Strategy Guide and Reference
----------------------------
By Nekome for GameFAQs
Although Galactrix was the second in the series, this is the real sequel to
Puzzle Quest: Challenge of the Warlords in terms of the story. However, while
game mechanics still build on the same concept, you will find the actual
gameplay to be substantially different.
1. [BOARD] Puzzle Board Mechanics
2. [COLORS] Colors
3. [WORLD] Conquering the World
4. [KINGDOMS] Kingdom List
5. [HEROES] Heroes
6. [LEVELS] Hero Levels
7. [STRATEGY] Suggested Strategy
8. [TROOPS] Troop Unit List
9. [RELICS] Relic List
10. [ITEMS] Item List
11. [SPELLS] Spell List
1. [BOARD] Puzzle Board Mechanics
There are several differences from the other Puzzle Quest titles in how the
board works.
* When you match 3 or more blocks of the same color, they do not have to be in
a straight line.
* You don't swap blocks; instead, you push them onto the board from the edges,
moving a whole row or column. You can see what type of block you would be able
to push onto the board from each position.
* You can't get more than 1 extra move per turn from making matches.
* Any power which can't be used to charge up your units will go into your
spell power gauge. You don't have gauges for each color anymore.
In general, your priorities should be:
1. Match damage blocks.
2. Attack or cast a spell.
3. Match a color that charges up your opponent's units.
4. Match a color that charges up your own units.
5. Match some other color.
6. Push a color that's useful to you onto the board.
7. Push a color that's useful to the opponent off of the board.
This does sometimes lead to long frustrating stretches where all you do is keep
grabbing the opponent's color right before it can to keep the opposing units
from charging up. Just remember, those matches are still useful to you because
they add to your spellcasting power.
2. [COLORS] Colors
White (life) opposes Purple (death).
Green (plants) opposes Yellow (?).
Red (fire) opposes Blue (water).
3. [WORLD] Conquering the World
You start by subduing your home kingdom, the Borderlands, and then proceed
through the world kingdom by kingdom. After each conquest, you will be able to
unlock new heroes, units, spells, and artifacts. You will also need to destroy a
relic, after which you will be directed to the next kingdom.
You can go back to conquered kingdoms and refight them-- handy for training up
heroes and collecting more gold.
Kingdoms contain three types of location:
* Ruins where you can fight a single powerful unit and collect a large gold
bonus.
* Ordinary cities of varying strength where you fight enemy units.
* Capital cities where you fight enemy heroes and their units.
The first time you enter a kingdom, it will be conquered when you have defeated
all the capital cities (sometimes there are two), even you haven't been to all
the other cities. When you go back later, you will remain there until all enemy
cities are defeated.
The units you will find in each kingdom are semi-random. You won't find yourself
facing the big guns until late in the game when you're more powerful, but
there's no way to predict what colors you'll be facing.
4. [KINGDOMS] Kingdom List
Conquered kingdoms can be used to attack other kingdoms. Each can be set up with
up to 4 heroes, up to 4 unit types, and up to 4 artifacts. Each component has a
point cost which counts against the kingdom's limit.
The kingdom's two colors help determine artifact and unit costs. If the colors
of the kingdom are both neutral to the color of the artifact or unit, the base
point cost is used. Otherwise:
* 1 color matches: -25%
* Both colors match: -33%
* 1 matches, one opposed: +25%
* 1 color opposed: +50%
* Both colors opposed: +100%
Borderlands 60 No colors
Agaria 100 WW Sorrow Northern neighbor of Borderlands
Sserin Jungle 100 RG Sloth Southern neighbor of Borderlands
Drak-Duum 100 YY Greed Next one west
Southern Kor 100 BG Gluttony Eastern neighbor of Borderlands
Silvermyr 100 YG Ambition Back across the mountains, north
up the coast
Realms of Plague 100 GP Decay Way south along the coast
Kor 110 RY Wrath Northernmost kingdom east of the
mountains
Ehlariel 110 BW Arrogance NW along the coast
Realms of Death 110 BP Forgetfulness Next one north
The Waste 110 BB Distrust Next one west
Doomwood 110 RP Hatred All the way back down around the
coast to the south
Realms of War 110 RR Slaughter Extreme northeast corner
Dragon Isles 120 BW Treachery Middle of eastern coast
Diraqine Empire 120 YW Apathy Next one west
Twilight Isle 120 GG Lust Next one north
Khazdhul 120 PW Next one north
Keshan 120 RW Despair Far south
5. [HEROES] Heroes
The player character doesn't do battle directly; instead, a hero takes charge of
the army and supports it with their stats and spellcasting ability.
A hero's primary color affects the point cost of the spells they are equipped
with and their point cost. Heroes are worth 10 points to start with, but they
are subject to the same modifiers as artifacts and troops.
The hero's stats all start at 1. Each has two statistics that you will
occasionally get to choose between to increase.
Gideon R G attack/defense Start
Eldorn G W attack/leadership Silvermyr
Frederek W Y defense/leadership Agaria
Gal-Torak B Y power/leadership Sserin Jungle
Khailyn Y R defense/leadership Drak-Duum
Drong Y W power/leadership Southern Kor (auto)
Teldrax B P attack/power Plague
Durgonak B Y power/leadership Kor (auto)
Kavi G B power/defense Kavi (auto)
Arranea P R attack/power Death
Vulkor B P attack/defense The Waste
Nikka R P attack/power Doomwood (auto)
Thull R G attack/defense War
Darius P B attack/leadership Dragon Isles
Selena W G power/defense Diraqine
Gorak Y R defense/leadership Khazdhul
Gladias G B power/defense Keshan
6. [LEVELS] Hero Levels
1 0 All stats at 1
2 400 Cast rank 1 spells
3 1500 Increment 1 stat
4 3000 Cast rank 2 spells / +1 when matching damage blocks
5 5000 20% chance of extra turn when matching primary color
6 7500 Cast rank 3 spells / Cast rank 2 spells
7 10000 20% chance of extra turn when matching secondary color
8 12500 Increment stat
9 15000 Cast rank 4 spells / +1 attack
10 17500 40% chance of extra turn when matching primary color
11 20000 +1 when matching damage blocks / Cast rank 3 spells
12 22500 +1 power / +2 when matching damage blocks
13 25000 Increment stat
14 27500 40% chance of extra turn when matching secondary color
15 30000 60% chance of extra turn when matching primary color
16 35000 +2 power / +1 power
17 40000 +1 power stat / Cast rank 4 spells
18 45000 Increment stat
19 50000 60% chance of extra turn when matching secondary color
20 60000 +2 when matching damage blocks / +3 when matching damage blocks
7. [STRATEGY] Suggested Strategy
Here's a set-and-mostly-forget combination you can use if you don't want to be
constantly recalculating after every new conquest. Once you conquer Agaria,
set it up this way:
Col Pts Cost Dam Att Def Pow
Peasant Y 4 30 Norm 1 2 3 Start
Swordsman W 4 65 Norm 2 2 3 Start
Crossbowman G 5 40 Range 2 1 2 Start
Knight W 8 125 Norm 3 5 3 Agaria 200
Elven Archer G 4 60 Range 3 1 2 Silvermyr 100
Pegasus G 13 90 Range 7 3 3 Silvermyr 400
Axeman W 4 95 Norm 2 3 3 Agaria 100
Goblin R 4 50 Norm 2 1 2 Sserin Jungle 100
Pikeman Y 4 65 Norm 1 3 2 Drak-Duum 100
Dwarf Y 10 65 Norm 2 4 3 Drak-Duum 200
Ogre B 13 135 Norm 6 6 4 Southern Kor 400
Ghoul B 4 100 Magic 4 1 4 Plague 100
Swamp Dragon G 23 235 Magic 13 7 4 Plague 1500
Skeleton P 5 100 Norm 3 3 4 Plague 100
Orc R 4 65 Norm 4 1 3 Kor 100
Fire Demon P 17 125 Range 7 7 4 Kor 800
Wolfrider R 10 95 Norm 4 2 2 Kor 200
Griffon W 13 150 Range 5 6 3 Ehlariel 400
Ice Dragon B 22 270 Magic 10 13 5 Ehlariel 1500
Arboleth B 13 110 Magic 5 7 4 Death 800
Liche P 13 125 Norm 4 4 3 Death 400
Nightmare B 9 125 Magic 4 4 4 Death 200
Gorgon Y 17 140 Norm 5 10 4 The Waste 800
Catapult G 7 60 Range 9 1 3 The Waste 200
Stone Demon P 18 180 Norm 9 9 5 Doomwood 800
Minotaur R 13 140 Norm 7 4 3 War 400
Fire Dragon R 24 260 Magic 16 8 5 War 1500
Sea Demon P 18 150 Magic 7 7 4 Dragon Isles 800
Revenant W 18 180 Norm 7 7 3 Dragon Isles 800
Light Dragon W 23 265 Magic 11 12 5 Diraqine 1500
Gold Dragon Y 23 255 Magic 7 18 5 Diraqine 1500
Imp B 4 50 Magic 1 1 2 Twilight 100
Trebuchet G 18 110 Range 15 3 4 Twilight 800
Ram R 18 75 Norm 10 2 3 Khazdhul 800
Snakeman Y 13 105 Norm 3 7 3 Keshan 400
Minion P 21 255 Norm 9 12 4 Famine 1500
Undead Dragon P 24 350 Magic 14 12 5 Famine 1500
9. [RELICS] Relic List
Heroic Banner W 6 Agaria 100 +15% experience
Dragon Statuette G 8 Silvermyr 200 -10% cost for green troops
Knight Statuette W 8 Agaria 200 -10% cost for white troops
Treasure Map R 11 Sserin 400 +50% gold from ruins
Khazrimi Stone Y 5 Drak-Duum 100 +25% gold from ruins
Miridine Emerald B 11 Southern Kor 400 Start fights with +5 power
Chaos Statuette P 8 Plague 200 -10% cost for purple troops
Horn of Blasting R 14 Kor 800 -50% defense for cities
Archer Statuette Y 8 Ehlariel 200 -10% cost for yellow troops
Skeleton Key P 14 Death 800 -1 enemy defense (to minimum of
1)
Orb of Magic B 20 The Waste 1500 Troops start with 1 power
Ancient Banner G 18 Doomwood 1500 Start map with 1-4 random troops
from among those assigned to the
kingdom you're using)
Beast Statuette R 8 War 200 -10% cost for red troops
Imperial Statuette B 8 Dragon Isles 200 -10% cost for blue troops
Blessed Tome W 16 Diraqine 1500 +50% experience
Traveller's Lute G 5 Twilight 100 -5% cost for all troops
Golden Harp Y 5 Twilight 100 Start map with +20% gold
Lucky Coin Y 10 Khazdhul 400 Start map with +50% gold
Symbol of Hope B 12 Keshan 400 +1 defense
Banner of Darkness P 14 Famine 800 -1 to enemy attack (to minimum
of 1)
10. [ITEMS] Item List
Oaken Buckler Y 6 Silvermyr 100 55% chance to stop 1 damage
Holy Amulet G 3 Silvermyr 100 Immunity to Curse
Elven Bow G 9 Silvermyr 200 15% chance of extra turn when
matching green blocks
Celestial Staff W 9 Agaria 200 10% chance of doubling available
power when matching white blocks
Shield of Valor W 10 Agaria 400 30% chance to stop 3 damage
Ring of Wrath R 13 Sserin 800 Extra turn when matching damage
blocks
Eye of Oblivion R 13 Sserin 200 +3 attack for purple troops
Dwarven Shield Y 11 Drak-Duum 400 25% chance to stop 4 damage
Dwarven Mail Y 9 Drak-Duum 800 +1 defense and immunity to
poison
Paladin's Armor W 12 Agaria 1500 +3 defense and immunity to
disease
Axe of Smiting B 9 Southern Kor 400 +2 when matching red blocks
Helm's Hammer G 8 Southern Kor 200 15% chance of extra turn when
matching red blocks
Snakeskin Boots G 3 Plague 100 Immunity to poison
Plague Dagger P 10 Plague 400 30% chance to cause disease when
matching damage blocks
Studded Armor Y 5 Kor 200 +1 defense
Horned Helmet R 10 Kor 400 15% chance for +1 attack when
matching damage blocks
Helm of Justice B 9 Ehlariel 400 20% chance of +2 defense, +1
defense otherwise
Belt of Frost B 11 Ehlariel 400 Half damage from blue troops
Staff of Death P 15 Death 400 25% of unholy might when
matching damage blocks
Crown of Mana B 11 Death 800 +1 power every turn
- A must for any low-level spellcaster.
Shield of Darkness P 15 Death 1500 10% chance to stop all damage
and reflect 1 point back
- Despite the nifty extra, not statistically worth it.
Imperial Helm B 5 The Waste 100 +1 defense
Ring of Shielding B 9 The Waste 100 +2 defense for green troops
Darkblade P 11 Doomwood 400 40% chance to cause fear when
matching damage blocks
Banesword P 13 Doomwood 1500 35% chance to curse when
matching damage blocks
Fireblade R 5 War 100 +1 attack
Molten Spear R 14 War 100 1 damage to enemy when matching
yellow blocks
Ring of Water B 9 Dragon Isles 200 +2 defense for blue troops
Full-Plate Armor Y 7 Dragon Isles 400 +2 defense
Medium Shield Y 8 Diraqine 200 45% to stop 2 damage
Holy Armor W 13 Diraqine 800 +2 defense and immunity to
curses
Centaur's Bow B 6 Twilight 100 +2 power every time you attack
Pearl of Heaven G 3 Twilight 100 Immunity to terror
Boots of Agility G 10 Twilight 400 20% of extra turn
- Far and away the best way for a low-level hero to get extra turns.
Tower Shield Y 13 Khazdhul 1500 20% chance to stop 5 damage
Helm of Terror P 15 Khazdhul 1500 25% chance to cause terror when
matching damage blocks
Ring of Fire R 9 Keshan 200 +2 attack for red troops
Mace of Disruption W 10 Keshan 400 25% chance of divine shield when
matching damage
Chaos Armor P 16 Famine 1500 +4 defense and immunity to fear
- Fear is the only special status that shows up often enough to really
cramp your style.
11. [SPELLS] Spell List
Divination W 1 5 7 Borderlands 0 Change 1 block of each other color
to white
Bless W 2 10 10 Agaria 200 Change 5 random blocks to white
Holy Symbol W 2 8 10 Agaria 200 Destroy random row & column
Prayer W 3 12 13 Agaria 400 +1 power to all white troops
Spears G 1 5 8 Sserin 100 1 damage to random enemy
Pitfall G 2 10 10 Sserin 400 Take 2 more turns
Quagmire G 3 13 12 Sserin 400 -1 power to all enemies
Sharpshooter Y 1 5 8 Drak-Duum 100 Change 1 block to each other color
to yellow
Lightning Y 2 10 10 Drak-Duum 200 1 damage per friendly unit to
random enemy
Sun Star Y 4 20 14 Drak-Duum 800 Destroy all damage blocks; do 1
point for every 2
Rain B 1 5 8 Southern Kor 100 Change 3 random blocks to blue
Transform B 1 7 8 Southern Kor 100 Change 3 random damage blocks to
most common troop color
Stormlord B 3 15 12 Southern Kor 400 Change up to 5 red blocks to blue;
if there are 5 to change, heal all
friendly units 2 points
Remedy G 1 8 8 Silvermyr 100 Heal random injured unit points
equal to hero's level
Tree of Life G 2 12 10 Silvermyr 200 Change all damage blocks to green
Warp Wood G 3 15 12 Silvermyr 400 Turn all yellow blocks to green;
+1 power for every 3
Decay P 1 5 8 Plague 100 Destroy 5 random blocks
Collapse P 2 10 10 Plague 200 Destroy all rows with 3+ stone
blocks; 1 damage to enemy for each
Sacrifice P 3 15 12 Plague 400 1 damage and +2 power to all your
troops
Firewater R 1 7 8 Kor 100 Change all blue blocks to red
Explosion R 2 10 10 Kor 200 Destroy all stone blocks
Wrath R 4 20 14 Kor 800 8 damage to random enemy
Heal W 1 5 8 Ehlariel 100 Heal 2 for troop with lowest
defense
Mass Heal W 4 17 13 Ehlariel 1500 Full heal for all troops
Life Leech P 1 6 8 Death 100 1 damage to enemy; 1 point heal to
one unit
Graveyard P 3 17 12 Death 400 Change 5 stone blocks to damage
blocks
Animate Dead P 4 20 14 Death 800 Revive a dead troop with 1/2
original defense
Drown B 2 12 10 The Waste 200 Change 3 random blue to damage
blocks
Freeze B 2 10 10 The Waste 200 Random enemy's power reduced to 0
Icebolt B 3 15 12 The Waste 400 Destroy all yellow blocks, doing 1
damage for every 3
Firebolt R 1 5 9 Doomwood 100 2 damage to random enemy
Cauterize R 2 7 10 Doomwood 200 Heal 1 troop 1 point, +1 for every
magic-using troop
Pillar of Fire R 3 15 12 Doomwood 400 5 damage to enemy troop with
highest power
Flaming Sword R 3 15 12 War 400 Change all red to damage blocks
Fire Storm R 4 17 14 War 800 Change all green blocks to red,
doing 1 damage to random enemy for
every 3
Hurricane B 4 17 14 Dragon Isles 800 Every enemy troop takes damage
equal to its power total
Invigorate B 4 18 14 Dragon Isles 800 Double power for every friendly
troop
Javelin Y 1 5 8 Diraqine 100 1 damage to random enemy
Breath of Life Y 2 12 10 Diraqine 200 Every damaged troop with 1 or more
power loses 1 power and gains 2
defense
Hail of Arrows Y 4 17 14 Diraqine 800 +2 power to all ranged troops
Tangle Vines G 4 20 14 Twilight 800 Take 3 more turns
Nature's Gift G 4 20 14 Twilight 800 +3 green power to troops
Power Drain Y 3 15 12 Khazdhul 400 -3 power to enemy with highest
power
Poison Dart Y 3 15 12 Khazdhul 400 Poisons enemy for 5 turns
Bright Aura W 4 20 14 Keshan 800 Morale for 5 turns
Avenger W 4 17 14 Keshan 800 Halves highest enemy defense
Darkbolt P 2 8 10 Famine 200 1 damage to every enemy
Assassinate P 4 20 14 Famine 800 Random enemy takes damage equal to
your highest troop attack skill