Experience

 Special Quest Note:  Repeatable indefinitely.

-----------------------------------------------------------------------------
 Side Quest:  Gold of Umbra Complete!
-----------------------------------------------------------------------------


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   5i. Horned Temple Side Quests
  PQUCIHOR           \_______________________________________________________


-----------------------------------------------------------------------------
 Side Quest:  Arioc Blockade
-----------------------------------------------------------------------------

 Location:  Horned Temple

 Requirements:  Have completed the Story Quest Trial by Fire

 Info:  The pass to Ar has been blocked by Hill Giants.  You must confront
    them, chase them away and clear the path.

 Places Unlocked:  Ar

 Completion:

 Ar is a small area right in between the Horned Temple and Alfland, which
 provides you a shortcut between your lands and the Realms of War.
 Unfortunately, there is a huge road block in the way by the form of a Hill
 Giant.  The Hill Giant is found between the Horned Temple and Ar.  Defeating
 a Hill Giant is no easy task.  Hill Giants have lots of Battle and HP.
 Also, they have the Thump! skill which deals direct damage and the Stomp!
 skill, which can stun you and get rid of all the Green Gems on the board.
 Depending on your level, this might be a difficult battle to win.  If you
 manage to defeat the Hill Giant, you will continue on to Ar.  When you reach
 Ar, you will receive a message to head back to the Horned Temple.  Make the
 return trip and you will receive a reward.

 Reward:  +200 Gold, +150 Experience

-----------------------------------------------------------------------------
 Side Quest:  Arioc Blockade Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Sacred Flame
-----------------------------------------------------------------------------

 Location:  Horned Temple

 Requirements:  Have completed the Story Quest Trial by Fire

 Info:  You must journey to the Volcano and help the Firewalkers to relight
    their Sacred Flame.

 Places Unlocked:  Volcano (eventually disappears)

 Completion:

 Now that you are a Firewalker, you will need to perform some duties that a
 Firewalker performs.  One of those duties is relighting the Sacred Flame at
 the Volcano.  To relight the Sacred Flame, you will need to defeat a Fire
 Elemental.  This is the same fight you did when you completed the Trial by
 Fire mission.  Fire Elementals have the spell Wall of Fire, which causes all
 damage you deal to be taken from their Red Mana.  Also, they can cast the
 spell Fire Siphon, which drains your Red Mana and heals the Elemental.  If
 you've defeated the Elemental the first time, you should be able to defeat
 it the second time.  When the Fire Elemental is defeated, return back to the
 Horned Temple with the flame.  This will relight the Sacred Flame and your
 mission will have been completed.

 Reward:  +200 Gold, +150 Experience

-----------------------------------------------------------------------------
 Side Quest:  Sacred Flame Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Fresh Eyes
-----------------------------------------------------------------------------

 Location:  Horned Temple

 Requirements:  Have completed the Story Quest Skull of Sartek

 Info:  You must somehow replace the Orb you stole from the Elves of
    Silvermyr.

 Places Unlocked:  Dragon's Graveyard  (disappears eventually)

 Completion:

 Sunspear detects that you are troubled over the whole deal with the Elves
 and the stealing of the Eyes of Sartek.  He suggests you make it up to them
 by providing them with the eye of a Dragon to replace the eye you stole.  In
 order to get an eye of a Dragon, you must head over to the Dragon's
 Graveyard, which is northwest of the Dragon Valley.  However, you end up
 getting jumped by a Dragon Spider in the process.  Dragon Spiders can
 inflict Poison with their attacks.  Also, they can use the Web spell which
 will stun you for a couple of turns and the Breathe Fire spell, which deals
 direct damage to you.  When you have defeated the Dragon Spider, you will
 find the eye you have been looking for.  Now, make your way over to
 Silvermyr.  Queen Titania will still be very upset at you for you reviving
 Sartek.  Apparently, Sartek is no friend of the Elves, but neither is Lord
 Bane or the Undead.  Apparently, even your gift of a new eye will not heal
 relations between you and the Elves.  Well, Elves were never big on doing
 things until it was too late to stop it.  Just leave the Elves to live in
 their deluded world as you go out and save their hides.

 Reward:  +260 Experience

-----------------------------------------------------------------------------
 Side Quest:  Fresh Eyes Complete!
-----------------------------------------------------------------------------


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   5j. Tusk Side Quests
  PQUCITUS           \_______________________________________________________


-----------------------------------------------------------------------------
 Side Quest:  Endless War
-----------------------------------------------------------------------------

 Location:  Tusk

 Requirements:  Have completed the Story Quest Horns of Sartek

 Info:  Rogue Minotaur tribes are causing havok in the Realms of War.  Track
    them down and stop them.

 Places Unlocked:  None

 Completion:

 Minotaurs are causing havok in the Realms of War.  What else is new?  The
 Minotaur tribes in question are located in Hornburg.  Make your way over to
 Hornburg and challenge the Minotaur.  You should be familiar with Minotaurs
 by now and how they attack.  When the Minotaur at Hornburg is defeated, your
 quest will be complete.  It's almost too easy.  For some reason, you can
 repeat this quest, but that's only for Gold and Experience.  You should have
 already captured a Minotaur by now.

 Special Quest Notes:  Repeatable indefinitely.

 Reward:  +200 Gold, +150 Experience

-----------------------------------------------------------------------------
 Side Quest:  Endless War Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Gnoll Raider
-----------------------------------------------------------------------------

 Location:  Tusk

 Requirements:  Have completed the Story Quest Horns of Sartek

 Info:  You must chase away the Gnolls that have been desecrating The Pike.

 Places Unlocked:  None

 Completion:

 Gnolls have been seen at The Pike.  Your job is to get rid of the Gnolls
 there.  Head south to The Pike and attack the Gnolls.  Gnolls start off
 relatively easy.  However, each time they match up Gold or Experience, they
 get stronger and more powerful due to their Gnoll Pack accessory.  Try to
 finish off the Gnoll as soon as possible in order to avoid having to deal
 with a much stronger opponent.  When the Gnoll is defeated, the rest of the
 Gnolls will scatter and your mission will be complete.

 Reward:  +100 Gold, +100 Experience

-----------------------------------------------------------------------------
 Side Quest:  Gnoll Raider Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Prized Helm
-----------------------------------------------------------------------------

 Location:  Tusk

 Requirements:  Have completed the Story Quest Horns of Sartek

 Info:  You must travel to Arik's Arena to battle the Minotaur King and
    recover a magical helm.

 Places Unlocked:  Arik's Arena (disappears eventually)

 Completion:

 According to Minotaur law, everything goes to the strongest fighter.
 Therefore, in order to get a magical helm away from a Minotaur King, you
 must defeat the Minotaur King and take the helm.  The Minotaur King in
 question can be found at Arik's Arena, which is south of Tusk.  When you
 reach Arik's Arena, challenge the Minotaur King.  Minotaur Kings are the
 same as Minotaurs except for the fact that they have the Berserk Rage spell
 which turns Red Gems into Skulls.  This particular Minotaur has the Freeze
 spell, which can turn Red Mana into Blue Mana, which almost completely makes
 the Berserk Rage spell useless.  Along with these two spells, the Minotaur
 King also has the Charge! skill, which takes out an entire row and deals
 damage to you, and comes equipped with a Great Axe, which gives him a 50%
 chance to take another turn if he deals damage to you.  You should treat
 this as a normal Minotaur battle except against a stronger Minotaur.  When
 you have defeated the Minotaur King, you receive the helm as your prize
 along with some Experience.

 Reward:  +250 Experience, Drowning Helm

-----------------------------------------------------------------------------
 Side Quest:  Prized Helm Complete!
-----------------------------------------------------------------------------


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   5k. Ehlariel Side Quests
  PQUCIEHL           \_______________________________________________________


-----------------------------------------------------------------------------
 Side Quest:  Royal Summons
-----------------------------------------------------------------------------

 Location:  Ylarie

 Requirements:  Have completed the Story Quest Skullguard Keep

 Info:  You have been summoned to appear before Queen Ehlanna at Ehlariel.

 Places Unlocked:  Ehlariel

 Completion:

 The Queen of the High Elves, Queen Ehlanna, also known as the Ice Queen, has
 requested your presence.  Elistara tells you that it is very important and
 wants you to go right away.  Unfortunately, in your way will be a
 Doomknight.  Doomknights should be a common foe right now, so you should
 know how to dispatch one of these (it's mainly just throwing your best
 spells or looping anyways).  When you appear before the Queen, your smart
 mouth almost gets you in trouble with the Queen.  You receive a reward from
 the Queen as a thank you for your efforts in regards to the Skullguard Keep.
 That was well worth the trip.

 Reward:  +500 Gold, +150 Experience.

-----------------------------------------------------------------------------
 Side Quest:  Royal Summons Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Beacon Fires
-----------------------------------------------------------------------------

 Location:  Ehlariel

 Requirements:  Have completed the Side Quest Royal Summons

 Info:  Lord Bane's servants have been snuffing out the beacon fires in the
    passes.  You must capture new Fire Elementals and re-light them.

 Places Unlocked:  None

 Completion:

 The fires at the two passes, Iceguard Keep and Skullguard Keep, have been
 going out due to Lord Bane's armies.  You must go to both of these places
 and battle a Fire Elemental to re-light the flames.  Fire Elementals have a
 decent Fire Resistance along with the spell Wall of Fire, which can direct
 all damage you do to their Red Mana, and the spell Fire Siphon, which drains
 your Red Mana to heal them.  When you defeat the first Fire Elemental, you
 must go to the second keep and defeat the second Fire Elemental.  When both
 Fire Elementals are defeated, you will be rewarded.

 Reward:  +300 Gold, +200 Experience.

-----------------------------------------------------------------------------
 Side Quest:  Beacon Fires Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Children of Ragnar
-----------------------------------------------------------------------------

 Location:  Ehlariel

 Requirements:  Have completed the Side Quest Royal Summons

 Info:  Sensing the unrest in this region, young Dragons - children of Ragnar
    the Ancient Frost Dragon - have been moving down to the coast.  You must\
    chase them away.

 Places Unlocked:  Ragnar's Coast

 Completion:

 You must head over to Ragnar's Coast and then battle a Frost Dragon.  This
 is probably one of the first Dragons you ever went toe to toe with.  Frost
 Dragons have four spells to go along with their high stats.  They have the
 Breathe Ice spell, which deals damage to you based on their Blue Mana.  To
 increase the power of this spell, they can use the Channel Water spell,
 which increase their Blue Mana.  Also, they have the Wing Buffet spell,
 which destroys all Yellow Gems on the board and stuns you, and the Tail Whip
 spell, which is a direct damage spell.  A potent foe indeed.  Because of the
 Frost Dragon's weapon and because of it's Wing Buffet spell, Yellow Mana may
 be hard to come by.  When you have defeated the Frost Dragon, you will
 receive some treasure it was guarding.

 Reward:  +250 Gold, +250 Experience.

-----------------------------------------------------------------------------
 Side Quest:  Children of Ragnar Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Harpy Queen
-----------------------------------------------------------------------------

 Location:  Ehlariel

 Requirements:  Have completed the Side Quest Royal Summons

 Info:  Harpies from the Hagstone have been traveling down into the High
    Elven lands.  You must confront their Queen to stop them.

 Places Unlocked:  Hagstone

 Completion:

 Harpies have been gathering around the area and have been going into the
 lands of the High Elves.  You must make your way over to the Hagstone and
 confront the Queen of the Harpies and defeat her.  The Hagstone is north of
 Ragnar's Coast.  When you reach there, you can battle the Harpy Queen.
 Harpies have the ability to halve your Yellow Mana with the Swoop spell.
 Also, they have the Charm spell, which destroys all Skulls on the board and
 heals them based on that.  Finally, since this is the Harpy Queen, she is
 stronger and tougher than the other Harpies.  She has the Stun spell, which
 can prevent you from taking a couple of turns.  This spell is the one you
 need to look out for, as a couple of turns can turn into a long wait as they
 can set themselves up to match 4 and 5 gems in a row.  When the Harpy Queen
 is defeated, you will receive your reward.

 Reward:  +100 Gold, +120 Experience

-----------------------------------------------------------------------------
 Side Quest:  Harpy Queen Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Ice Statues
-----------------------------------------------------------------------------

 Location:  Ehlariel

 Requirements:  Have completed the Side Quest Royal Summons

 Info:  A Medusa has been attacking travelers near Iceguard Keep and turning
    them into Ice Statues.  You must stop her.

 Places Unlocked:  None

 Completion:

 A Medusa is terrorizing people at the Iceguard Keep.  Furthermore, she is
 turning people into Ice Statues.  While they do make for nice decoration,
 there still must be something done about this.  Make your way over to
 Iceguard Keep and attack the Medusa.  This is a normal Medusa, which means
 she can Poison you with her regular attacks and then Petrify you, which will
 stun you.  Finally, she has the Stone Gaze spell, which will turn Green Gems
 into Skulls.  When the Medusa is defeated, the people that were turned into
 Ice Statues will be rescued and you will receive the Medusa's treasure.

 Reward:  +100 Gold, +125 Experience

-----------------------------------------------------------------------------
 Side Quest:  Ice Statues Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Elven Forge
-----------------------------------------------------------------------------

 Location:  Ehlariel

 Requirements:  Have completed the Side Quest Royal Summons

 Info:  Undead have taken over the Ice Crystal Mine near Iceguard Keep.  You
    must help take the mine back.

 Places Unlocked:  Ice Crystal Mine (disappears eventually)

 Completion:

 The Ice Queen would like your assistance regarding a matter.  There is a
 mine to the north that have been taken over by the Undead.  The Queen,
 sensing that they could be using the mine to create more weapons, would like
 you to free the mines from the Undead.  The Ice Crystal Mine is east of
 Iceguard Keep.  Make your way over to the mine and attack the Undead there.
 You will end up having to fight a Liche.  This should be common to you by
 now, so just use your normal tactics and watch out for it's Death Gaze
 spell.  When the Liche is defeated, make your way back to Ehlariel and
 receive your reward.

 Reward:  +300 Gold, +200 Experience.

-----------------------------------------------------------------------------
 Side Quest:  Elven Forge Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Elven Captives
-----------------------------------------------------------------------------

 Location:  Ehlariel

 Requirements:  Have completed the Side Quest Elven Forge

 Info:  Elven Warriors have been taken captive by the Undead.  You must
    rescue them before it is too late.

 Places Unlocked:  None

 Completion:

 Unfortunately, the Undead have captures some Elven Warriors and are taking
 them north.  From all the reports you have heard, it seems like they are
 going to be turned into the Undead, so it is probably best to try to save
 them before it is too late.  Make your way to Iceguard Keep and investigate
 the area.  You will end up having to fight off some Undead.  This time, it's
 a Doomknight.  Their Burial then Sword of Bane or Unholy Lance attack combo
 can deal some damage to you, so be careful of that.  When the Doomknight is
 defeated, you will find that some of the Undead has managed to escape with
 some of the captives.  It cannot be helped at this time.

 Reward:  +150 Gold, +150 Experience.

-----------------------------------------------------------------------------
 Side Quest:  Elven Captives Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  The Baneguard
-----------------------------------------------------------------------------

 Location:  Ehlariel

 Requirements:  Have completed the Side Quest Elven Captives

 Info:  You must travel to Iceguard Keep to pick up the trail left by the
    Undead in order to rescue the remaining captives.

 Places Unlocked:  Lake of Blood

 Completion:

 Now it's time to attempt rescue the remaining captives that you were unable
 to rescue before.  Make your way back to Iceguard Keep and you will end up
 walking into a trap of Undead.  This time, your opponent is an Arkliche.
 Arkliches can drain your Experience and also randomly create Skulls on their
 turn and create +5 Skulls whenever you deal damage to them.  You should know
 how this evil creature works by now.  When you have defeated the Arkliche,
 you can now head north to the Lake of Blood.  You will end up running into
 the Baneguard and Lord Bane himself.  Lord Bane tells you that the Elves
 were turned into the Undead already.  You will have to fight a Doomknight
 that is a member of the Baneguard.  This Doomknight acts like the Doomknight
 you fought in the previous quest except for the fact that they have a higher
 Battle and Morale skill and they have two more spells.  Those spells are
 Cleave, which destroys all Yellow Gems on the board and deals damage to you
 based off of that, and Bone Strike, which can reduce your Green Mana to 0.
 When the Baneguard Doomknight is defeated, make your way back to Ehlariel
 and report the grim news to the Queen.  For your efforts in this matter, you
 will be awarded the title of Iceguard.

 Reward:  +200 Gold, +200 Experience

-----------------------------------------------------------------------------
 Side Quest:  The Baneguard Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Dark Dealings
-----------------------------------------------------------------------------

 Location:  Ehlariel

 Requirements:  Have completed the Story Quest Three Skulls

 Info:  Dark Dwarven caravans have been sighted leaving for Lord Bane's
    Citadel.  You must stop them from trading with him.

 Places Unlocked:  None

 Completion:

 You will need to attack the Dark Dwarf caravan heading for Lord Bane's
 Citadel.  They are probably going there to deliver a shipment of weapons for
 Lord Bane's army, so jump the caravan before it can reach the Citadel.  Make
 your way to the Lake of Blood and attack the caravan.  Dark Dwarves should
 be a common foe.  They can Duplicate your items and use them against you.
 They can also inflict the Fire Bomb status on you, which will deal damage to
 you if you have too much Red Mana.  Finally, their Flame Cannon is like a
 Catapults Besiege on steroids.  It will target four gems and destroy
 everything around them.  When the Dark Dwarf is defeated, the caravan will
 be stopped and you will receive your reward.

 Reward:  +200 Gold, +100 Experience

-----------------------------------------------------------------------------
 Side Quest:  Dark Dealings Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Spawn of Bane
-----------------------------------------------------------------------------

 Location:  Ehlariel

 Requirements:  Have completed the Story Quest Three Skulls

 Info:  Arboleth have been sighted near the Lake of Blood.  You must drive
    them away.

 Places Unlocked:  None

 Completion:

 At the Lake of Blood, Arboleths have been spotted.  No one wants an Arboleth
 anywhere near them, so it's your mission to drive it away.  Make your way
 over to the Lake of Blood and attack the Arboleth.  Arboleths can heal
 themselves whenever you cast a spell.  Furthermore, their spell set is
 designed to give them as much Mana as possible with Wild Magic and Consume
 Mana and then hit you hard with a Chaos Bolt, which is a direct damage
 spell.  Finally, they have a 10% Spell Resistance for all spell fields, so
 it may be difficult to cast a spell on them.  When the Arboleth is defeated,
 hopefully the rest will scatter and not return.

 Reward:  +200 Experience

-----------------------------------------------------------------------------
 Side Quest:  Spawn of Bane Complete!
-----------------------------------------------------------------------------


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   6. Character Side Quests
  PQUCHARQ           \_______________________________________________________


The second classification of side quests are character side quests.  These 
side quests are mainly centered around one of your companions.  Some of these 
quests give you the chance to recruit the characters into your group, while 
others are designed to flesh out the companions and complete their 
storylines.

Not all of these side quests are centered around your companions.  Some of 
these quests involve other characters in the game, such as Neehi or the two 
Giant Brothers.


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   6a. Darkhunter Side Quests
  PQUCHDAR           \_______________________________________________________


-----------------------------------------------------------------------------
 Side Quest:  Distant Rumor
-----------------------------------------------------------------------------

 Location:  Dhun-Kor

 Requirements:  Have Darkhunter in your party and complete the Story Quest
    Lord of Orcs

 Info: You must help Darkhunter search for an old acquaintance in Northern
    Kor.

 Places Unlocked:  None

 Completion:

 Apparently, Darkhunter asked for the help of Khrona to gather information
 for him.  He's looking for an acquaintance in Northern Kor.  Northern Kor is
 north of Dhun-Kor, so make your way over there and search the area.  You
 will end up finding a Wight and having to fight it.  Wights can steal your 
 Red Mana and convert it to Blue Mana for them.  Also, if they have 30 Blue
 Mana, they can use their Spectral Force skill, which can make your miss a
 few turns, so avoid that if possible.  When the Wight is defeated,
 Darkhunter cannot find his acquaintance.  Since there is nothing else to do, 
 your quest is complete.

 Reward:  +25 Gold, +80 Experience

-----------------------------------------------------------------------------
 Side Quest:  Distant Rumor Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Seeking Advice
-----------------------------------------------------------------------------

 Location:  Dhun-Kor

 Requirements:  Have Darkhunter in your party and complete the Story Quest
    War Council and the Side Quest Distant Rumor

 Info:  Darkhunter wants to travel to Maethelburg and meet with Lord
    Greythane.

 Places Unlocked:  None

 Completion:

 More of Darkhunter's past is coming out.  Darkhunter needs to go to
 Maethelburg, the place where he is not allowed at, to talk to Lord
 Greythane.  Even though he isn't talking about his past still, something is
 bound to come out.  Anyways, make your way over to Maethelburg.  Lord
 Greythane is not exactly welcoming of Darkhunter and asks Darkhunter to
 leave.  Darkhunter refuses and still wants to talk, but Lord Greythane is
 beyond talking and sends a Knight to attack you.  The Knight has the skill
 Divine Right and Thrust, neither of which is anything to worry about, so
 this shouldn't be too hard of a battle.  When the Knight is defeated,
 Darkhunter decides to leave, still refusing to provide any information about
 this person named Liandra.  Once again, a quest for Darkhunter ends in
 failure.

 Reward:  +125 Experience

-----------------------------------------------------------------------------
 Side Quest:  Seeking Advice Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Liandra's Offer
-----------------------------------------------------------------------------

 Location:  Horned Temple

 Requirements:  Have Darkhunter in your party and complete the Story Quest
    Horns of Sartek and the Side Quest Seeking Advice

 Info:  Darkhunter wants to go and meet with an old acquaintance and
    would like you to come with him.

 Places Unlocked:  Sartek's Maze

 Completion:

 Darkhunter's old acquaintance has decided to contact him about meeting up
 with him.  Darkhunter wants you to go and accompany him while meeting up
 with the old acquaintance.  The meeting place is an area called Sartek's
 Maze, which is west of Tusk.  When you get there, wait for the meeting.  You
 will see that Liandra will appear and have a pleasant conversation with
 Darkhunter.  By pleasant, I mean unexpectedly twisted.  Liandra has turned
 undead and has a new master who wants Darkhunter to become undead as well.
 Darkhunter refuses and Liandra promises to meet up with Darkhunter again.
 Now Darkhunter's story has gotten a little bit more interesting.

 Reward:  +100 Experience

-----------------------------------------------------------------------------
 Side Quest:  Liandra's Offer Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Liandra's Return
-----------------------------------------------------------------------------

 Location:  Ylarie

 Requirements:  Have Darkhunter in your party and complete the Story Quest
    Northern Tundra and the Side Quest Liandra's Offer

 Info:  Darkhunter has received another summons to meet with Liandra.  You
    must accompany him once again.

 Places Unlocked:  Skullguard Keep

 Completion:

 Liandra isn't finished with Darkhunter yet.  She says she wants to return to
 Darkhunter, but you and Darkhunter know better.  She wants to bring
 Darkhunter to the Undead side.  You will need to hide while Darkhunter talks
 to Liandra alone.  The meeting place is Skullguard Keep, which is north of
 Ylarie.  Make your way over to there and meet with Liandra.  Of course, it's
 a trap and of course, Liandra underestimated Darkhunter.  You jump out and
 attack Liandra to assist Darkhunter.

 +--------------------------------------------------------------------------+
 | Boss Battle:  Liandra                                                    |
 |                                                                          |
 | Info:  Like an Arkliche, she has the Death Gaze and the Soul Swap spells |
 |    along with a high Fire Resistance.  She also has the ability to cast  |
 |    Charm and Chaos Bolt.                                                 |
 |                                                                          |
 | Equipment:                                                               |
 |    Helmet and Crowns:  Noble Helm                                        |
 |       Adds +4 to your Morale Skill                                       |
 |    Armor:  Death Shroud                                                  |
 |       Creates a +5 Skull for every 8 points of damage that you take (max |
 |       3 per turn)                                                        |
 |    Weapon:  Arkliche Staff                                               |
 |       Reduces the enemy's Experience Points by 2 for every point of      |
 |       damage you do                                                      |
 |    Miscellaneous:  Arkliche Ring                                         |
 |       Generates a point of each color Mana for every 3 points of         |
 |       Experience you receive                                             |
 |                                                                          |
 | Skills:                                                                  |
 |    Death Gaze                                                            |
 |       Does damage equal to half of enemy's current Life Points.          |
 |       Randomly creates a Skull for every 5 damage done                   |
 |    Soul Swap                                                             |
 |       Swaps Mana Reserves with your enemy.  Does not end your turn       |
 |    Charm                                                                 |
 |       All Skulls in play are destroyed.  Adds +1 to Life Points for      |
 |       every Skull destroyed                                              |
 |    Chaos Bolt                                                            |
 |       Does damage equal to the Mana of a random Mana Reserve.  The       |
 |       respective Mana Reserve is reduced to zero                         |
 |                                                                          |
 | Tips:                                                                    |
 |    Liandra is quite the formidable foe.  Darkhunter knows how to pick    |
 |    his women well.  The Death Gaze spell cuts your Life Points in half,  |
 |    which means it won't kill you, but it is a nice opening move to set   |
 |    set you up for death.  The Soul Swap is there just in case you think  |
 |    you think you are doing better than she is.  The Charm spell will     |
 |    heal herself while the Chaos Bolt just gives her another way to kill  |
 |    you.  She also has a 25% Fire Resistance, which means that your Red   |
 |    Mana spells won't be working a fourth of the time.  Finally, her      |
 |    her equipment allows her to be all shades of annoying.  Her weapon    |
 |    will drain your hard earned Experience points, although luckily, it   |
 |    doesn't take too much of it away.  Her Death Shroud will cause random |
 |    +5 Skulls to appear on the board.  If anything, the only good thing   |
 |    about Liandra is that she is Undead, which allows Darkhunter to pop   |
 |    her for ten Life Points at the start of the battle.  At least he is   |
 |    doing something before letting you deal with his girlfriend.  You     |
 |    really should know better than to get into the middle of disputes     |
 |    between a man and his dead girlfriend.                                |
 +--------------------------------------------------------------------------+

 Darkhunter tells you that finally, Liandra can rest in peace.  There's just
 one more thing left to do in regards to Liandra.

 Reward:  +150 Experience

-----------------------------------------------------------------------------
 Side Quest:  Liandra's Return Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Ashes to Ashes
-----------------------------------------------------------------------------

 Location:  Ylarie

 Requirements:  Have Darkhunter in your party and complete the Side Quest
    Liandra's Return

 Info:  You must accompany Darkhunter as he returns Liandra's ashes to her
    home in Maethelburg.

 Places Unlocked:  None

 Completion:

 Darkhunter must now deal with the final task left involving his fallen love.
 He must take her ashes to her home land in Maethelburg.  Lord Greythane
 probably won't be very happy to see Darkhunter and to hear the news of his
 daughter, but this is something that must be done.  The journey will be long
 and there will be a bunch of random monsters in the way.  When you reach
 Maethelburg, Lord Greythane will first attempt to kick you and Darkhunter
 out of the Red Tower.  However, Darkhunter returns the ashes of Liandra to
 Lord Greythane.  Lord Greythane tells Darkhunter that he should be cursed
 forever and Darkhunter agrees.

 Reward:  +300 Experience

-----------------------------------------------------------------------------
 Side Quest:  Ashes to Ashes Complete!
-----------------------------------------------------------------------------


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   6b. Khalkus Side Quests
  PQUCHKHA           \_______________________________________________________


-----------------------------------------------------------------------------
 Side Quest:  First Gear
-----------------------------------------------------------------------------

 Location:  Gluk

 Requirements:  Have Khalkus in your party and have completed the Story Quest
    Ogre Magic

 Info:  Khalkus would like you to help him find part of a device called the
    Great Machine.

 Places Unlocked:  None

 Completion:

 Khalkus apparently talked to the Ogres in Gluk, which is a feat unto itself,
 and heard about an Ogre Mage in Gork that has part of something called the
 Great Machine.  What the Great Machine does, no one knows, but Khalkus wants
 it badly, so help him out and head to Gork to get that part of the Great
 Machine.  Make your way north to Gork and battle the Ogre Mage.  Ogre Mages,
 when attacked, will cause a +5 Skull to appear at random.  They can also
 create Wildcards on the field, so also watch out for that.  When you have
 defeated the Ogre Mage, you will have found the part of the Great Machine,
 which apparently is just a metal gear.  Of course, Khalkus thinks this is
 the greatest thing since the dawn of creation, so as long as he is happy and
 quiet, the rest of the world should be happy.

 Reward:  +100 Gold, +100 Experience

-----------------------------------------------------------------------------
 Side Quest:  First Gear Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Second Gear
-----------------------------------------------------------------------------

 Location:  Silvermyr

 Requirements:  Have Khalkus in your party and have completed the Story Quest
    Gruulkar and the Side Quest First Gear

 Info:  You must help Khalkus find the second part of the Great Machine.

 Places Unlocked:  None

 Completion:

 Khalkus is going crazy over finding parts for his Great Machine.  The second
 gear can be found in Alfland and is being held by a Centaur.  Apparently,
 curiosity is getting the better of you, so make your way over to Alfland and
 confront the Centaur about the Gear.  He won't give it to you without a
 fight, so you might as well fight him.  He is a regular Centaur, which means
 he has the Archery skill, which deals damage to you based on your Yellow
 Mana.  The more you have, the more damage you will take.  When you have
 defeated the Centaur, you will have the second gear, which turns out just to
 be another metal cog.  Of course, Khalkus is just going crazy over it, so
 let him have his moment with his gear and move on.

 Reward:  +100 Gold, +120 Experience

-----------------------------------------------------------------------------
 Side Quest:  Second Gear Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Third Gear
-----------------------------------------------------------------------------

 Location:  Dhun-Kor

 Requirements:  Have Khalkus in your party and have completed the Story Quest
    Horns of Sartek and the Side Quest Second Gear

 Info:  You must help Khalkus find the third piece of the Great Machine.

 Places Unlocked:  Worm Cave (disappears eventually)

 Completion:

 Apparently, Khalkus has built a device that can locate pieces of the Great
 Machine.  The detector has picked up a piece that is located in the a Worm
 Cave.  Of course, with it being a Worm Cave, it means that there is a Worm
 in there.  The Worm you are fighting is the Sandworm.  Sandworms are nasty
 in the fact that they can use Sinkhole with will halve all of your Mana
 Reserves except for your Green Mana, which gets added on to the Sandworm's
 Green Mana Reserves.  This just sets up the Swallow Whole skill, which deals
 damage to you based on their Green Mana.  Furthermore, they can use the Hide
 skill, which when Hidden, an enemy will deal double damage.  The only way to
 get rid of the Hidden status effect is by hitting the enemy.  When the
 Sandworm is defeated, you will find the third piece of the Great Machine. 
 This time, it is more than just a cog.  Finally, something impressive is
 starting to build up.

 Reward:  +100 Gold, +135 Experience

-----------------------------------------------------------------------------
 Side Quest:  Third Gear Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Fourth Gear
-----------------------------------------------------------------------------

 Location:  Tusk

 Requirements:  Have Khalkus in your party and have completed the Story Quest
    Tail of Sartek and the Side Quest Third Gear

 Info:  You must help Khalkus gather the fourth piece of the Great Machine.

 Places Unlocked:  Arik's Arena (disappears eventually)

 Completion:

 Khalkus' device is going off again and this time, it seems like it's a big
 piece of the machine.  The detector is detecting the gear is at a Minotaur's
 Arena south of Tusk.  Khalkus thinks he can buy the gear from the Minotaur,
 but you probably know better than that.  Make your way to Arik's Arena and
 face off with the Minotaur King.  Minotaur Kings are the same as Minotaurs
 except they are stronger with more Life Points and have the Berserk Rage
 spell, which can turn Red Gems into Skulls.  When you have defeated the
 Minotaur King, according to Minotaur law, the strongest takes whatever he
 wants from the loser.  In this case, you want the Fourth Gear of the Great 
 Machine.

 Reward:  +1250 Gold, +250 Experience

-----------------------------------------------------------------------------
 Side Quest:  Fourth Gear Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Fifth Gear
-----------------------------------------------------------------------------

 Location:  Ehlariel

 Requirements:  Have Khalkus in your party and have completed the Side Quests
    Elven Forge and Fourth Gear

 Info:  You must help Khalkus find the fifth piece of the Great Machine.

 Places Unlocked:  

 Completion:

 Khalkus has detected the last piece of the Great Machine.  It is in a castle
 to the north that is owned by Dark Dwarves.  The castle is named Kal-Unger.
 Here, you will need to fight a Dark Dwarf to get the fifth gear.  Dark
 Dwarves are not about power.  They are more about cunning and using various
 methods to annoy you while dealing damage to you.  Dark Dwarves can
 Duplicate an item you own and equip it to themselves.  Granted, they are
 already decked out in a full set of Full Plate Armor, but if you have
 something they want, they can have it.  Also, they can use the spell Fire
 Bomb, which gives you the Fire Bomb status.  If your Red Mana gets above 12
 while you are under the Fire Bomb status, you will take five damage.
 Finally, they can cast the spell Flame Cannon, which is like a powered up
 version of Besiege that the Catapults use.  Flame Cannon destroys four
 random Gems, destroying everything around those Gems and providing the full
 effect of all Gems destroyed.  When the Dark Dwarf is defeated, Khalkus will
 inform you that a piece is missing off of the final gear.  The button that
 turns on the Great Machine is missing.  Looks like there is just one more
 thing left to do before you find out what exactly the Great Machine does.

 Reward:  +250 Gold, +250 Experience

-----------------------------------------------------------------------------
 Side Quest:  Fifth Gear Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Assembly Required
-----------------------------------------------------------------------------

 Location:  Kal-Unger

 Requirements:  Have Khalkus in your party and have completed the Side Quests
    Fifth Gear

 Info:  You must finally help Khalkus put the Great Machine together.

 Places Unlocked:  

 Completion:

 You must find the button that starts up the Great Machine.  Of course
 Khalkus would rather talk about it than do something about it.  Hunt for the
 button in the city of Kal-Unger.  Another Dark Dwarf has the button.  This
 Dark Dwarf is the same as the Dark Dwarf you fought for the fifth piece,
 which means you have to deal with the spells Duplicate, Fire Bomb, and Flame
 Cannon.  When this Dark Dwarf is defeated, Khalkus almost has an orgasm
 after finally realizing that he has assembled the Great Machine.  What the
 machine does is anyone's guess, so just start up the machine and hope it
 works.  Khalkus asks for an old item that you may have.  You give him your
 Broken Shield that was given to you by your father so long ago during the
 first few quests.  When the Great Machine is done with the Shield, the
 Shield is better than new.  Why can't you do that with all of your items?

 Reward:  +450 Experience, Shield of Albion

-----------------------------------------------------------------------------
 Side Quest:  Assembly Required Complete!
-----------------------------------------------------------------------------


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   6c. Drong Side Quests
  PQUCHDRO           \_______________________________________________________


-----------------------------------------------------------------------------
 Side Quest:  Spider Meat
-----------------------------------------------------------------------------

 Location:  Gluk

 Requirements:  Have unlocked the city of Gluk during the Story Quest Ogre
    Magic

 Info:  Drong the Ogre is looking for someone to hunt down some exotic
    creatures for him to eat.

 Places Unlocked:  Dragon Valley, Drong's Tower

 Completion:

 Drong, an Ogre, has heard about you and your exploits in fighting.  Drong
 doesn't fight, but he wants to hire you to find him a Dragon Spider so he
 can eat it.  Apparently, he likes eating exotic stuff and is willing to
 trade you a magical hat for one, so it's time to find a Dragon Spider.  The 
 Dragon Spider can be found in the Dragon Valley, which is north of Northern
 Kor.  When you reach the Dragon Valley, search for a spider.  Dragon Spiders
 can poison you and can also cast the Web spell, which stuns you, and can
 cast the spell Breath Fire, which can deal damage to you.  When the Dragon 
 Spider is defeated, make your way over to Drong's Tower to present him with
 the spider meat and receive your reward.

 Reward:  Ogreblood Helm, +50 Experience

-----------------------------------------------------------------------------
 Side Quest:  Spider Meat Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Troll Meat
-----------------------------------------------------------------------------

 Location:  Gluk

 Requirements:  Have completed the Side Quest Spider Meat

 Info:  Drong the Ogre is after some more food - this time it is a Troll.

 Places Unlocked:  Troll Hole (disappears eventually)

 Completion:

 Drong has another item he wants to eat.  The next course, after Spider, is
 obviously Troll.  However, not just any Troll, but an Ice Troll, which
 you've fought before for Neehi.  Drong has been hanging around bad
 influences again.  Either way, this time he will offer to give you a magic
 stick, which seems like it's a downgrade from the magic helm you received in
 the past, but either way, it's time to find an Ice Troll.  The Ice Troll can
 be found in the Troll Hole, which is east of Alfland.  Ice Trolls are just
 like regular Trolls except for the fact that they have the Freeze spell.
 Just like regular Trolls, if they have a lot of Blue Mana, they will begin
 to use the spell Regeneration, which restores some of their life, which is
 very annoying.  When you manage to drain the life bar of the Ice Troll, take
 the carcass back to Drong's Tower and present the feast to Drong to complete
 your mission.

 Reward:  Trollblood Helm, +50 Experience

-----------------------------------------------------------------------------
 Side Quest:  Troll Meat Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Wyvern Meat
-----------------------------------------------------------------------------

 Location:  Gluk

 Requirements:  Have completed the Side Quest Troll Meat

 Info:  Drong the Ogre is after some more food - this time it is a Wyvern.

 Places Unlocked:  Wyvern's Roost (disappears eventually)

 Completion:

 Drong has something else on the menu.  Apparently, the troll meat isn't
 going down so easily, so now Drong needs something to wash it down with and
 a Wyvern's poison will do the trick just nicely.  Drong tells you that you
 can find a Wyvern in the Wyvern's Roost and has a magical stone for you if
 you get him the meat.  The Wyvern's Roost is south of Blood Moon, so make
 your way over there.  Wyverns can poison you and can also use the Rend
 spell, which deals direct damage to you and while allowing them to still
 take their turn.  When you have defeated the Wyvern, make your way over to
 Drong's Tower and give him the Wyvern to eat.  He will have a special
 request for you later on.

 Reward:  Wyrmblood Helm, +50 Experience

-----------------------------------------------------------------------------
 Side Quest:  Wyvern Meat Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Ogre Meat
-----------------------------------------------------------------------------

 Location:  Gluk

 Requirements:  Have completed the Side Quest Wyvern Meat

 Info:  Drong the Ogre has a special request for you.  There is something
    very unusual that he would like you get for him to eat.

 Places Unlocked:  None

 Completion:

 Drong has one more thing that he would like to eat...for now.  What he wants
 to eat an Ogre, which is really weird, considering the fact that he is an
 Ogre himself and is surrounded by Ogres.  Either way, he will give you his
 magical hanky (which is probably very dirty) if you give him an Ogre to eat.
 You should find lots of Ogres in Gork, so make your way over to there and
 fight an Ogre.  Of course, to feed Drongs appetite, you will have to defeat
 a big Ogre.  Big Ogres mean they are stronger and tougher to defeat.  When
 you have taken the big Ogre down, make your way back to Drong's Tower and
 give him the Ogre.  Apparently, Drong's hanky is a rare cloak, so take it
 and move on with life.

 Reward:  Earthblood Cloak, +250 Gold

-----------------------------------------------------------------------------
 Side Quest:  Ogre Meat Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Serpent Meat
-----------------------------------------------------------------------------

 Location:  Gluk

 Requirements:  Have completed the Side Quest Ogre Meat

 Info:  Drong the Ogre would like you fetch him a serpent to eat, but not
   just any serpent will do...

 Places Unlocked:  None

 Completion:

 Drong is still not full yet.  He wants to eat a Sea Serpent.  He has heard
 they can be found at Drakenburg.  It's a long trip over there and you will
 probably run into all sorts of random monsters in your way.  If you complete
 the journey and get him the Sea Serpent, he has a surprise for you at the
 end.  Make your way over to Drakenburg, which is a very long trip.  When you
 finally reach Drakenburg, you will have to take on a Sea Serpent.  Sea
 Serpents can Spit Poison at you, which not only poisons you, but also blinds
 you.  When you have finally gotten the meat from the Sea Serpent, make the
 long trip back to Drong's Tower.  Again, you will probably end up facing
 many random monsters along the way.  When you finally reach the tower, Drong
 will have his feast of Sea Serpent.  When he is done, he will inform you
 that his surprise is that he is joining you on your quest as one of your
 companions.  Apparently, he wants to eat many things in this world (and he
 will, too), so you might as well just accept his companionship.

 Reward:  +150 Experience

-----------------------------------------------------------------------------
 Side Quest:  Serpent Meat Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Granite
-----------------------------------------------------------------------------

 Location:  Horned Temple

 Requirements:  Have Drong in your party and have completed the Story Quest
    Slave Trail

 Info:  You must find some Granite for Drong to eat.

 Places Unlocked:  None

 Completion:

 Drong is all about eating everything and this time he has something weird he
 wants to eat.  Drong wants to eat a granite statue in the Valley of Kings.
 On your way to the Valley of Kings, you will probably get stopped by a
 Liche.  Liches can randomly create +5 Skulls when you deal damage to them,
 which can either be a good thing or a bad thing.  It's a good thing if you
 manage to get an extra turn and it's a bad thing if you don't.  Also, the
 Liche has the spell Death Gaze, which is kind of like the poor man's version
 of the Warrior skill Deathbringer.  When you make it to the Valley of Kings,
 Drong will have already eaten the statue.  How anyone can eat rock, I have
 no clue.

 Reward:  +100 Gold, +100 Experience

-----------------------------------------------------------------------------
 Side Quest:  Granite Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Volcanic Rock
-----------------------------------------------------------------------------

 Location:  Horned Temple

 Requirements:  Have Drong in your party and have completed the Story Quest
    Trial by Fire and the Side Quest Granite

 Info:  You must travel to the Volcano with Drong and help him find some
    tasty Volcanic Rock.  The Volcano is home to many Fire Elementals.

 Places Unlocked:  Volcano (disappears eventually)

 Completion:

 Before, Drong was big into eating the meat of various creatures.  Now, it
 seems like Drong has a taste for rocks.  This time, the rock of choice is a
 volcanic rock from the Volcano.  Well, it's time to go back to the Volcano.
 Of course, when you are on the Volcano, you are probably going to run into a
 Fire Elemental.  Fire Elementals have the Wall of Fire spell, which
 redirects all damage you deal to the Fire Elemental to his Red Mana
 Reserves.  Also, they have the Fire Siphon skill, which can drain your Red
 Mana and heal the Fire Elemental.  Of course, you should be very well versed
 in fighting one of these, since you've had to do so to advance in the story.
 When the Fire Elemental is defeated, Drong will find some tasty volcanic
 rock and be satisfied...for now...

 Reward:  +100 Gold, +100 Experience

-----------------------------------------------------------------------------
 Side Quest:  Volcanic Rock Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Sandstone
-----------------------------------------------------------------------------

 Location:  Ylarie

 Requirements:  Have Drong in your party and have completed the Side Quests
    Volcanic Rock and The Banesguard

 Info:  You must travel to the beach at Tirianin to help find sandstone for
    Drong to eat.  The beach is guarded by Sea Serpents.

 Places Unlocked:  None

 Completion:

 Drong wants to eat another rock.  This time, it's a sandstone.  There is a
 Sandstone at the beach of Tirianin.  Unfortunately for you, it is being
 guarded by a Sea Serpent.  Well, you knew this wasn't just a quest to pick
 up a rock on the beach.  Sea Serpents can Spit Poison at you, which will
 Poison you and Blind you at the same time.  The Poison is bad enough, but
 Blind prevents you from using any skills or spells.  When the Sea Serpent is
 defeated, you will obtain the sandstone, which Drong will eat.  I wonder if
 you can cook the rocks?

 Reward:  +100 Gold, +100 Experience

-----------------------------------------------------------------------------
 Side Quest:  Sandstone Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Diamond
-----------------------------------------------------------------------------

 Location:  Ehlariel

 Requirements:  Have Drong in your party and have completed the Side Quest
    Sandstone

 Info:  You must travel to the Lake of Blood to help find diamonds for Drong
    to eat.  The Dark Dwarves are fiercely protective of their diamonds.

 Places Unlocked:  None

 Completion:

 On the menu:  more rocks.  This time, it's a diamond.  Can you eat a
 diamond?  Drong can.  Drong can eat anything.  Make your way over to the
 Lake of Blood and fight the Dark Dwarves for a diamond.  Dark Dwarves can
 Duplicate your equipment and use it against you.  They can also inflict you
 with the Fire Bomb status, which will deal damage to you if have too much
 Red Mana.  Finally, their Flame Cannon spell will randomly target four Gems
 on the board and destroy them and all the Gems around it.  Dark Dwarves,
 luckily, are not very powerful, so if you can get past all the annoying
 things they do, you can beat them pretty easily.  When the Dark Dwarf is
 defeated, Drong eats a diamond.  He ends up breaking a tooth on one.  Serves
 him right.  Some things are not meant to be eaten.  Some things are meant to
 be sold for lots of money.

 Reward:  +100 Gold, +100 Experience

-----------------------------------------------------------------------------
 Side Quest:  Diamond Complete!
-----------------------------------------------------------------------------


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   6d. Flicker Side Quests
  PQUCHFLI           \_______________________________________________________


-----------------------------------------------------------------------------
 Side Quest:  Flame Hunt
-----------------------------------------------------------------------------

 Location:  Dragonrealm

 Requirements:  Have completed the Story Quest Dragontrap

 Info:  You must search the lair of Umbra the Flame Dragon, to see if
    there is any sign of where the Dragons have gone.

 Places Unlocked:  Umbra's Lair

 Completion:

 You will need to search for a Dragon named Umbra.  This Dragon is the Flame
 Dragon and his lair is northwest of the Dragonrealm.  Make your way to
 Umbra's Lair and then search the area.  You will not find a Dragon, but you
 will find a cousin of the Dragon, the Wyvern, hiding in the lair.  You will
 have to fight the Wyvern.  Wyverns can Poison you by attacking you.  Also,
 they have the Rend skill, which can deal direct damage to you while allowing
 the Wyvern to continue his turn.  Just use your strongest skills and spells
 to defeat the Wyvern and this shouldn't be too tough of a battle.  In the
 end, all you end up finding is some gold.

 Reward:  +100 Gold, +100 Experience

-----------------------------------------------------------------------------
 Side Quest:  Flame Hunt Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Frost Hunt
-----------------------------------------------------------------------------

 Location:  Dragonrealm

 Requirements:  Have completed the Story Quest Dragontrap

 Info:  You must travel to the lair of the Frost Dragon, Chilblain, to see if
    he is still there.

 Places Unlocked:  Chilbain's Lair

 Completion:

 You will need to search for a Dragon named Chilblain, who is a Frost Dragon.
 The lair of Chilblain is northeast of the Dragonrealm.  Make your way over
 to Chilblain's Lair and politely enter (don't forget to knock).  While you
 are searching the lair for any signs of a dragon, you will end up running
 into a Frost Giant.  Frost Giants can use the Freeze Spell, which turns Red
 Gems into Blue Gems.  This allows their weapon, the Frostblade, and their
 spell, Frostbite, to both do more damage to you.  The Frostblade will add +1
 damage for every 2 Blue Gems on the board, so be careful of this.  The
 Frostbite spell will get rid of the Blue Gems on the battlefield and deal
 direct damage to you based on that.  Try to keep the Blue Gems on the
 battlefield to a minimum while you are fighting this opponent.  Also, the
 Frost Giant has the Stomp skill, which can stun you for a couple of turns.
 When the Frost Giant is dispatched of, you will find no signs of a Dragon,
 but you will find some of the Dragon's treasure horde.  I'm sure the Dragon
 won't mind you taking it.

 Reward:  +100 Gold, +100 Experience

-----------------------------------------------------------------------------
 Side Quest:  Frost Hunt Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Swamp Hunt
-----------------------------------------------------------------------------

 Location:  Dragonrealm

 Requirements:  Have completed the Story Quest Dragontrap

 Info:  You must travel to the lair of Morass, the Swamp Dragon, to see if
    you can find any clues about where the Dragons have gone.

 Places Unlocked:  Morass's Lair

 Completion:

 You will have to search the cave of the Swamp Dragon, Morass, for any signs
 of the Dragons or any clues on where the Dragons have gone.  Morass's Lair
 is southeast of the Dragonrealm, so make your way over to there.  When you
 search the lair, you will end up running into a creature called the Medusa. 
 Medusa can not only inflict Poison on you, but they can also Petrify you,
 causing you to miss two turns.  Missing turns is a bad thing, so you will
 want to try to avoid that.  Also, Medusas can turn Green Gems into Skulls,
 so try to make sure that there aren't too many Green Gems on the board.
 When you have defeated the ugly creature, you will not find any signs of the
 Dragons, but you will find some leftover treasure.  It's a nice consolation
 prize.

 Reward:  +100 Gold, +100 Experience

-----------------------------------------------------------------------------
 Side Quest:  Swamp Hunt Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  More Hunting
-----------------------------------------------------------------------------

 Location:  Dragonrealm

 Requirements:  Have completed the Side Quests Flame Hunt, Frost Hunt, and
    Swamp Hunt

 Info:  You must continue hunting around the Dragonrealm, searching for
    anything that might be a clue as to the Dragons' whereabouts.

 Places Unlocked:  None

 Completion:

 Flicker tells you that you have to keep searching.  While you don't agree
 with the fruitless search, you might as well try since you have nothing
 better to do right now, so you might as well look at all three lairs again.
 Make your way to Umbra's Lair first.  You will find a Minotaur here. 
 Minotaurs can destroy an entire row of gems and also wield Great Axes, which
 gives them a chance to take an extra turn whenever they deal damage to you.
 When the Minotaur is defeated, you will find Minotaur tracks leading from
 the lair into the mountains.  At Chilblain's Lair, you will find tracks of a
 large machine there.  At Morass' Lair, you will find a cog that belongs to a
 machine.  When you are done searching, make your way back to the Dragonrealm
 and find Flicker.  He will end up getting attacked by another Minotaur.
 It's just like the first battle with the Minotaur, so just use the same
 attacking method.  When the Minotaur is defeated, you and Flicker will come
 to the conclusion that the kidnapping of the Dragons is related to the
 kidnapping of the Humans, so you will need to find a way north to
 investigate further.  Flicker will join you in your quest to find out what
 is going on.

 Reward:  +200 Experience

-----------------------------------------------------------------------------
 Side Quest:  More Hunting Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Sign of Dragons
-----------------------------------------------------------------------------

 Location:  Ylarie

 Requirements:  Have Flicker and Elistara in your party

 Info:  You must hunt down the lost dragons and find out what has happened to
    them.

 Places Unlocked:  Dark Stable (disappears eventually)

 Completion:

 Flicker and Elistara will have a conversation about the lost Dragons. 
 Flicker was able to sneak into the cave of an Undead Dragon and found Dragon
 tracks there.  Flicker thinks that is where the Dragons are being held
 captive.  Of course, the two of them want to go and find the clues for that.
 Make your way over to the Dark Stable, which is northwest of Bane's Citadel.
 When you get there, enter the cave.  You will come face to face with an
 Undead Dragon.  You've fought one of these before to get Elistara in your
 party.  The biggest problem with Undead Dragons are their Breathe Plague
 spell, which will really ruin your day.  Not only does it deal direct damage
 to you, it also gives you the Disease status for 20 turns.  That is a lot of
 turns to be losing Mana.  Other than that, they have the normal array of
 Dragon spells, like the Wing Buffet spell, the Tail Whip skill, and the
 Channel Air spell.  When you take down the Undead Dragon, you manage to
 release the Dragons that were held captive in the cave.  Unfortunately,
 Flicker's mother is not in the cave with them.  Flicker decides to ask
 Elistara if he can be her new mount, which she responds with yes.

 Reward:  +500 Gold, +500 Experience

-----------------------------------------------------------------------------
 Side Quest:  Sign of Dragons Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Dragon in Chains
-----------------------------------------------------------------------------

 Location:  Ylarie

 Requirements:  Have Flicker and Elistara in your party and have completed
    the Story Quest Three Skulls and the Side Quest Sign of Dragons

 Info:  You must help Flicker to finally find his mother.

 Places Unlocked:  None

 Completion:

 Flicker finally finds where his mother is.  Flicker's mother is currently at
 Kal-Unger as a prisoner of the Dark Dwarves.  She is apparently working as a
 slave for them, so you must go over there and free her.  Make your way over
 to Kal-Unger and fight the Dark Dwarves for the right to Flicker's mom.  You
 should know by now that Dark Dwarves rely on annoying you rather than
 overpowering you.  Their Duplicate, Fire Bomb, and Flame Cannon spells are
 all designed to damage and annoy you indirectly.  When the Dark Dwarf is
 defeated, Flicker is finally reunited with his mother.  While his mother
 doesn't approve of him being a mount of a Dragonrider, she respects his
 decision to do so.  Now that's a caring mother.  

 Reward:  +250 Experience

-----------------------------------------------------------------------------
 Side Quest:  Dragon in Chains Complete!
-----------------------------------------------------------------------------


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   6e. Sunspear Side Quests
  PQUCHSUN           \_______________________________________________________


-----------------------------------------------------------------------------
 Side Quest:  Age of Honor
-----------------------------------------------------------------------------

 Location:  Tusk

 Requirements:  Have Sunspear in your party and have completed the Side Quest
    Brotherly Love

 Info:  Sunspear wishes to talk with you about battling a Frost Giant.

 Places Unlocked:  None

 Completion:

 Sunspear is worried about his age and wishes to find a worthy opponent to
 die in battle to, which is according to Minotaur tradition.  This is called
 the Age of Honor, which is when Minotaurs refuse to die to old age, but in
 glorious fashion in battle.  Sunspear thinks that a Frost Giant may be a
 worthy opponent, so he wishes you to fight one to see if it is a worthy
 opponent to die to.  Sunspear says that the Frost Giant can be found at the
 Giants' Walk.  You should be well aquatinted with a Frost Giant by now,
 since you should have battled one a couple of times dealing with Jarl and
 Jotun.  Frost Giants can cast Freeze, which turns all Red Gems to Blue Gems.
 This will power up their direct damage spell, Frostbite, and their weapon,
 Frostblade.  Frostblade deals more damage when there are more Blue Gems on
 the board.  When you have defeated the Frost Giant, Sunspear will inform you
 that maybe a Frost Giant isn't a good opponent to fall to.  He cannot be
 convinced from his chosen path, so you might as well just wait to find
 another foe.

 Reward:  +50 Gold, +150 Experience

-----------------------------------------------------------------------------
 Side Quest:  Age of Honor Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Seeking Death
-----------------------------------------------------------------------------

 Location:  Ylarie

 Requirements:  Have Sunspear in your party and have completed the Story
    Quest The Future and the Side Quest Age of Honor

 Info:  Sunspear wishes to observe you fighting an Arboleth.

 Places Unlocked:  None

 Completion:

 Sunspear wants to see how an Arboleth fights to see if he wants to make one
 of those his final foe.  An Arboleth can be found at the Bonebridge.  Make
 your way to the Bonebridge and start fighting the Arboleth.  You should have
 fought a couple of these by now, so you should know how to deal with these
 creatures.  Just remember that Arboleths have high spell resistance across
 the board, so you must be careful that your spells may be resisted.  After
 you defeat the Arboleth, Sunspear will inform you that the Arboleth would
 not be his final opponent because if the Arboleth defeats Sunspear, the
 Arboleth would absorb Sunspear's body and therefore, he would become part of
 that creature.  So the search continues for a strong opponent.

 Reward:  +100 Gold, +200 Experience

-----------------------------------------------------------------------------
 Side Quest:  Seeking Death Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  A Worthy Foe
-----------------------------------------------------------------------------

 Location:  Ehlariel

 Requirements:  Have Sunspear in your party and have completed the Side
    Quests Children of Ragnar and Seeking Death

 Info:  Help Sunspear choose the final foe that he wishes to face.

 Places Unlocked:  None

 Completion:

 Sunspear still needs to find a foe to fall to.  After all, he's not getting
 any younger.  Therefore, his next choice of an opponent is Ragnar, the
 second oldest Dragon in Etheria, next to Kelthurax.  Therefore, he needs you
 to fight one of Ragnar's children.  If you do that, Ragnar will surely
 appear and Sunspear can have his final battle.  To find one of Ragnar's
 children, you must head over to Ragnar's coast.  You will end up fighting a
 Frost Dragon.  Frost Dragons are fearsome foes.  They can deal massive
 damage to you with their Breathe Ice attack, which they can power up with
 their Channel Water spell  Also, they can stun you with their Wing Buffet
 Spell.  If that wasn't enough, they have another spell that deals direct
 damage to you, Tail Whip.  Plus, they have 20% Water Resistance to try to
 stop any spells you use that contain Water Mana.  Powerful foes indeed.  If
 this is just the child, the daddy must be very powerful.  When the Frost
 Dragon is defeated, Sunspear will tell you to leave and then return after
 one week.  You agree and leave Sunspear to fight Ragnar.  You will have to
 travel until the time in the game passes over one week.  When that happens,
 there will be swirling stars at Ragnar's Coast.  Make your way back to
 Ragnar's Coast and return for Sunspear.  Sunspear will be all ghostly, but
 he will not be Undead.  It will simply be his spirit that has returned to
 continue to guide you on your journey.  Sunspear's Spirit returns and joins
 as a companion.

 Reward:  +300 Experience

-----------------------------------------------------------------------------
 Side Quest:  A Worthy Foe Complete!
-----------------------------------------------------------------------------


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   6f. Princess Serephine Side Quests
  PQUCHPRI           \_______________________________________________________


-----------------------------------------------------------------------------
 Side Quest:  Secret Message
-----------------------------------------------------------------------------

 Location:  Horned Temple

 Requirements:  Have Princess Serephine in your party and have completed the
    Story Quest Eye of Sartek

 Info:  Princess Serephine receives a secret message from a friend at Enmouth
    asking for help.  You must travel to Enmouth to help Serephine's friend.

 Places Unlocked:  

 Completion:

 Princess Serephine apparently received word from one of her friends that she
 is in trouble and needs help.  Of course, whenever Princess Serephine wants
 or needs something, she turns on the charm and flattery to max.  You will
 need to travel to Enmouth and see what is going on there.  There won't be
 any swirling stars at Enmouth, but when you do reach Enmouth, you will get
 ambushed by Imperial Guards waiting on the return of Princess Serephine.
 They will kidnap Princess Serephine under the orders of her father, the
 Emperor of Enmouth, who is trying to force the wedding with the Trarg to
 continue.  Apparently her father is a more despicable human being that he 
 first exhibited, so the only way to make people like that learn that he
 can't have his way all the time is to make sure he doesn't get his way.
 First off, you will need to fight off the Imperial Guard he summons to kill
 you.  Imperial Guards are very well equipped and well armored.  Their
 Halberd is designed to finish you off if you get close to death.  Their
 skill Reinforcements will destroy all Gold Coins on the board and heal their
 life total based on the amount of Coins destroyed.  Also, they have the 
 Thrust skill, which will destroy one Gem on the board.  They will normally
 only use this skill on +5 Skulls, which is the smart thing to do.  When the
 Imperial Guard is defeated, you will find out that Princess Serephine is
 gone.  The Imperial Guards have taken her somewhere and you do not know
 where, although you should have a sneaking suspicion.

 Reward:  +10 Experience

-----------------------------------------------------------------------------
 Side Quest:  Secret Message Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Shotgun Wedding
-----------------------------------------------------------------------------

 Location:  Enmouth

 Requirements:  Have completed the Side Quest Secret Message

 Info:  You must travel to The Trarg and rescue Princess Serephine.

 Places Unlocked:  None

 Completion:

 Once again, you must rescue Princess Serephine from a wedding she does not
 want to become involved in.  Princess Serephine is currently at The Trarg,
 which means you must first travel south.  Both paths should be blocked off
 by Wolves, so you will have to defeat one of them.  Wolves have the Rabid
 Bite skill, which inflicts the Disease status on you.  Disease can drain
 your Mana every turn you take, so it can be an annoying status.  Try to
 defeat the Wolf quickly to avoid losing your Mana that you have saved up.
 When the Wolf is defeated, the path to The Trarg is open.  Make your way to
 The Trarg and rescue the Princess.  You will have to defeat an Imperial 
 Guard first.  This Imperial Guard is the same as the one you fought before,
 with the good armor and the Reinforcement and Thrust skills.  When that
 Imperial Guard is defeated, Princess Serephine will flatter you for coming
 to rescue her.  What else is new?

 Reward:  +100 Gold, +100 Experience

-----------------------------------------------------------------------------
 Side Quest:  Shotgun Wedding Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Imperial Legion
-----------------------------------------------------------------------------

 Location:  Ylarie

 Requirements:  Have Princess Serephine in your party and have completed the
    Story Quest Ylarie Defense and Side Quest Shotgun Wedding

 Info:  Emperor Selentius has sent a legion of Imperial Guards to search for
    Princess Serephine and take her home to Enmouth.  Tread cautiously.

 Places Unlocked:  None

 Completion:

 The Emperor of Selentia won't let go of his daughter without a fight.  Time
 to put the cocky bastard in his place.  Elistara and the Elven Scouts have
 spotted Imperial Guards searching for the Princess up and down the coast.
 Begin moving between Eldros' Tower, Ylarie, and Tirianin.  You will
 eventually get jumped by an Imperial Guard.  Imperial Guards are well
 armored and have the spells Thrust and Reinforcements.  Reinforcements is a
 healing spell, which can be annoying.  However, other than that and high
 Battle and Life Points, this should be a straightforward battle.  When the
 first Imperial Guard defeated, you will have to defeat another Imperial
 Guard somewhere along the coastline.  When that Imperial Guard is defeated,
 that should be all that is guarding the coastline.  Unfortunately, the
 Emperor of Selentia is persistence.  Princess Serephine wants to throw him
 off the top of a very tall tower, but unfortunately, that's frowned upon in
 society.  

 Reward:  +200 Gold, +150 Experience

-----------------------------------------------------------------------------
 Side Quest:  Imperial Legion Complete!
-----------------------------------------------------------------------------


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   6g. Patch Side Quests
  PQUCHPAT           \_______________________________________________________


-----------------------------------------------------------------------------
 Side Quest:  Gnoll in a Hole
-----------------------------------------------------------------------------

 Location:  Hyaan

 Requirements:  Have completed the Story Quest Tooth of Sartek

 Info:  You have found a Gnoll hiding in a hole in the ground.  You must try
    and find out what is wrong, and then help him.

 Places Unlocked:  

 Completion:

 You find a Gnoll hiding in a hole.  Apparently, instead of suspecting you as
 one of his enemies and shanking you, he decides to ask for your help.  He
 tells you that evil men are after him at The Pike.  You decide to help the
 paranoid crazy Gnoll.  Make your way over to The Pike.  If you have Princess
 Serephine in your party, she will inform you that the man chasing after the
 Gnoll is an assassin from the Selentine Empire, which is the empire Enmouth
 is in and where Princess Serephine is from.  Fight the stranger, who happens
 to be a Thief.  Thieves can Steal your Gold from you and use the Sneak
 Attack skill, which deals damage to you and allows them to continue their 
 turn.  Thieves don't seem hard to beat at first, but when they start using
 Sneak Attack three times a turn, then things can get rough.  When the Thief
 is defeated, make your way back to Hyaan and talk to the psycho Gnoll.  He
 decides that you are his best friend and that he will pay you 1000 Gold for
 helping him out.  Also, his name is Patch and he took things from the
 Selentine Empire.  Upon more questions asked, you find out that Patch took
 the Crown Jewels of Selentia.  No small petty theft here, which is why
 assassins are out to get Patch and which explains Patch's large stash of
 Gold.

 Reward:  +1000 Gold, +100 Experience

-----------------------------------------------------------------------------
 Side Quest:  Gnoll in a Hole Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Gnoll Hunters
-----------------------------------------------------------------------------

 Location:  Hyaan

 Requirements:  Have completed the Side Quest Gnoll in a Hole

 Info:  You must find three more Assassins that are after Patch the Gnoll.

 Places Unlocked:  None

 Completion:

 Well, you were never a big fan of the Selentine Empire to begin with, so you
 might as well help out Patch.  At least Patch is loyal to his friends. 
 Patch tells you that there are three more Assassins out to get him.  Patch
 offers to pay you another 1000 Gold for helping him out.  Good friends like
 him are hard to find.  The first Assassin can be found in Tusk.  The
 Assassin is a Thief, which means he's the same as the person you fought the
 first time for Patch.  You only need to watch out really for his Sneak
 Attack skill.  When that Thief is defeated, make your way south to Alfland.
 This is where the second Thief is located at.  He is the same as the first
 two Thieves you've dealt with.  The final Thief can be located at Dhun-Kor.
 He is just like the other three Thieves.  By now, you should be able to
 capture one of these Thieves.  When the third Thief is defeated, make your
 way back north to Hyaan.  Patch will remember that he doesn't know how to
 count and that there is one more after him.  Either way, he pays you for the
 three you have defeated.

 Reward:  +1000 Gold, +100 Experience

-----------------------------------------------------------------------------
 Side Quest:  Gnoll Hunters Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Master Assassin
-----------------------------------------------------------------------------

 Location:  Hyaan

 Requirements:  Have completed the Side Quest Gnoll Hunters

 Info:  You must tie up one final loose end to help Patch the Gnoll.

 Places Unlocked:  None

 Completion:

 Apparently, the Assassin Patch forgot was the strongest of all the
 Assassins.  Although the strongest of all Assassins really is just another
 Thief.  The Thief can be found at Hornburg.  Make your way over there and
 challenge the last Thief.  This Thief is just like all the other Thieves you
 have been fighting.  When this Thief is defeated, make your way back to
 Hyaan and talk to Patch.  As a thanks, he will join you as a companion, and
 he's a pretty good one too.  Stabbing seems to be his specialty and enemies
 sure do need a good stabbing...

 Reward:  +250 Experience

-----------------------------------------------------------------------------
 Side Quest:  Master Assassin Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Patch's Hoard
-----------------------------------------------------------------------------

 Location:  Ylarie

 Requirements:  Have Patch in your party and have completed the Story Quest
    Ylarie Defense

 Info:  Patch invites you to Hyaan to see his treasure.

 Places Unlocked:  None

 Completion:

 Patch trusts you enough to allow you to see the Crown Jewels of Selentia,
 the items he stole from the Emperor of Selentia.  He has them hidden in
 Hyaan, so make your way over to there and look for the treasure.  When you
 try to see the treasure, you will find that it is missing.  Only a couple
 gold coins are left from the treasure.  It's time to hunt down the treasure.

 Reward:  +3 Gold, +20 Experience

-----------------------------------------------------------------------------
 Side Quest:  Patch's Hoard Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Ill-Gotten Gains
-----------------------------------------------------------------------------

 Location:  Hyaan

 Requirements:  Have completed the Side Quest Patch's Hoard

 Info:  Track down the thief who stole Patch's treasure.

 Places Unlocked:  None

 Completion:

 Patch is all for catching the thieves and stabbing them.  However, patience
 must be needed for now.  The stabbing can come later.  Make your way over to
 The Pike and track down the thief.  Patch picks up on the scent of the
 thieves, so make your way over to Tusk.  At Tusk, Patch finds tracks that go
 to the city of Weret.  At Weret, you catch up to the thief.  The thief is
 another Gnoll.  Gnolls can use whatever Experience and Gold they collect to
 increase their stats using their Gnoll Pack item.  They can also use the
 Hide skill.  A Hidden enemy will deal double damage to you and can only be
 knocked out of the Hidden status by an attack.  When you retrieve Patch's
 treasure, he will give you some treasure as a reward.

 Reward:  +300 Gold, +200 Experience

-----------------------------------------------------------------------------
 Side Quest:  Ill-Gotten Gains Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  The Vault
-----------------------------------------------------------------------------

 Location:  Hyaan

 Requirements:  Have Khalkus as your companion and have completed the Side
    Quest Ill-Gotten Gains

 Info:  You must travel to Dhun-Kor with Khalkus and Patch to help build a
    vault for Patch's treasure.

 Places Unlocked:  None

 Completion:

 Khalkus will help out Patch and the storing of his treasure.  Khalkus tells
 Patch that in Dhun-Kor, he can build a vault that is super strong and hard
 to get into.  You will first need to make your way to Dhun-Kor.  At Dhun-
 Kor, Khalkus will start building the vault.  He will build it pretty
 quickly.  When the vault is built, Patch will go into psycho mode again.
 Well, he's always in psycho mode I guess...

 Reward:  +200 Gold, +100 Experience

-----------------------------------------------------------------------------
 Side Quest:  The Vault Complete!
-----------------------------------------------------------------------------


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   6h. Winter Side Quests
  PQUCHWIN           \_______________________________________________________


-----------------------------------------------------------------------------
 Side Quest:  Wolf Pack
-----------------------------------------------------------------------------

 Location:  Ylarie

 Requirements:  Have completed the Story Quest Northern Tundra

 Info:  A pack of wolves have been terrorizing the Elves at Tirianin.  You
    must chase the wolves away.

 Places Unlocked:  Iceguard Keep, Tirianin

 Completion:

 West of Ylarie is a port belonging to the High Elves.  That port is the city
 of Tirianin.  Recently, a bunch of Wolves have appeared and decided they
 want to terrorize the city.  Make your way over to Tirianin and fight the
 Wolf.  This is a normal Wolf, which means you must watch out for Disease
 from its Rabid Bite and Fear from its Howl.  Disease is worse than Fear
 because Disease can drain your Mana Reserves, which can prevent you from
 using your spells.  After the Wolf is defeated, he will question why you
 attacked him.  Because the game said you had to?  This Wolf is apparently a
 Winter Wolf, which means it can talk.  The Wolves used to live in the
 northern areas, but ever since a bunch of creatures drove them out, they had
 to come south to look for food.  You agree to help the Wolf get rid of the
 creatures.  However, you can either choose to chase away the Wolves from the
 city of Tirianin or you can go north to Iceguard Keep and attack the
 creature there.  If you choose to head north, then you will have to fight
 off the creature.  The creature just happens to be a Doomknight. 
 Doomknights have a few ways of killing you.  They can use the Burial spell,
 which will increase the number of Green Gems on the board.  With their Green 
 Mana, the Doomknight can either deal direct damage to you by using their
 Sword of Bane spell or they can hit you for higher damage using their Unholy
 Lance.  Finally, they have the Wake the Dead spell, which will turn Skulls
 on the field into +5 Skulls.  When the Doomknight is defeated, Winter will
 thank you for helping him and his pack reclaim his home.

 Reward:  +200 Experience, +200 Gold

-----------------------------------------------------------------------------
 Side Quest:  Wolf Pack Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Lost Cubs
-----------------------------------------------------------------------------

 Location:  Ylarie

 Requirements:  Have completed the Side Quest Wolf Pack without driving away
    the Wolves during that quest

 Info:  You must rescue the wolf cubs from being sacrificed by the
    Doomknight.

 Places Unlocked:  Dragon Shrine (disappears eventually)

 Completion:

 After saving Winter's home, you'd think that would be the end of it.
 Unfortunately, Winter once again comes to ask you for a favor.  Apparently,
 the Doomknights returned and took two of Winter's cubs with them.  The cubs
 were taken to a Dragon Shrine, which is west of Iceguard Keep.  When you
 reach the Shrine, you will have to fight the Doomknight.  You should have
 already fought two of these before, so this fight should be nothing new.
 When the Doomknight is defeated, return back to Ylarie and return the cubs
 to Winter.  Apparently, Winter is going to name one of the cubs after your
 wolf name, which is Deathstalker.  Has a nice ring to it.

 Reward:  +200 Experience, +200 Gold

-----------------------------------------------------------------------------
 Side Quest:  Lost Cubs Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Blessings
-----------------------------------------------------------------------------

 Location:  Ylarie

 Requirements:  Have completed the Side Quests Lots Cubs and The Banesguard

 Info:  You must bless the homeland of the wolves.  To do this, you must
    first obtain the Elvenstone from Queen Ehlanna.

 Places Unlocked:  None

 Completion:

 Winter needs your help again.  The creatures are once again approaching the
 Wolves' land.  To stop them from entering their lands, you want to use the
 same spell protecting the Elven lands to protect the Wolves' land.  Since
 Queen Ehlanna likes you, you think she wouldn't mind.  Make your way over to
 Ehlariel and talk to Queen Ehlanna.  Queen Ehlanna will give you a stone
 that will protect the land of the Wolves for a short period of time.  When
 you leave Ehlariel, a Doomknight will be blocking your way.  Doomknights
 should be a familiar foe by now.  They can use the Burial spell to increase
 the Green Mana on the field.  More Green Mana means their Sword of Bane
 spell and the damage from their Unholy Lance will be more powerful.  When
 the Doomknight is defeated, make your way over to Ylarie.  When you give the
 Elvenstone to Winter, he will decide that he wants to join you as a
 companion to help stop the Undead problem.

 Reward:  +200 Experience, +200 Gold

-----------------------------------------------------------------------------
 Side Quest:  Blessings Complete!
-----------------------------------------------------------------------------


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   6i. Elistara Side Quests
  PQUCHELI           \_______________________________________________________


-----------------------------------------------------------------------------
 Side Quest:  Bloodstone
-----------------------------------------------------------------------------

 Location:  Ylarie

 Requirements:  Have completed the Story Quest The Future

 Info:  You must search for signs of Elistara's lost dragon, Crystal, at the
    Bloodstone.

 Places Unlocked:  Bloodstone

 Completion:

 Elistara asks you to help her find her dragon, Crystal.  Crystal was lost
 during a battle with Lord Bane's enemies.  Elistara wants you to help you.
 Bloodstone is northeast of Skullguard Keep, so make your way over to there
 and search for any clues of Elistara's lost Dragon.  While searching for the
 Dragon, you will get jumped by an Arboleth.  You should have fought an
 Arboleth, so just do the same thing you've done in the past.  Just remember,
 Arboleths have 10% spell resistance across the board, so it might be hard to
 hit the creature with a spell.  When the Arboleth is defeated, you will not
 be able to find any signs of the dragon.  Return back to Elistara and report
 to her what has happened.

 Reward:  +150 Experience

-----------------------------------------------------------------------------
 Side Quest:  Bloodstone Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Dragontracks
-----------------------------------------------------------------------------

 Location:  Ylarie

 Requirements:  Have completed the Side Quest Bloodstone

 Info:  You must continue your search through the Realms of Death for
    Elistara's lost Dragon.

 Places Unlocked:  Bane's Citadel

 Completion:

 Elistara still wants to find her Dragon.  She gives you information that may
 help you with your search.  You decide to search around Skullguard Keep for
 the lost Dragon.  There will be no signs at Skullguard Keep, so head north
 to the Bonebridge.  Again, there will be nothing there.  However, you will
 find Bane's Citadel off in the distance.  Make your way over there and
 search for the Dragon.  Lord Bane will appear to you personally and inform
 you of what happened to Crystal.  He has turned Crystal into an Undead
 Dragon.  Undead Dragons may just be the strongest form of Dragons out there.
 Their Breathe Plague spell is downright nasty.  Not only does it deal direct
 damage equal to the Dragon's Yellow Mana, but it will also inflict the
 Disease status effect for 20 turns.  Disease will slowly drain your Mana
 Reserves, which will severely limit what you can and cannot do.  Combine
 this with their high Air Resistance, their Wing Buffet spell, which can stun
 you, their Tail Whip spell, which is another form of direct damage, and
 their Channel Air spell, which will increase the power of their Breathe 
 Plague spell, and you have a very powerful foe on your hands.  Try to defeat
 the Undead Dragon as quickly as possible and before he can hit you with the
 Breathe Plague spell.  When the Undead Dragon is defeated, you will have to
 return to Elistara with the unfortunate news.  If Elistara wasn't determined
 to beat down Lord Bane before, she is now.

 Reward:  +200 Experience

-----------------------------------------------------------------------------
 Side Quest:  Dragontracks Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Condolences
-----------------------------------------------------------------------------

 Location:  Ylarie

 Requirements:  Have completed the Side Quest Dragontracks

 Info:  You must accompany Elistara to the Realm of Dragons.

 Places Unlocked:  None

 Completion:

 Elistara now has a duty to return to the Dragonrealm and inform the parents
 of Crystal her passing.  Unfortunately for her, there is only one Dragon
 left in the Dragonrealm and that Dragon isn't very friendly.  Still,
 Elistara wants to go see Kelthurax and inform him of Crystal's demise.  It's
 her funeral, so make your way back to the Dragonrealm.  It will be a long
 journey and there will probably be lots of random monsters in your way. 
 When you finally reach the Dragonrealm, you will find that the Dragons are
 still missing, but standing at the entrance to the Dragonrealm is an Iron
 Golem.  Iron Golems can gain Green Mana every time you damage them.  Then,
 they can turn around and use this Green Mana to cast a spell called Iron
 Strike.  Iron Strike is a very powerful spell that will cause all Green Gems
 on the board to explode.  When the Green Gems explode, they take out the
 surrounding Gems and the Iron Golem gets the effects of all the Gems
 destroyed.  In other words, if there is a lot of Green Gems on the board,
 the Iron Golem can get all the Mana on the board while you eat all the
 damage.  Luckily, the Iron Strike spell takes up a lot of Mana to cast, so
 you should be able to down the big fellow before he gets enough Mana to cast
 the spell.  When the Iron Golem falls, Elistara makes the unwise move of
 waking up Kelthurax.  After telling Kelthurax about Crystal, Elistara
 decides to try to make Kelthurax her mount.  Bad move, but somehow,
 Kelthurax lets Elistara leave with all of her body parts in tact.  Lucky
 her.  After Kelthurax tells Elistara to scram, Elistara becomes your
 companion.

 Reward:  +200 Experience

-----------------------------------------------------------------------------
 Side Quest:  Condolences Complete!
-----------------------------------------------------------------------------


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   6j. Neehi Side Quests
  PQUCHNEE           \_______________________________________________________
 
 
-----------------------------------------------------------------------------
 Side Quest:  Reagent Hunt
-----------------------------------------------------------------------------

 Location:  Gruuldok

 Requirements:  Have completed the Story Quest Lord of Orcs

 Info:  Neehi, the Goblin Trader, needs a brave person to go and collect some
    spell components.

 Places Unlocked:  Troll Hole (disappears eventually), Wasp Hive

 Completion:

 Neehi is a Goblin Trader that requires some spell components.  He needs some
 Wasp Wings and Ice Troll Hair.  The Wasp Wings can be found at the Wasp Hive
 and the Ice Troll Hair can be found in the Troll Hole (makes sense).  Of
 course, you aren't just going to be given both of these items from their
 respective creatures.  Instead, you will have to kill these creatures and
 obtain the spoils from the dead bodies.  First, get the Wasp Wings.  The
 Wasp Hive can be found east of White Skull.  When you get there, enter the 
 hive.  Giant Wasps have an 80% chance of Poisoning you when they attack, so
 be careful of that.  When you have defeated the Giant Wasp, it is time to
 get some hair from an Ice Troll.  The Ice Troll can be found inside of a
 Troll Hole, which is north of Theira and east of Alfland.  The Ice Troll is 
 just a version of the regular Troll except they have the Freeze spell, which
 you shouldn't worry about too much.  Just treat this as a regular battle
 against a Troll, which means don't let them get too much Blue Mana or they 
 will Regenerate most of their health back.  When the Ice Troll is defeated, 
 make your way back to Gruuldok and receive your reward.  Neehi will offer to 
 give you more quests in the future.

 Reward:  +500 Gold, +50 Experience

-----------------------------------------------------------------------------
 Side Quest:  Reagent Hunt Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Tit for Tat
-----------------------------------------------------------------------------

 Location:  Gruuldok

 Requirements:  Have completed the Side Quest Reagent Hunt

 Info:  Neehi, the Goblin Merchant, needs you to travel over the mountains
    and exchange some items for him.

 Places Unlocked:  Troll Hole, Wasp Hive (disappears eventually)

 Completion:

 Neehi wants you to trade the Wasp Wings and Ice Troll Hair you just got.
 The Ice Troll Hair is needed in Theira.  You can trade that for a Theiran
 Axe-head.  You can trade the Wasp Wings in Silvermyr for a limb of a
 Soultree.  Simply make your way over to Theira and get the Theiran Axe-head
 and then make your way over to Silvermyr and get the Soultree Limb.  There
 is nothing to fight other than the random monsters in your path.  When you
 have both items, make your way back to Gruuldok and complete your mission.

 Reward:  +500 Gold, +50 Experience

-----------------------------------------------------------------------------
 Side Quest:  Tit for Tat Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Reassembly
-----------------------------------------------------------------------------

 Location:  Gruuldok

 Requirements:  Have completed the Side Quest Tit for Tat

 Info:  Neehi the merchant needs you to take the limb and the axe-head over
    the mountains to be assembled into an axe.

 Places Unlocked:  None

 Completion:

 Neehi needs you to make a new axe for him.  The axe can be made at the
 Dwarven Smith in Gallia.  Again, there is nothing to fight except for the
 random monsters in your way.  When you reform the axe, you have the chance
 to keep the axe at Gallia or take the axe all the way back to Gruuldok to
 give back to Neehi.  If you give the axe back to Neehi, you will get Gold
 and Experience from him and a new title of Master Merchant.

 Reward:  +1000 Gold, +50 Experience

-----------------------------------------------------------------------------
 Side Quest:  Reassembly Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Antidote
-----------------------------------------------------------------------------

 Location:  Gruuldok

 Requirements:  Have completed the Side Quest Reassembly and returned the axe
    to Neehi

 Info:  Neehi the Goblin will pay 150 Gold for each Wasp Stinger you bring
    him.

 Places Unlocked:  None

 Completion:

 Neehi will pay you for Wasp Stingers.  The Wasps can be found at the Wasp
 Hive.  Just maybe if you ask nicely into the mic on your DS, the Giant Wasps
 will give you his stinger for free, but odds are, you will have to kill them
 and then take it off of their dead corpses.  Giant Wasps can poison you by
 just dealing damage, so try to avoid getting hit by them.  When you have the 
 Giant Wasp Stinger, make your way back to Gruuldok and give the stinger to
 Neehi.  He will reward you.

 Reward:  +150 Gold, +100 Experience

 Special Quest Notes:  Repeatable indefinitely.

-----------------------------------------------------------------------------
 Side Quest:  Antidote Complete!
-----------------------------------------------------------------------------


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   6k. Red-Axe Side Quests
  PQUCHRED           \_______________________________________________________


-----------------------------------------------------------------------------
 Side Quest:  Red-Axe
-----------------------------------------------------------------------------

 Location:  Horned Temple

 Requirements:  Have completed the Story Quest Horns of Sartek

 Info:  You must seek out the Minotaur, Red-Axe, to train you and improve
    your skills with the axe.

 Places Unlocked:  

 Completion:

 Tauron Flamebite has decided that your skills with the axe is not befitting
 of a Firewalker.  Therefore, you must train with the axe from an expert in
 the field.  There is a Minotaur named Red-Axe in Tusk that would be a fine
 teacher for you in the ways of the axe.  Make your way north to Tusk and
 talk to Red-Axe.  He will at first want to attack you, but once you drop
 Tauron's name, he calms down a little.  Still, he wants proof that you are a
 Firewalker and will summon a Fire Elemental to attack you.  You should know
 the Fire Elemental very well by now.  When the Fire Elemental is defeated,
 Red-Axe will compliment your strength, just not your skill.  He will agree
 to train you.

 Reward:  +200 Experience

-----------------------------------------------------------------------------
 Side Quest:  Red-Axe Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Trial of the Wyvern
-----------------------------------------------------------------------------

 Location:  Tusk

 Requirements:  Have completed the Side Quest Red-Axe

 Info:  You must travel to the Wyvern's Roost, slaying a Wyvern and studying
    its combat technique to learn more about using an axe.

 Places Unlocked:  Wyvern's Roost  (disappears eventually)

 Completion:

 Red-Axe will send you through the first trial, which is the Trial of the
 Wyvern.  Red-Axe, after some smart talk from you and some condescending
 comments from Red-Axe, will tell you why the Wyvern is the first trial.  You
 must observe the Wyvern's tail and its motion and how it attacks.  When he
 is done with his explanation, you will need to travel to the Wyvern's Roost
 in Kor, which is southwest of Blood Moon.  When you reach the Wyvern's
 Roost, you will need to fight a Wyvern.  The Wyvern you will be fighting has
 a higher Battle skill than most Wyverns, which means it is stronger than
 normal.  Other than that, Wyverns can inflict Poison and also can use the
 Rend spell, which deals direct damage without wasting a turn.  When the
 Wyvern is defeated, make your way back to the city of Tusk and report to
 Red-Axe your successes.

 Reward:  +250 Experience

-----------------------------------------------------------------------------
 Side Quest:  Trial of the Wyvern Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Trial of the Worm
-----------------------------------------------------------------------------

 Location:  Tusk

 Requirements:  Have completed the Side Quest Trial of the Wyvern

 Info:  You must travel to the Worm Cave, slaying a Sandworm and studying its
    combat technique to learn more about using an axe.

 Places Unlocked:  Worm Cave  (disappears eventually)

 Completion:

 Your second trial will be against a Sandworm.  You must observe how it
 reacts and how it fights.  The huge mass of the Sandworm and its attack
 style is similar to an axe.  When you have heard the explanation, make your
 way over to the Worm Cave.  The Worm Cave is located east of Bone Head in
 Kor.  When you reach the Worm Cave, fight the Sandworm.  Sandworms have the
 skill Sinkhole, which will increase your opponent's Green Mana while halving
 most of your Mana Reserves.  Combine this with the Swallow Hole spell, which
 deals more damage to you based on the Worm's Green Mana.  When you have
 defeated the Sandworm, make your way back to Tusk and complete your mission.

 Reward:  +250 Experience

-----------------------------------------------------------------------------
 Side Quest:  Trial of the Worm Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Scorpion Trial
-----------------------------------------------------------------------------

 Location:  Tusk

 Requirements:  Have completed the Side Quest Trial of the Worm

 Info:  You must travel to the Scorpions' Cave, slay a Giant Scorpion while
    studying its combat technique to learn more about the axe.

 Places Unlocked:  Scorpions' Cave  (disappears eventually)

 Completion:

 Your third trial will be against a Scorpion.  You must observe its fighting
 style.  You will have to observe both the claws and the tail to observe the
 differences between the axe and the lance.  Make your way back to Kor and
 find the Scorpions' Cave.  The Scorpions' Cave is northwest of Dhun-Kor and
 attack the Scorpion.  The Scorpion can Poison you with its normal attack and
 can use the Hide skill.  A Hidden creature can deal double damage to you and
 the only way to make a Hidden creature not hide is to attack it.  This
 particular creature is larger than most other Scorpions and it has a higher
 Life Points and a higher Air Mastery.  When you have defeated the Scorpion,
 make your way back to Tusk and report your success.

 Reward:  +250 Experience

-----------------------------------------------------------------------------
 Side Quest:  Scorpion Trial Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Trial of Blood
-----------------------------------------------------------------------------

 Location:  Tusk

 Requirements:  Have completed the Side Quest Scorpion Trial

 Info:  You must complete the final trial in your effort to become a Master
    of the Axe.

 Places Unlocked:  None

 Completion:

 Your final trial is against Red-Axe himself.  You must defeat the master to
 become a master.  If you win, you will get Red-Axe's axe.

 +--------------------------------------------------------------------------+
 | Boss Battle:  Red-Axe                                                    |
 |                                                                          |
 | Info:  As well as having the skill of a regular Minotaur, Red-Axe has a  |
 |    powerful magical axe and a spell that allows him to throw it.         |
 |                                                                          |
 | Equipment:                                                               |
 |    Helmet and Crowns:  Horned Helm                                       |
 |       Adds +3 to Red Mana whenever your enemy casts a spell              |
 |    Armor:  Scale Armor                                                   |
 |       Gives a 75% chance to protect against 1 point of damage whenever   |
 |       you receive 2 or more damage                                       |
 |    Weapon:  Axe of Red-Axe                                               |
 |       Adds +5 to Fire Resistance and Fire Mastery.  Adds +2 to damage    |
 |       whenever you do 3 or more damage                                   |
 |    Miscellaneous:  Mirror Shield                                         |
 |       Does 1 point of damage to your enemy 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                            |
 |    Berserk Rage                                                          |
 |       Turns Red Gems into Skulls.  Your turn does not end if Red Mana is |
 |       +15                                                                |
 |    Throw Axe                                                             |
 |       Does 4 points of damage to enemy plus an additional +1 for every   |
 |       Skull in play                                                      |
 |    Cleave                                                                |
 |       Does 1 point of damage for every Yellow Gem in play.  All Yellow   |
 |       Gems in play are destroyed                                         |
 |                                                                          |
 | Tips:                                                                    |
 |    Red-Axe has a very high Life Point and a high Battle Skill.  Also,    |
 |    most of the skills he has are direct damage skills.  However, Red-Axe |
 |    should crumble to most of your strongest spells and skills if you     |
 |    been building your character properly.  Just make sure you defeat him |
 |    before he can deal too much direct damage to you, as he will probably |
 |    ping you to death if you give him a chance to.                        |
 +--------------------------------------------------------------------------+

 When you have defeated Red-Axe, he will bow to your skills and declare you a
 Master of the Axe and reward you with his axe.

 Reward:  Axe of Red-Axe, +500 Experience

-----------------------------------------------------------------------------
 Side Quest:  Trial of Blood Complete!
-----------------------------------------------------------------------------


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   6l. Jarl and Jotun Side Quests
  PQUCHJAR           \_______________________________________________________


-----------------------------------------------------------------------------
 Side Quest:  The Invitations
-----------------------------------------------------------------------------

 Location:  Tusk

 Requirements:  Have completed the Story Quest Horns of Sartek

 Info:  You must deliver an invitation to two Giants, Jarl and Jotun.  They
    have been invited to attend a tournament in Tusk.

 Places Unlocked:  Blackhoof, Giant's Walk, Jarl's Keep, Jotun's Keep

 Completion:

 You will have to send invitations personally to Jarl and Jotun.  They both
 preside over their own keeps, which you can take over and gain money from. 
 Jarl is a Frost Giant and Jotun is a Fire Giant, which means they are very
 temperamental and hard to deal with.  Furthermore, their keeps are defended
 by another giant.  Make your way over to Jotun's Keep first and defeat the
 Fire Giant that is in front of it.  Fire Giants can use the skill
 Conflagration to increase the number of Red Gems on the board.  Once that
 happens, their weapon, the Flameblade, can deal more damage to you and their
 spell, Rain of Fire, can deal more direct damage to you.  Also, they have
 the Stomp! skill, which can stun you for a couple of turns.  Finally, they
 have decent stats and a 30% Fire Resistance.  When you defeated the Fire
 Giant, deliver the invitation to Jotun.  Now, make your way over to Jarl's
 Keep next.  Don't expect things to get any easier when dealing with the
 Frost Giant.  It's almost the same thing as the Fire Giant.  Instead of the
 spells Conflagration and Rain of Fire, it's the spells Freeze and Frostbite
 and instead of the Flameblade, it's a Frostblade.  Finally, they have 30%
 Water Resistance instead of 30% Fire Resistance.  Just do the same thing you
 did with the Fire Giant with this Giant.  If you are having problems
 defeating either of the two Giants, you may want to hold off until later to
 complete this quest, as the quests that will follow this one will involve
 much of the same.  When the Frost Giant is defeated, deliver the invitation
 to Jarl and head back to Tusk.  You will receive your reward.

 Reward:  +200 Gold, +200 Experience

-----------------------------------------------------------------------------
 Side Quest:  The Invitations Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Jarl's Hammer
-----------------------------------------------------------------------------

 Location:  Jarl's Keep

 Requirements:  Have completed the Side Quest The Invitations

 Info:  Jotun the Fire Giant has stolen Jarl's Hammer.  You must take it back
    and return it to its rightful owner.

 Places Unlocked:  None

 Completion:

 Jarl is looking for his Hammer and he knows who took it.  Apparently, Jotun
 the Fire Giant, his rival, has stolen Jarl's Hammer and he wants it back.
 He has recruited you to get it for him.  This will begin the long process of
 stealing and retrieving and fighting Giants.  Make your way over to Jotun'
 Keep and knock on Jotun's Door.  Jotun won't just hand you the Hammer.
 Instead, he will fight you to keep the Hammer and use the Hammer against
 you.  You should know what Fire Giants do by now.  They have the
 Conflagration spell, which turns gems of a selected type to Red Gems.  This
 will power up their Rain of Fire direct damage spell.  However, because
 Jotun is using Jarl's Hammer against you, he will not be wielding a
 Flameblade.  Jarl's Hammer deals damage to you whenever Jotun gets Blue
 Mana, so he will be damaging you this way also.  When the Fire Giant is
 bested, you will have taken Jarl's Hammer.  Return to Jarl's Keep and return
 the hammer to its owner.

 Reward:  +200 Gold, +200 Experience

-----------------------------------------------------------------------------
 Side Quest:  Jarl's Hammer Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Jotun's Helm
-----------------------------------------------------------------------------

 Location:  Jotun's Keep

 Requirements:  Have completed the Side Quest Jarl's Hammer

 Info:  Jarl the Frost Giant has stolen Jotun's Helm.  You must find and
    return it.

 Places Unlocked:  None

 Completion:

 Apparently, Jotun took Jarl's Hammer because Jarl took Jotun's Helm.  Well,
 it's time to make a trip over to Jarl's Keep and to get back the helm.  Jarl
 is a Frost Giant, which means you will have to deal with the Freeze spell,
 which turns Red Gems into Blue Gems.  This goes well with their Frostbite
 spell, which deals damage to you based on the Blue Gems on the board.  He
 also has the Stomp! skill, which will stun you for a turn.  Finally, Jarl is
 equipped with Jotun's Helm and Boots, along with his own Hammer.  Other than
 the equipment, Jarl is just a normal Frost Giant.  When Jarl is defeated,
 make your way back to Jotun's Keep and return the Helm.

 Reward:  +200 Gold, +200 Experience

-----------------------------------------------------------------------------
 Side Quest:  Jotun's Helm Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Jarl's Cloak
-----------------------------------------------------------------------------

 Location:  Jarl's Keep

 Requirements:  Have completed the Side Quest Jotun's Helm

 Info:  Jotun the Fire Giant has stolen Jarl's Cloak.  You must take it back
    and return it to its rightful owner.

 Places Unlocked:  None

 Completion:

 This cycle will never end.  Jarl wants his Cloak back.  Jotun has the Cloak,
 so make your way over to Jotun's Keep and get back the Cloak.  Jotun is the
 same as before except that he has his Helm and Flameblade back.  Defeat
 Jotun...again...and then make your way back to Jarl's Keep and return the
 Cloak.

 Reward:  +200 Gold, +200 Experience

-----------------------------------------------------------------------------
 Side Quest:  Jarl's Cloak Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Jotun's Boots
-----------------------------------------------------------------------------

 Location:  Jotun's Keep

 Requirements:  Have completed the Side Quest Jarl's Cloak

 Info:  Jarl the Frost Giant has stolen Jotun's Boots.  You must find them
    and return them.

 Places Unlocked:  None

 Completion:

 One more time, make your way over to Jarl's Keep and battle him for Jotun's
 Boots.  Jarl is the same as before except he has his Cloak back and doesn't
 have Jotun's Helm.  Defeat Jarl and return Jotun's Boots back to Jotun to
 complete this quest.  This has got to stop.

 Reward:  +200 Gold, +200 Experience

-----------------------------------------------------------------------------
 Side Quest:  Jotun's Boots Complete!
-----------------------------------------------------------------------------


-----------------------------------------------------------------------------
 Side Quest:  Brotherly Love
-----------------------------------------------------------------------------

 Location:  Jarl's Keep

 Requirements:  Have completed the Side Quest Jotun's Boots

 Info:  You must try to put an end to Jarl and Jotun stealing each others'
    things.

 Places Unlocked:  Weret

 Completion:

 This has got to stop.  Otherwise, you'd never get on with the story.  First,
 talk to Jarl about getting the brothers to stop stealing things from each
 other.  Jarl will inform you that if Jotun signs an agreement on Griffonskin
 parchment, Jarl will agree to stop the feud.  He will tell you that you can
 find some Griffonskin parchment from a merchant in Kor.  Make your way over
 to Jotun's Keep and talk to him now.  Jotun says he will agree to a cease
 fire if Jarl signs the agreement in Medusa's Blood.  Apparently, you can
 find a Medusa outside of the village of Weret.  You tell both Jarl and Jotun
 that the agreement point will be at the Giant's Walk.  First, make your way
 over to Weret and find the Medusa.  Medusas can cast the Petrify spell,
 which stuns you.  Also, they can Poison you with their attacks and turn
 Green Gems into Skulls with their Stone Gaze skill.  When the Medusa is
 defeated, you will find the blood from the Medusa.  Now, it's time to get
 the Griffonskin parchment.  You can find the merchant in question in
 Gruuldok.  The path to Gruuldok is probably filled with lots of random
 creatures, so it might take a while to get to Gruuldok.  When you reach
 Gruuldok, Neehi is the merchant in question.  He will give you the parchment
 for 100 Gold.  When you have the Griffonskin, make your way back to the
 Giant's Walk and have the two giants sign the agreement.  When they have
 signed the agreement, they will get into another argument.  At the end of
 the argument, you will end up getting all the equipment that you were
 stealing and returning.

 Reward:  Jarl's Hammer and Cloak, Jotun's Helm and Boots

-----------------------------------------------------------------------------
 Side Quest:  Brotherly Love Complete!
-----------------------------------------------------------------------------


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   7. Taverns
  PQUTAVER           \_______________________________________________________


Taverns are where you can find important rumors and information regarding the 
various storylines in the game.  While they are not necessary for the game, 
they provide interesting tidbits that allow you to better enjoy the game.

I have listed the names of the rumors, the cost of the rumors, and in 
parentheses, the quest needed to be completed in order for it to be 
available.


---------------
Bartonia Tavern
---------------

Bartonia:  Free
Knightly Orders:  1 Gold
Queen Gwendholyn:  Free (Family Reunion)
Palace Guard:  Free (Practice Dummy)
House Albion:  Free (Practice Dummy)
Sirian Allfather:  Free (The Missive)
Undead Trouble:  Free (Rogue Skeleton)
Orc Slavers:  Free (The Prisoner)
Conflict with Bane:  Free (None Shall Pass)


-------------
Gallia Tavern
-------------

The Borderlands:  1 Gold (Darkhunter)
Riverguard:  25 Gold (Helping Hand)
Griffons:  10 Gold (The Prisoner)
Darkhunter's History:  65 Gold (The Prisoner)


-----------------
Drakenburg Tavern
-----------------

Drakenburg's Dragon:  5 Gold (Helping Hand)
Skellheim:  25 Gold (Skellheim)


--------------
Enmouth Tavern
--------------

The Trarg:  Free (Slavers)
Selentine Empire:  Free (Knightly Orders)
Emperor Selentius:  25 Gold (Knightly Orders)


----------------
The Trarg Tavern
----------------

Imperial Wedding:  Free (The Marriage)
Mounts:  50 Gold (The Marriage)


----------------
Silvermyr Tavern
----------------

Wood Elf Royalty:  25 Gold (None Shall Pass)
Wood Elves:  50 Gold (None Shall Pass)


---------------
Dhun-Kor Tavern
---------------

Dhun-Kor:  20 Gold (Dwarven Caravan)
Unrest in Kor:  25 Gold (Dwarven Caravan)
Khrona:  Free (Tribal Chaos)


---------------
Gruuldok Tavern
---------------

Gruuldok:  Free (Lord of Orcs)
The Great Orc:  25 Gold (Lord of Orcs)
Gruulkar:  10 Gold (Lord of Orcs)


-----------
Gluk Tavern
-----------

Ogre Mages:  Free (Ogre Magic)
Ogre Cooking:  Free (Granite)


------------------
Dragonrealm Tavern
------------------

Dragons:  Free (Dragontrap)
Kelthurax:  20 Gold (Dragontrap)
Missing Dragons:  55 Gold (More Hunting)


--------------------
Horned Temple Tavern
--------------------

Lord Sartek:  Free (The Mechataur)
Minotaurs:  Free (The Mechataur)
Firewalkers:  10 Gold (The Mechataur)
The Four Horsemen:  40 Gold (The Mechataur)
Lord Sartek:  20 Gold (The Mechataur)
Sartek's Treachery:  10 Gold (The Mechataur)
Minogoth:  25 Gold (Trial by Fire)
Lord Bane:  50 Gold (Gornak's Gap)
The Banewars:  25 Gold (Gornak's Gap)
Bane's Revenge:  25 Gold (Gornak's Gap)


------------
Hyaan Tavern
------------

Gnolls:  Free (Tooth of Sartek)
Trouble in Hyaan:  (Tooth of Sartek)


------------
Othar Tavern
------------

Othar:  1 Gold (Skull of Sartek)


-------------
Ylarie Tavern
-------------

Ylarie Ruins:  Free (Northern Tundra)
The Passes of Death:  65 Gold (Northern Tundra)


---------------
Ehlariel Tavern
---------------

Ragnar the Dragon:  Free (Royal Summons)
High Elven Royality:  20 Gold (Royal Summons)


----------------
Kal-Unger Tavern
----------------

Dark Dwarves:  25 Gold (Fifth Gear)
Dark Dwarf Trading:  Free (Dark Dealings)


--------------------------
Lord Bane's Citadel Tavern
--------------------------

Lord Bane's Citadel:  Free (The Final Battle)


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   8. Companions
  PQUCOMPA           \_______________________________________________________


Throughout the game, you will come across various people with various 
personalities.  Helping these people will gain their respect and cause them 
to want to join your party.  At the start of a battle, if the right 
conditions are met, your companions will increase your abilities or decrease 
your opponent's abilities or Life Points, giving you the edge in the battle.  
There are nine companions in all (ten if you count Sunspear's two modes), but 
you can only have eight in your party, which means at the end, you will have 
to make a choice of who you want in your party.


----------------
Syrus Darkhunter
----------------

Race:  Half-Elf
Gender:  Male
Age:  32

Bio:  A mysterious warrior from the Borderlands.  He has earned a fearsome
   reputation as a hunter of Undead creatures.  Silent and thoughtful, he
   does not discuss his past.

Effect:  Does 10 points of damage to any Undead creature at the start of a
   battle.

Retrieval Location:  Gallia


------------------
Princess Serephine
------------------

Race:  Human
Gender:  Female
Age:  16

Bio:  Rescued by you from an arranged marriage to the Barbarian Lord, Trarg,
   she is beautiful and charming, always manages to get her own way.

Effect:  Serephine adds +10 to your Battle when fighting Good opponents.

Retrieval Location:  Bartonia


-------
Khalkus
-------

Race:  Dwarf
Gender:  Male
Age:  235

Bio:  A Dwarven Engineer from the mines of Khaz-agar.  Fascinated by all
   things mechanical, he often talks at great length about his current
   projects and future plans.

Effect:  Khalkus adds +10 to your Battle when fighting against Citadels or
   Mechanical foes.

Retrieval Location:  Hammer Pass


-----
Drong
-----

Race:  Ogre
Gender:  Male
Age:  50

Bio:  A massively fat Ogre with a remarkably friendly nature who never seems
   to stop eating, he would devour everything in the Realms of Etheria given
   half a chance.

Effect:  Drong does 10 points of damage to any Animal at the start of a
   battle.

Retrieval Location:  Drong's Tower


-------
Flicker
-------

Race:  Dragon
Gender:  Male
Age:  20

Bio:  A young Gold Dragon, whose parents have gone missing with all the other
   Dragons.  Quick-witted and often rude, he has joined you to locate his
   family and friends.

Effect:  Flicker adds +10 to your Air Resistance when fighting Fliers.

Retrieval Location:  Dragonrealm


--------
Sunspear
--------

Race:  Minotaur
Gender:  Male
Age:  64

Bio:  Old and wise, this Firewalker was assigned to you by his leader, Tauron
   Flamebite.  Although not the warrior he once was, he remains wise in the
   Realms of War.

Effect:  Sunspear adds +10 to Red Mana when fighting Minotaurs.

Retrieval Location:  Horned Temple


-----------------
Sunspear's Spirit
-----------------

Race:  Minotaur Spirit
Gender:  Male
Age:  64

Bio:  Sunspear was an old and wise Minotaur Firewalker.  He achieved great
   honor being slain in battle against Ragnar and his spirit has now returned
   to aid you.

Effect:  Sunspear's Spirit adds +10 to Red Mana when fighting Undead or
   Minotaurs.

Retrieval Location:  Horned Temple


-----
Patch
-----

Race:  Gnoll
Gender:  Male
Age:  23

Bio:  A crazed and psychotic Gnoll Thief.  Despite being a little unstable,
   he is fiercely loyal to those he knows and trusts, perhaps even a little
   overprotective of them.

Effect:  Patch has a 20% chance to backstab an opponent for 25 points of
   damage.

Retrieval Location:  Hyaan


------
Winter
------

Race:  Wolf
Gender:  Male
Age:  9

Bio:  A rare breed of Wolf found only in the Northern Tundra, he is a pack
   leader and master of the hunt.  His icy breath can slow an enemy in its
   tracks.

Effect:  Winter halves the starting man of any opponent whose Fire Mastery is
   15 or higher.

Retrieval Location:  Tirianin


--------
Elistara
--------

Race:  High Elf
Gender:  Female
Age:  612

Bio:  Elistara is a High Elven Dragonknight.  Like all of her people she is
    serious and efficient - a loyal companion, but a dangerous enemy.

Effect:  Elistara adds +10 Water Resistance against Large opponents.

Retrieval Location:  Ylarie


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   9. Structures
  PQUSTRUC           \_______________________________________________________


Structures are buildings you can build inside of your citadel.  Your citadel 
is very important, as it allows you to gain skills, forge new items, and 
improve your skills.  You will want to focus on building all the structures 
inside of your citadel as soon as possible, as you will notice the benefits 
of having a completed citadel immediately.


Dungeon:
   Cost:  250 Gold
   Prerequisites:  None
   Effect:  A Dungeon allows you to capture enemies and ride captured mounts.
      To capture an enemy, you must have defeated them in battle three times
      beforehand.  The fourth time you fight the enemy, along with fighting
      the enemy and canceling the battle, you will be given the option to
      capture the enemy.  You will be given a puzzle that you will need to
      solve.  To solve the puzzle, you must clear the board of all gems.
      Zaraf has created Monster Capture Solutions on GameFAQs, which can help
      you capture the monsters.

Mage Tower:
   Cost:  400
   Prerequisites:  Dungeon
   Effect:  A Mage Tower allows you to learn spells from captured enemies.
      This will unlock the Research Spells option.  More on this option can
      be found in Chapter 10 of this guide.

Stable:
   Cost:  500
   Prerequisites:  Dungeon
   Effect:  A Stable allows you to train mounts and increase their
      effectiveness in combat.  This will unlock the Train Mounts option.
      More on this option can be found in Chapter 11 of this guide.

Forge:
   Cost:  600
   Prerequisites:  None
   Effect:  A Forge allows you to create new magic items.  This will unlock
      the Forge Items option.  More on this option can be found in Chapter 12
      of this guide.

Siege Workshop:
   Cost:  800
   Prerequisites:  Forge
   Effect:  A Siege Workshop allows you to attack and capture other cities on
      the map.  A captured city allows you to access your citadel from that
      city, along with gaining gold every month when you pass through the
      city.  More on this option can be found in Chapter 13 of this guide.

Temple:
   Cost:  1000
   Prerequisites:  None
   Effect:  A Temple allows you to improve your Hero's skills.  This will
      unlock the Improve Skills option.  To do so, you must donate money to
      the temple, which requires gold.  The higher your skill is, the more
      money it costs to raise it up one point.

Towers:
   Cost:  1250
   Prerequisites:  None
   Effect:  Towers reduce the chance of rebellion in your captured cities by
      50%.  If a city rebels, you will be unable to do anything in that city
      until you re-siege the city and capture it back.  With a Tower, your
      cities will hardly ever rebel.

Vault:
   Cost:  1500
   Prerequisites:  None
   Effect:  A Vault increases Gold income from captured cities by 50%

Statues:
   Cost:  2500
   Prerequisites:  None
   Effect:  Statues grant you a special award - King or Queen - which
      improves your Morale by +5.  This should be the last structure you
      should focus on getting, since it costs the most and really doesn't
      affect you that much.


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   10. Research Spells
  PQURESEA           \_______________________________________________________


When you have a Dungeon and a Mage Tower, you will gain the ability to 
research spells learned from captured enemies.  To capture an enemy, you must 
have defeated them three times.  On the fourth time, you will be given the 
option to capture them.  You must then solve a puzzle in which you need to 
eliminate every gem on the board.  If you do not, you will have to try again.  
To solve these puzzles, you can use Zaraf's Monster Capture guides on 
GameFAQs.  I personally have tried every one of these and think that the 
guides are really well done.  When you have captured an enemy, you will be 
able to use the Research Spell option inside of your citadel to gain the 
spell and add it to your list of spells.  When you are researching a spell, 
you will go to your familiar battle grid.  However, you will not be facing an 
opponent.  Instead, you will be simply trying to clear a certain amount of 
Gems and Scrolls.  There are special rules involving this game.  They are 
found on the top screen, but I have also listed them here.


4-of-a-kind:  Gives double points and generates a scroll.
5-0f-a-kind:  Gives triple points and generates two scrolls.
Heroic Effort:  On a cascade of five or higher, the board is cleared of
   Purple Stars, Gold Coins, and Skulls.
Special:  If you complete a category, it clears the board of matching gems.
Defeat:  You lose if there are no moves left.


The only way you lose is if there are no moves left.  However, the longer you 
take, the more inclined the game is to not help you.  Also, scrolls will not 
randomly appear.  They only appear if you get a four or five of a kind.  
Therefore, you want to focus on getting the scrolls first.  Also, another 
thing you want to focus on is getting the highest number of gems.

There are four levels of spells you can obtain.  There is Easy, Moderate, 
Hard, and Very Hard.  Obviously, Very Hard spells can take a long time to get 
and you will probably end up failing more times than not.  Also, they have 
the highest Gem and Scroll totals to get rid of.

I have separated the spells in this section by their difficulty.  I have also 
listed what monster you need to capture for that spell and the Gems and 
Scrolls you need to clear in order to obtain the spell.


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   10a. Easy Spells
  PQURSEAS           \_______________________________________________________


-----------
Chill Touch
-----------

Creature Needed:  Skeleton, Wight
Effect:  Reduces all your enemy's Mana Reserves by 3.  Adds +5 to your
   Green Mana.
Difficulty:  Easy
Requirements:
   Green Mana:  33
   Red Mana:  67
   Yellow Mana:  50
   Blue Mana:  16
   Scrolls:  3


-----
Steal
-----

Creature Needed:  Thief
Effect:  Reduces the enemy's Gold by 25 and gives it to you.  This effect is
   permanent.
Difficulty:  Easy
Requirements:
   Green Mana:  35
   Red Mana:  17
   Yellow Mana:  71
   Blue Mana:  53
   Scrolls:  3


-----
Taunt
-----

Creature Needed:  Imp
Effect:  Reduces a random Mana reserve from enemy by 8 plus an additional +1
   for every 10 Yellow Mana.
Difficulty:  Easy
Requirements:
   Green Mana:  21
   Red Mana:  63
   Yellow Mana:  85
   Blue Mana:  42
   Scrolls:  3


------
Thrust
------

Creature Needed:  Knight
Effect:  Destroys a selected gem.  You gain full effect for the gem
   destroyed.
Difficulty:  Easy
Requirements:
   Green Mana:  35
   Red Mana:  71
   Yellow Mana:  17
   Blue Mana:  53
   Scrolls:  3


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   10b. Moderate Spells
  PQURSMOD           \_______________________________________________________


-----------
Channel Air
-----------

Creature Needed:  Undead Dragon
Effect:  Adds +5 to Yellow Mana.  Your turn does not end.
Difficulty:  Moderate
Requirements:
   Green Mana:  71
   Red Mana:  53
   Yellow Mana:  17
   Blue Mana:  35
   Scrolls:  5


-------------
Channel Earth
-------------

Creature Needed:  Swamp Dragon
Effect:  Adds +5 to Green Mana.  Your turn does not end.
Difficulty:  Moderate
Requirements:
   Green Mana:  19
   Red Mana:  78
   Yellow Mana:  58
   Blue Mana:  39
   Scrolls:  6


------------
Channel Fire
------------

Creature Needed:  Flame Dragon
Effect:  Adds +5 to Red Mana.  Your turn does not end.
Difficulty:  Moderate
Requirements:
   Green Mana:  78
   Red Mana:  19
   Yellow Mana:  58
   Blue Mana:  39
   Scrolls:  6


-------------
Channel Water
-------------

Creature Needed:  Frost Dragon
Effect:  Adds +5 to Blue Mana.  Your turn does not end.
Difficulty:  Moderate
Requirements:
   Green Mana:  78
   Red Mana:  58
   Yellow Mana:  39
   Blue Mana:  19
   Scrolls:  6


------------
Divine Right
------------

Creature Needed:  Knight
Effect:  Destroys all Purple Stars.  You gain the full effects for all gems
   destroyed.
Difficulty:  Moderate
Requirements:
   Green Mana:  39
   Red Mana:  19
   Yellow Mana:  78
   Blue Mana:  58
   Scrolls:  4


------
Freeze
------

Creature Needed:  Frost Giant
Effect:  Turns Red Gems into Blue Gems.  Adds +1 to Blue Mana for every
   transformed gem.
Difficulty:  Moderate
Requirements:
   Green Mana:  60
   Red Mana:  40
   Yellow Mana:  20
   Blue Mana:  80
   Scrolls:  6


--------
Gemberry
--------

Creature Needed:  Elven Guard
Effect:  Adds +5 to Life Points, plus an additional +1 for every 4 Blue Mana.
Difficulty:  Moderate
Requirements:
   Green Mana:  38
   Red Mana:  19
   Yellow Mana:  57
   Blue Mana:  76
   Scrolls:  4


-----------
Sense Blood
-----------

Creature Needed:  Gnoll
Effect:  Destroys all Red and Blue Gems.  Adds +2 Experience for each Gem
   destroyed.
Difficulty:  Moderate
Requirements:
   Green Mana:  67
   Red Mana:  100
   Yellow Mana:  33
   Blue Mana:  134
   Scrolls:  7


------------
Sneak Attack
------------

Creature Needed:  Thief
Effect:  Does 3 points of damage to enemy.  Your turn does not end.
Difficulty:  Moderate
Requirements:
   Green Mana:  72
   Red Mana:  54
   Yellow Mana:  36
   Blue Mana:  18
   Scrolls:  4


--------------
Spectral Force
--------------

Creature Needed:  Wight
Effect:  Your enemy loses 3 turns.  Does 10 points of damage to enemy if Blue
   Mana is 35+.
Difficulty:  Moderate
Requirements:
   Green Mana:  153
   Red Mana:  102
   Yellow Mana:  51
   Blue Mana:  205
   Scrolls:  5


-----
Swoop
-----

Creature Needed:  Giant Bat
Effect:  Reduces your enemy's Yellow Mana by half.  Your turn does not end if
   Yellow Mana is 14+.
Difficulty:  Moderate
Requirements:
   Green Mana:  43
   Red Mana:  64
   Yellow Mana:  86
   Blue Mana:  21
   Scrolls:  4


------
Thump!
------

Creature Needed:  Hill Giant, Ogre, Ogre Mage
Effect:  Does 10 points of damage to the enemy.  Unaffected by Battle.
Difficulty:  Moderate
Requirements:
   Green Mana:  93
   Red Mana:  125
   Yellow Mana:  62
   Blue Mana:  31
   Scrolls:  5


-------
Trample
-------

Creature Needed:  Centaur
Effect:  Does damage equal to half your Green Mana to enemy.  Does 1 point of
   damage minimum.
Difficulty:  Moderate
Requirements:
   Green Mana:  84
   Red Mana:  63
   Yellow Mana:  42
   Blue Mana:  21
   Scrolls:  4


---------
Vampirism
---------

Creature Needed:  Vampire Bat
Effect:  Does 5 points of damage to enemy and gives it to you, plus an
   additional +1 for every 10 Red Mana.
Difficulty:  Moderate
Requirements:
   Green Mana:  44
   Red Mana:  88
   Yellow Mana:  66
   Blue Mana:  22
   Scrolls:  4


-------------
Wake the Dead
-------------

Creature Needed:  Liche, Skeleton
Effect:  Turns 1 Skull into 1 +5 Skull for every 5 Green Mana.  After gems
   are transformed, the turn ends.
Difficulty:  Moderate
Requirements:
   Green Mana:  94
   Red Mana:  47
   Yellow Mana:  23
   Blue Mana:  70
   Scrolls:  3


----------
Wild Magic
----------

Creature Needed:  Ogre Mage
Effect:  Turns 4 random gems into Wildcards.  If all your Mana Reserves are
   12+, your turn does not end.
Difficulty:  Moderate
Requirements:
   Green Mana:  128
   Red Mana:  96
   Yellow Mana:  64
   Blue Mana:  32
   Scrolls:  7


---
Zap
---

Creature Needed:  Imp
Effect:  Does 5 points of damage to enemy, plus an additional +1 for every 8
   Red Mana.
Difficulty:  Moderate
Requirements:
   Green Mana:  41
   Red Mana:  83
   Yellow Mana:  62
   Blue Mana:  20
   Scrolls:  3


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   10c. Hard Spells
  PQURSHAR           \_______________________________________________________


-------
Archery
-------

Creature Needed:  Centaur
Effect:  Does damage equal to your enemy's Yellow Mana.  Your turn does not
   end if Yellow Mana is 15+.
Difficulty:  Hard
Requirements:
   Green Mana:  73
   Red Mana:  109
   Yellow Mana:  146
   Blue Mana:  36
   Scrolls:  13


-------
Besiege
-------

Creature Needed:  Catapult
Effect:  Destroys a random 3x3 grid of gems.  You gain the full effects for
   all gems destroyed.
Difficulty:  Hard
Requirements:
   Green Mana:  102
   Red Mana:  51
   Yellow Mana:  76
   Blue Mana:  25
   Scrolls:  9


-----------
Bone Strike
-----------

Creature Needed:  Skeletaur
Effect:  Reduces your enemy's Green Mana to 0.  You turn does not end if
   their Green Mana is 10+
Difficulty:  Hard
Requirements:
   Green Mana:  127
   Red Mana:  63
   Yellow Mana:  31
   Blue Mana:  95
   Scrolls:  9


------
Burial
------

Creature Needed:  Doomknight
Effect:  Turns all Skulls and Gold Coins into Green Gems.  After gems are
   transformed, the turn ends.
Difficulty:  Hard
Requirements:
   Green Mana:  71
   Red Mana:  143
   Yellow Mana:  35
   Blue Mana:  107
   Scrolls:  10


----
Burn
----

Creature Needed:  Imp
Effect:  Turns all Green Gems into Red Gems.  After gems are transformed, the
   turn ends.
Difficulty:  Hard
Requirements:
   Green Mana:  81
   Red Mana:  108
   Yellow Mana:  54
   Blue Mana:  27
   Scrolls:  10


-------
Charge!
-------

Creature Needed:  Minotaur
Effect:  Destroys a selected row of gems and does 5 points of damage.  You
   gain the effects of every gem destroyed.
Difficulty:  Hard
Requirements:
   Green Mana:  133
   Red Mana:  99
   Yellow Mana:  66
   Blue Mana:  33
   Scrolls:  10


----------
Chaos Bolt
----------

Creature Needed:  Arboleth
Effect:  Does damage equal to the Mana of a random Mana Reserve.  The
   respective Mana Reserve is reduced to zero.
Difficulty:  Hard
Requirements:
   Green Mana:  161
   Red Mana:  120
   Yellow Mana:  80
   Blue Mana:  40
   Scrolls:  11


------------
Consume Mana
------------

Creature Needed:  Arboleth
Effect:  Destroys all Mana Gems of a random color.  You gain the full effects
   for all gems destroyed.
Difficulty:  Hard
Requirements:
   Green Mana:  122
   Red Mana:  91
   Yellow Mana:  51
   Blue Mana:  30
   Scrolls:  8


---------
Fire Bomb
---------

Creature Needed:  Dark Dwarf
Effect:  Attaches a Firebomb to your opponent for 12 turns.  IF Red Mana is
   12 or higher, the Firebomb explodes, doing 5 damage.
Difficulty:  Hard
Requirements:
   Green Mana:  81
   Red Mana:  162
   Yellow Mana:  121
   Blue Mana:  40
   Scrolls:  13


---------
Frostbite
---------

Creature Needed:  Frost Giant
Effect:  Does 1 point of damage for every Blue Gem in play.  Destroys all
   Blue Gems.
Difficulty:  Hard
Requirements:
   Green Mana:  79
   Red Mana:  39
   Yellow Mana:  118
   Blue Mana:  158
   Scrolls:  13


----
Hide
----

Creature Needed:  Goblin
Effect:  Adds +100% to damage.  Lasts until you receive damage.
Difficulty:  Hard
Requirements:
   Green Mana:  118
   Red Mana:  29
   Yellow Mana:  59
   Blue Mana:  88
   Scrolls:  10


-----------
Hurl Goblin
-----------

Creature Needed:  Gobshooter
Effect:  Destroys a random gem.  You gain the gem's full effect plus 20x the
   gem's effect.
Difficulty:  Hard
Requirements:
   Green Mana:  85
   Red Mana:  171
   Yellow Mana:  128
   Blue Mana:  42
   Scrolls:  13


------------
Rain of Fire
------------

Creature Needed:  Fire Giant
Effect:  Does 1 point of damage to enemy for every Red Gem in play.  Destroys
   all Red Gems.
Difficulty:  Hard
Requirements:
   Green Mana:  126
   Red Mana:  168
   Yellow Mana:  84
   Blue Mana:  42
   Scrolls:  12


------
Stomp!
------

Creature Needed:  Hill Giant
Effect:  Destroys all Green Gems, and your enemy loses 1 turn.  You gain full
   effects for all gems destroyed.
Difficulty:  Hard
Requirements:
   Green Mana:  81
   Red Mana:  162
   Yellow Mana:  40
   Blue Mana:  121
   Scrolls:  14


----------
Stone Gaze
----------

Creature Needed:  Medusa
Effect:  Turns Green Gems into Skulls.  Your turn does not end if Green Mana
   is 15+.
Difficulty:  Hard
Requirements:
   Green Mana:  129
   Red Mana:  86
   Yellow Mana:  43
   Blue Mana:  173
   Scrolls:  13


--------
Submerge
--------

Creature Needed:  Sea Serpent
Effect:  Doubles your Blue Mana.  Reduces your enemy's Yellow Mana by half.
Difficulty:  Hard
Requirements:
   Green Mana:  56
   Red Mana:  28
   Yellow Mana:  84
   Blue Mana:  112
   Scrolls:  9


-------------
Sword of Bane
-------------

Creature Needed:  Doomknight
Effect:  Does damage equal to your Green Mana.  Reduces your Green Mana to
   zero.
Difficulty:  Hard
Requirements:
   Green Mana:  187
   Red Mana:  140
   Yellow Mana:  93
   Blue Mana:  46
   Scrolls:  13


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   10d. Very Hard Spells
  PQURSVER           \_______________________________________________________


--------------
Call the Horde
--------------

Creature Needed:  Orc Lord
Effect:  Destroys all Green and Red Gems.  Adds +1 to Red Mana, Green Mana,
   and Life Points for every gem destroyed.
Difficulty:  Very Hard
Requirements:
   Green Mana:  133
   Red Mana:  66
   Yellow Mana:  266
   Blue Mana:  199
   Scrolls:  15


-----
Charm
-----

Creature Needed:  Harpy
Effect:  All Skulls in play are destroyed.  Adds +1 to Life Points for every
   Skull destroyed.
Difficulty:  Very Hard
Requirements:
   Green Mana:  95
   Red Mana:  47
   Yellow Mana:  191
   Blue Mana:  143
   Scrolls:  19


-------------
Conflagration
-------------

Creature Needed:  Fire Giant
Effect:  Turns all gems of the selected type into Red Gems.  Any type can be
   selected, including Skulls or Gold.
Difficulty:  Very Hard
Requirements:
   Green Mana:  242
   Red Mana:  181
   Yellow Mana:  121
   Blue Mana:  60
   Scrolls:  23


----------
Death Gaze
----------

Creature Needed:  Liche
Effect:  Does damage equal to half of enemy's current Life Points.  Randomly
   creates a Skull for every 5 damage done.
Difficulty:  Very Hard
Requirements:
   Green Mana:  370
   Red Mana:  277
   Yellow Mana:  185
   Blue Mana:  92
   Scrolls:  26


----------
Eat Skulls
----------

Creature Needed:  Zombie
Effect:  Destroys all Skulls, doing no damage for destroyed Skulls.  Adds +1
   to Battle for every Skull destroyed.
Difficulty:  Very Hard
Requirements:
   Green Mana:  187
   Red Mana:  93
   Yellow Mana:  46
   Blue Mana:  140
   Scrolls:  18


--------
Entangle
--------

Creature Needed:  Elven Guard
Effect:  Enemy loses 1 turn, plus an additional turn for every 20 of your
   Green Mana.
Difficulty:  Very Hard
Requirements:
   Green Mana:  229
   Red Mana:  114
   Yellow Mana:  171
   Blue Mana:  57
   Scrolls:  20


-----------
Fire Siphon
-----------

Creature Needed:  Fire Elemental
Effect:  Reduces your enemy's Red Mana to zero.  Adds +1 to Life Points for
   every Red Mana reduced.
Difficulty:  Very Hard
Requirements:
   Green Mana:  227
   Red Mana:  303
   Yellow Mana:  151
   Blue Mana:  75
   Scrolls:  17


------------
Flame Cannon
------------

Creature Needed:  Dark Dwarf
Effect:  Explodes 4 random gems on the grid, destroying other gems around
   them.  You gain the effects of every gem destroyed.
Difficulty:  Very Hard
Requirements:
   Green Mana:  229
   Red Mana:  171
   Yellow Mana:  114
   Blue Mana:  57
   Scrolls:  14


--------
Headbutt
--------

Creature Needed:  Orc Lord
Effect:  Destroys all Red Gems, and your enemy loses 1 turn, plus an
   additional turn for every 8 Red Gems destroyed.
Difficulty:  Very Hard
Requirements:
   Green Mana:  140
   Red Mana:  187
   Yellow Mana:  93
   Blue Mana:  46
   Scrolls:  15


-----------
Iron Strike
-----------

Creature Needed:  Iron Golem
Effect:  Destroys all Green Gems, and destroys all gems around Green Gems.
   You gain the full effects for all gems destroyed.
Difficulty:  Very Hard
Requirements:
   Green Mana:  430
   Red Mana:  322
   Yellow Mana:  215
   Blue Mana:  107
   Scrolls:  33


-------
Petrify
-------

Creature Needed:  Medusa
Effect:  Enemy loses 2 turns, plus an additional turn for every 20 of your
   Green Mana.
Difficulty:  Very Hard
Requirements:
   Green Mana:  317
   Red Mana:  237
   Yellow Mana:  158
   Blue Mana:  79
   Scrolls:  24


------------
Regeneration
------------

Creature Needed:  Troll
Effect:  Adds +4 to Life Points.  Your turn does not end.
Difficulty:  Very Hard
Requirements:
   Green Mana:  122
   Red Mana:  81
   Yellow Mana:  40
   Blue Mana:  163
   Scrolls:  16


--------------
Reinforcements
--------------

Creature Needed:  Imperial Guard
Effect:  All Gold Coins in play are destroyed.  Adds +1 to Life Points for
   every Gold Coin destroyed.
Difficulty:  Very Hard
Requirements:
   Green Mana:  100
   Red Mana:  50
   Yellow Mana:  201
   Blue Mana:  150
   Scrolls:  19


-----------
Spit Poison
-----------

Creature Needed:  Sea Serpent
Effect:  Causes Blind and Poison.  Lasts for 3 turns, plus one turn for every
   12 Blue Mana.
Difficulty:  Very Hard
Requirements:
   Green Mana:  216
   Red Mana:  144
   Yellow Mana:  72
   Blue Mana:  288
   Scrolls:  28


---------
Soul Swap
---------

Creature Needed:  Arkliche
Effect:  Swaps Mana reserves with your enemy.  Does not end your turn.
Difficulty:  Very Hard
Requirements:
   Green Mana:  121
   Red Mana:  60
   Yellow Mana:  182
   Blue Mana:  243
   Scrolls:  17


-----
Swarm
-----

Creature Needed:  Giant Wasp
Effect:  Destroys all Yellow Gems.  Adds +1 to Morale and Life Points for
   every gem destroyed.
Difficulty:  Very Hard
Requirements:
   Green Mana:  102
   Red Mana:  51
   Yellow Mana:  205
   Blue Mana:  153
   Scrolls:  15


------------
Wall of Fire
------------

Creature Needed:  Fire Elemental
Effect:  Damage is applied to Red Mana instead of Life Points.  Lasts until
   Red Mana is zero and reduces your Red Mana 2 per turn.
Difficulty:  Very Hard
Requirements:
   Green Mana:  208
   Red Mana:  156
   Yellow Mana:  104
   Blue Mana:  52
   Scrolls:  20


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   11. Mounts
  PQUMOUNT           \_______________________________________________________


You can obtain mounts when you build both a Dungeon and a Stable, you will be 
able to ride mounts, once you capture some.  Capturing a mount is the same as 
capturing an enemy.  After you have fought an enemy three times, the fourth 
time you encounter the enemy, you will have another option other than 
fighting the enemy and canceling the battle.  You will be given a chance to 
capture the enemy.  Just like with capturing other enemies, you must solve a 
puzzle in order to capture a mount.

Also, you can train your mounts to increase their effects and give you a 
better chance of avoiding random enemy encounters.  When you click on the 
Train Mount option, you will be given the list of your current mounts.  When 
you train a mount, you must battle a mount of a certain level.  However, the 
battle is not a normal battle.  It is a timed battle, meaning that you have a 
certain amount of time to make your move or you will take 5 points of damage 
as if you have performed an illegal move.  The time will slowly decrease 
every time you train a mount until you reach three seconds per move, which 
means you will not have very much time in order to make your move.

There are seven mounts you can capture.  Each one has a different speed, 
spell that they give you, and effect that you benefit from.  Finally, you do 
not need to Research Spells from the mounts.  You simply get them when you 
are riding the mount.  It is the last spell on your list of spells when you 
enter battle.


-------------
Dragon Spider
-------------

Speed:  Slow
Spell:  Breathe Fire
Effect:  Increase Fire Mastery by +2 (+1 more per 2 levels)


---------
Giant Rat
---------

Speed:  Slow
Spell:  Rabid Bite
Effect:  Increase Cunning by +1 (+1 more per 4 levels)


-------
Griffon
-------

Speed:  Fast Flying
Spell:  Death Dive
Effect:  Increase Air Mastery by +2 (+1 more per 2 levels)


--------
Sandworm
--------

Speed:  Slow Mount
Spell:  Swallow Whole
Effect:  Increase Earth Mastery by +2 (+1 more per 2 levels)


--------
Scorpion
--------

Speed:  Slow
Spell:  Hide
Effect:  Increase Earth Mastery by +1 (+1 more per 3 levels)


----
Wolf
----

Speed:  Fast
Spell:  Howl
Effect:  Increase Water Mastery by +1 (+1 more per 3 levels)


------
Wyvern
------

Speed:  Average Flying
Spell:  Rend
Effect:  Increase Battle by +2 (+1 more per 2 levels)


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   12. Forge Items
  PQUFORGE           \_______________________________________________________


When you build a Forge, you will have the ability to Forge Items.  In order 
to forge an item, you will need three runes.  The first rune is the Base 
Rune.  These runes determine what item you will have.  Also, these runes have 
special skills that they provide to your item, normally involving your 
statistical skills, damage, or Mana Reserves.  Second, you need a Modifier 
Rune.  Modifier Runes increase the effectiveness of both the Base Rune and 
the third type of rune, the Power Rune.  Power Runes add special abilities to 
your forged items, normally dealing with various other things such as your 
starting Mana and your Spell Resistances.

Just like Researching Spells, you will be taken to a special Battle Grid 
where it will be just you playing.  However, the goal and the rules for 
Forging Items is different.  The goal is to match a certain amount of Hammers 
& Anvils, which is indicated off to the left hand side of the bottom screen.  
The rules for this game can be found on the top screen and also listed below.


4-of-a-kind:  Destroys a row or column.
5-0f-a-kind:  Destroys all gems of matching type and a row or column.
Heroic Effort:  On a cascade of five or higher, creates a random Hammer &
   Anvil on the board.
Special:  After Hammers & Anvils are destroyed, the board resets.
Defeat:  You lose if there are no moves left.


This seems easier than the Spell Research, and it normally is.  The best way 
to get rid of a Hammer & Anvil is to either use a +5 Skull to get rid of one 
or to clear a row or a column that has one in it using a four or five of a 
kind.  Also, if you manage to match three Hammers & Anvils together, you will 
get credit for all three of them.  Just like the Spell Research, you lose the 
game if there are no more moves left on the board.  Typically speaking, the 
longer you play, the more likely the game will no longer give you any moves 
to make.  Finally, when you match a Hammer & Anvil, the entire Battle Grid 
clears and resets, which can sometimes randomly set up a four or five in a 
row for you and randomly clear out a Hammer & Anvil without you even trying.

You start off with three Runes in your inventory.  However, once you have 
built a Forge, you can obtain more.  Scattered across the map, normally at 
points that are not cities or special dungeons, are Runekeepers.  You will 
know if a Runekeeper is at a place if you tap on the place and see the option 
to Search for Runes in that area.  In order to obtain the Rune from that 
area, you must fight a Runekeeper.  Runekeepers are special versions of 
monsters you will fight throughout the game.  These Runekeepers have two 
items on them, called the Runekeepers Tome and the Runekeepers Key.  These 
two items combined will increase their Mana Reserves and in turn, increase 
the damage they can deal to you.  I have listed in this guide all of the 
Runes, what they do, where to find them, and who you have to defeat in order 
to obtain the Rune.


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   12a. Base Runes
  PQUFOBAS           \_______________________________________________________


Rune of Daggers:
   Location:  Build Forge
   Effect:  Adds +1 to damage whenever you do 3 or more damage.

Rune of Swords:
   Location:  Skullguard Keep
   Runekeeper:  Level 15 Wight
   Effect:  Adds +2 to damage whenever you do 3 or more damage.

Rune of Crowns:
   Location:  Siria
   Runekeeper:  Level 12 Knight
   Effect:  Adds +3 to your Morale skill.

Rune of War:
   Location:  Gork
   Runekeeper:  Level 13 Ogre
   Effect:  Adds +3 to your Battle skill.

Rune of Thought:
   Location:  Barthel
   Runekeeper:  Level 14 Imp
   Effect:  Adds +3 to your Cunning skill.

Rune of Flight:
   Location:  Elenia
   Runekeeper:  Level 15 Harpy
   Effect:  Adds +3 to your Air Mastery.

Rune of Roads:
   Location:  Ruins of Artum
   Runekeeper:  Level 16 Orc
   Effect:  Adds +3 to your Earth Mastery.

Rune of Lava:
   Location:  Northern Kor
   Runekeeper:  Level 20 Fire Elemental
   Effect:  Adds +3 to your Fire Mastery.

Rune of Serpents:
   Location:  Tirianin
   Runekeeper:  Level 18 Medusa
   Effect:  Adds +3 to your Water Mastery.

Rune of Axes:
   Location:  Blackhoof
   Runekeeper:  Level 25 Minotaur King
   Effect:  Adds +3 to damage whenever you do 6 or more damage.

Rune of Staves:
   Location:  The Pike
   Runekeeper:  Level 22 Ogre Mage
   Effect:  Adds +1 to your Earth, Fire, Water, and Air Mastery skills.

Rune of Orbs:
   Location:  White Skull
   Runekeeper:  Level 24 Liche
   Effect:  Adds +1 to all of your Mana Reserves whenever your enemy casts a
      spell.

Rune of Music:
   Location:  Hornburg
   Runekeeper:  Level 26 Wyvern
   Effect:  Adds +1 to all of your Mana Reserves whenever you match 4 or 5
      gems.

Rune of Jewels:
   Location:  Blood Moon
   Runekeeper:  Level 28 Gnoll
   Effect:  Adds +2 damage for each of your Mana Reserves that are full when
      doing 3 or more damage.

Rune of Shields:
   Location:  Ar
   Runekeeper:  Level 30 Scorpion
   Effect:  Does up to +1 damage to your enemy whenever you receive 6 or more
      damage.


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   12b. Modifier Runes
  PQUFOMOD           \_______________________________________________________


Rune of Crafting:
   Location:  Build Forge
   Effect:  Basic Modifier Rune.  No additions to the item.

Rune of Mastery:
   Location:  Maethelburg
   Runekeeper:  Level 15 Wolf
   Effect:  Adds +2 to Base Rune ability.

Rune of Goblins:
   Location:  Bone Head
   Runekeeper:  Level 17 Goblin
   Effect:  Adds +1 to Base Rune ability and +25% to Power Rune ability.

Rune of Dwarves:
   Location:  Hammer Pass
   Runekeeper:  Level 19 Sandworm
   Effect:  Adds +2 to Base Rune ability and +50% to Power Rune ability.

Rune of Mages:
   Location:  Eldros' Tower
   Runekeeper:  Level 21 Iron Golem
   Effect:  Adds +100% to Power Rune abilities.

Rune of Chaos:
   Location:  Sartek's Maze
   Runekeeper:  Level 23 Minotaur
   Effect:  Adds -1 to Base Rune ability and adds +200% to Power Rune
      ability.

Rune of Elves:
   Location:  Alfland
   Runekeeper:  Level 25 Centaur
   Effect:  Adds +1 to Base Rune ability and +75% to Power Rune ability.

Rune of Giants:
   Location:  Giants' Walk
   Runekeeper:  Level 30 Fire Giant
   Effect:  Adds +3 to Base Rune ability and -50% to Power Rune ability.

Rune of Dragons:
   Location:  Dragon Valley
   Runekeeper:  Level 35 Dragon Spider
   Effect:  Adds +5 to Base Rune ability.

Rune of Gods:
   Location:  Valley of Kings
   Runekeeper:  Level 40 Arkliche
   Effect:  Adds +4 to Base Rune ability and +100% to Power Rune ability.


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   12c. Power Runes
  PQUFOPOW           \_______________________________________________________


Rune of Fire:
   Location:  Build Forge
   Effect:  Gives +8 to Red Mana at the beginning of each combat.

Rune of Earth:
   Location:  Skellheim
   Runekeeper:  Level 14 Zombie
   Effect:  Gives +8 to Green Mana at the beginning of each combat.

Rune of Air:
   Location:  Agarian Pass
   Runekeeper:  Level 15 Griffon
   Effect:  Gives +8 to Yellow Mana at the beginning of each combat.

Rune of Water:
   Location:  Bonebridge
   Runekeeper:  Level 16 Sea Serpent
   Effect:  Gives +8 to Blue Mana at the beginning of each combat.

Rune of Trolls:
   Location:  Theira
   Runekeeper:  Level 17 Troll
   Effect:  Gives +8 to maximum Life Points at the beginning of each combat.

Rune of Shells:
   Location:  Ragnar's Coast
   Runekeeper:  Level 20 Skelotaur
   Effect:  Adds +8 to Water Resistance.

Rune of Caverns:
   Location:  Gornak's Gap
   Runekeeper:  Level 21 Orc Lord
   Effect:  Adds +8 to Earth Resistance.

Rune of Glass:
   Location:  Iceguard Keep
   Runekeeper:  Level 36 Dark Dwarf
   Effect:  Adds +8 to Air Resistance.

Rune of Ice:
   Location:  Sea of Ice
   Runekeeper:  Level 23 Frost Giant
   Effect:  Adds +8 to Fire Resistance.

Rune of Poison:
   Location:  Snake Fang
   Runekeeper:  Level 25 Giant Wasp
   Effect:  Gives a 20% chance to cause Poison whenever you do damage.

Rune of Plague:
   Location:  Weret
   Runekeeper:  Level 26 Wolfrider
   Effect:  Gives a 20% chance to cause Disease whenever you do damage.

Rune of Greed:
   Location:  Gildor
   Runekeeper:  Level 27 Thief
   Effect:  Gives +20 to Gold whenever you win a combat.

Rune of Life:
   Location:  Lake of Blood
   Runekeeper:  Level 31 Arboleth
   Effect:  Adds +20 to Experience whenever you win a combat.


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   13. Sieges
  PQUSIEGE           \_______________________________________________________


When you build a Forge and a Siege Workshop, you will be given an option of 
besieging a city whenever you come across them.  Laying siege a city is no 
small task and will be difficult to accomplish until you are decently skilled 
in battle.  When you have captured a city, you will obtain gold when you pass 
through that city (provided that you haven't obtained gold from that city 
from that month) and you will have access to your citadel in that city.

Cities you capture can rebel, meaning you will not be able to do anything in 
that city at all, such as quest or visit the tavern.  However, you can re-
siege the city to take it back over and calm the city down.  Building a Tower 
will decrease the chances of a city rebelling.

I have listed below each city, in alphabetical order, and listed their 
equipment that they will have when you siege that city.

Dragonrealm:
   Mage Tower:  Adds damage equal to half your highest Mana Reserve whenever
      you do 2 or more damage
   Massive Wall:  Adds +200 to your total Life Points
   Adamantine Gate:  Gives a 75% chance to protect against 4 point of damage
      whenever you receive 5 or more damage
   Fire Moat:  Doubles all Red Mana found and adds +1 to all damage

Drakenburg:
   Small Tower:  Adds +2 to damage whenever you do 2 or more damage
   Stone Wall:  Adds +50 to your total Life Points
   Wooden Gate:  Gives a 75% chance to protect against 1 point of damage
      whenever you receive 2 or more damage
   Moat:  Doubles all Blue Mana found and adds +10 to Fire Resistance

Ehlariel:
   Mage Tower:  Adds damage equal to half your highest Mana Reserve whenever
      you do 2 or more damage
   Massive Wall:  Adds +200 to your total Life Points
   Adamantine Gate:  Gives a 75% chance to protect against 4 point of damage
      whenever you receive 5 or more damage
   Mana Node:  Adds +5 to all skills whenever an enemy casts a spell

Enmouth:
   Small Tower:  Adds +2 to damage whenever you do 2 or more damage
   Buttress Wall:  Adds +100 to your total Life Points
   Wooden Gate:  Gives a 75% chance to protect against 1 point of damage
      whenever you receive 2 or more damage
   Boiling Oil:  Adds +4 to damage whenever there are 8 or more Red Gems in
      play

Gallia:
   High Tower:  Adds +3 to damage whenever you do 3 or more damage
   Buttress Wall:  Adds +100 to your total Life Points
   Iron Gate:  Gives a 75% chance to protect against 3 point of damage
      whenever you receive 4 or more damage
   Boiling Oil:  Adds +4 to damage whenever there are 8 or more Red Gems in
      play

Gluk:
   Primitive Tower:  Adds +1 to damage for every 3 of your Green Mana
      whenever you do 3 or more damage
   Stone Wall:  Adds +50 to your total Life Points
   Stone Gate:  Gives a 75% chance to protect against 2 point of damage
      whenever you receive 3 or more damage
   Boiling Oil:  Adds +4 to damage whenever there are 8 or more Red Gems in
      play

Gruuldok:
   Primitive Tower:  Adds +1 to damage for every 3 of your Green Mana
      whenever you do 3 or more damage
   Stone Wall:  Adds +50 to your total Life Points
   Stone Gate:  Gives a 75% chance to protect against 2 point of damage
      whenever you receive 3 or more damage
   Fire Moat:  Doubles all Red Mana found and adds +1 to all damage

Horned Temple:
   Mage Tower:  Adds damage equal to half your highest Mana Reserve whenever
      you do 2 or more damage
   Rampart Wall:  Adds +20 to your total Life Points
   Wooden Gate:  Gives a 75% chance to protect against 1 point of damage
      whenever you receive 2 or more damage
   Fire Moat:  Doubles all Red Mana found and adds +1 to all damage

Hyaan:
   Small Tower:  Adds +2 to damage whenever you do 2 or more damage
   Buttress Wall:  Adds +100 to your total Life Points
   Stone Gate:  Gives a 75% chance to protect against 2 point of damage
      whenever you receive 3 or more damage
   Gnoll Pack:  All points of Experience and Gold gained are added to a
      random skill

Jarl's Keep:
   High Tower:  Adds +3 to damage whenever you do 3 or more damage
   Massive Wall:  Adds +200 to your total Life Points
   Stone Gate:  Gives a 75% chance to protect against 2 point of damage
      whenever you receive 3 or more damage
   Moat:  Doubles all Blue Mana found and adds +10 to Fire Resistance

Jotun's Keep:
   High Tower:  Adds +3 to damage whenever you do 3 or more damage
   Massive Wall:  Adds +200 to your total Life Points
   Stone Gate:  Gives a 75% chance to protect against 2 point of damage
      whenever you receive 3 or more damage
   Fire Moat:  Doubles all Red Mana found and adds +1 to all damage

Kal-Unger:
   High Tower:  Adds +3 to damage whenever you do 3 or more damage
   Massive Wall:  Adds +200 to your total Life Points
   Adamantine Gate:  Gives a 75% chance to protect against 4 point of damage
      whenever you receive 5 or more damage
   Fire Moat:  Doubles all Red Mana found and adds +1 to all damage

Lord Bane's Citadel:
   High Tower:  Adds +3 to damage whenever you do 3 or more damage
   Massive Wall:  Adds +200 to your total Life Points
   Adamantine Gate:  Gives a 75% chance to protect against 4 point of damage
      whenever you receive 5 or more damage
   Mana Node:  Adds +5 to all skills whenever an enemy casts a spell

Othar:
   Primitive Tower:  Adds +1 to damage for every 3 of your Green Mana
      whenever you do 3 or more damage
   Massive Wall:  Adds +200 to your total Life Points
   Adamantine Gate:  Gives a 75% chance to protect against 4 point of damage
      whenever you receive 5 or more damage
   Fire Moat:  Doubles all Red Mana found and adds +1 to all damage

Silvermyr:
   Mage Tower:  Adds damage equal to half your highest Mana Reserve whenever
      you do 2 or more damage
   Stone Wall:  Adds +50 to your total Life Points
   Wooden Gate:  Gives a 75% chance to protect against 1 point of damage
      whenever you receive 2 or more damage
   Mana Node:  Adds +5 to all skills whenever an enemy casts a spell

The Trarg:
   Small Tower:  Adds +2 to damage whenever you do 2 or more damage
   Buttress Wall:  Adds +100 to your total Life Points
   Wooden Gate:  Gives a 75% chance to protect against 1 point of damage
      whenever you receive 2 or more damage
   Boiling Oil:  Adds +4 to damage whenever there are 8 or more Red Gems in
      play

Tusk:
   Primitive Tower:  Adds +1 to damage for every 3 of your Green Mana
      whenever you do 3 or more damage
   Buttress Wall:  Adds +100 to your total Life Points
   Stone Gate:  Gives a 75% chance to protect against 2 point of damage
      whenever you receive 3 or more damage
   Boiling Oil:  Adds +4 to damage whenever there are 8 or more Red Gems in
      play

Ylarie:
   Mage Tower:  Adds damage equal to half your highest Mana Reserve whenever
      you do 2 or more damage
   Stone Wall:  Adds +50 to your total Life Points
   Wooden Gate:  Gives a 75% chance to protect against 1 point of damage
      whenever you receive 2 or more damage
   Mana Node:  Adds +5 to all skills whenever an enemy casts a spell


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   14. Awards
  PQUAWARD           \_______________________________________________________


When you complete certain quests or fulfill certain conditions, you will gain 
an award.  Awards will increase some of your stats for free.  The list of the 
awards, the stats that you will obtain, and in parentheses, the quest or 
requirement needed to be completed in order for it to be available.

Bartonian Knight:  +2 Battle  (Knightly Orders Side Quest)
Dwarf-Friend:  +2 Morale (Dwarven Heirloom Side Quest)
Elenian Knight:  +2 Earth Mastery  (Knightly Orders Side Quest)
Firewalker:  +4 Fire Mastery (Trial by Fire Story Quest)
Gildine Knight:  +2 Cunning  (Knightly Orders Side Quest)
Iceguard:  +2 Water Mastery (The Baneguard Side Quest)
Master Merchant:  +4 Cunning (Reassembly Side Quest)
Master of the Axe:  +4 Battle (Trial of Blood Side Quest)
Royalty:  +5 Morale (Build Statue)
Sirian Knight:  +3 Morale  (Knightly Orders Side Quest)
Skullguard:  +2 Battle  (Skullguard Keep Story Quest)
Theiran Knight:  +2 Fire Mastery  (Knightly Orders Side Quest)


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   15. FAQs
  PQUFREQU           \_______________________________________________________


Q:  I am currently on the Story Quest Crest of Sartek and am unable to enter
   the Red Tower or Maethelburg.  How do I do so?

A:  You cannot enter the city of Maethelburg with Darkhunter in your party.
   You will need to enter your Hero Inventory menu and remove Darkhunter from
   your party.  You can pick him up in the city of Gallia when you are done
   at Maethelburg.


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   16. Special Thanks
  PQUTHANK           \_______________________________________________________



A special thanks goes out to all these people:

Infinite Interactive and all of the people who made this game:  For creating
   a very fun and inventive new style of puzzle game.

GameFAQs:  For hosting this guide and providing a great place for FAQs and
   gamers.

Zaraf:  For providing me with the links for the map and the database and also
   for creating the Map, the Runes Guide, and the Monster Capture Solutions,
   which has personally helped me through the game, along with many other
   things.

eishun:  For creating the detailed map that you can find here:
   http://www.infinite-interactive.com/puzzlequest/map/

fluxcapacitor66:  For hosting the easy to use Databases that can be found
   here:
   http://www.onewhowaits.com/puzzlequest/runes.html

And finally, I would like to say a special thank you to all the readers of 
this guide out there.  I hope this guide provided you with much help in this 
game.


___________________
  Puzzle Quest     \
  FAQ/Walkthrough   \   17. Contact Information and Legal Stuffies
  PQULEGAL           \_______________________________________________________


If you find any mistakes or see any information that may be wrong or missing 
or have any good information, contact me at rampidzier@yahoo.com.  I retain 
all rights to post anything in your e-mail on my FAQ and will give you credit 
if I do.  I will only give credit to the first person who sends me something.

Hate mail will not be responded to (unless I want to make fun of you) and if 
you hate my FAQ, don't read it.  There are plenty of other FAQs to use and 
plenty of better ways to use up your time and mine.  I will try to respond to 
all e-mails I get, but if I don't, don't think I'm ignoring you.  My job 
keeps my free time to a bare minimum and that time is used on making FAQs or 
my side project that is about to come to fruition (one of these 
centuries...).

This FAQ may only be used on GameFAQs (www.gamefaqs.com).  If you see any 
other site using my FAQ, please let me know so I can power trip on them.

Copyright 2006 by Robert Dohner.  This document may not be redistributed in 
any form unless you have obtained permission from the creator (namely, me).