Puzzle Kingdoms
                               ===============

                         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:

Hero: Frederek
Items: Celestial Staff, Shield of Valor, Paladin's Armor
Units: Swordsman, Axeman, Peasant, Crossbowman
Relics: Heroic Banner, Knight Statuette

Run him through the Borderlands once to build him up, then move on.

After Sserin Jungle, add the Ring of Wrath to Frederek's items, add the
Treasure Map to the relics, and replace the Peasant with the Goblin.

After Drak-Duum, add the Khazrimi Stone to the relics.

After Silvermyr, replace the Crossbowman with the Elven Archer.

As he gains spellcasting levels, add these spells:

Rank 1: Divination, Remedy
Rank 2: Bless, Lightning
Rank 3: Replace Divination with Prayer


8. [TROOPS] Troop Unit List

             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