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Caius' Training Puzzle Hints & Solutions
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Written by Herr Tunichtgut

Are you struggling with one of the puzzles in Caius' Training, but you do not
want to miss the sense of accomplishment when finding the solution yourself?
This guide contains hints that will help you find the solution without giving
away everything. It also has precise walkthroughs if you prefer to get the
solution up front.

Introduction

The Houses of Morrowind-Expansion saw the release of an all-new puzzle mode,
with every player having access to the first set, Caius' Training. Since puzzles
offer card packs as rewards, this means that each player is given five Morrowind
boosters for free - if they can complete Caius' challenges, and some of them are
quite tricky. This guide will help you to claim your free rewards, but if you
you prefer to find the solutions yourself, it also contains incremental hints
that will point you the right way if your are stuck somewhere.
Good luck and enjoy your rewards!

Please note that this guide only contains hints and solutions for Caius' Training.
It does not contain anything about the other two sets of puzzles, since I have
not played them and I am afraid that I do not intend to purchase them.

1. Redoran Initiation

In this puzzle, players are introduced to the Rally-mechanic and how to make
the most of it.

Hint: The goal here is to rally the Ald'ruhn Arms Master twice so it can finish
of your foe. Sounds easy enough, right?
Hint: There is one catch though: Rally always affects a random creature in your
hand. You need to find a way to ensure it affects the Ald'ruhn Arms Master.
Hint: Luckily, you can do just that by making sure there is only one creature
in your hand.

Solution: Play all four Sarethi Scions (doesn't matter where), attack the Mummy
with your Warclaw Mercenaries, then summon the Ald'ruhn Arms Master to the right
lane and hit face.

2. Dagoth Initiation

This puzzles introduces players to the "connect five"-mechanic of House Dagoth.

Hint: In this puzzle, you are limited by your available Magicka. You can't play
all the cards, so most cards in your hand are red herings.
Hint: You need to get past the left Blacksap Protector to hit your opponent with
the Orc Clan Captain.
Hint: You will also need to increase the Captain's power, so playing Hidden Trail
is a must.
Hint: However, now you don't have enough magicka to play Hand of Dagoth to trigger
your Ash Piercer. You need to find a different way to use it.
Hint: What you may not know: Ash Piercer can trigger itself if you can get its
power to 5. Luckily, you already have the tools to do just that.

Solution: Play Hidden Trail, summon Ash Piercer to the left lane and kill the
Blacksap Protector with its ability, then hit face with the Orc Clan Captain.

3. Hlaalu Initiation

In this puzzle, players take their first steps towards plotting the perfect victory.

Hint: In this puzzle, the question is not which cards top play - you will need
them all. Instead, the correct sequence is key.
Hint: The Lower Canton Smith could help you power up your Dren Bodyguard to deal
8 damage ... if you can get past the Giant somehow.
Hint: If you are new to Elder Scrolls Legends, you may not know that Archer's Gambit
can instantly kill enemy creatures if the creature it moves has Lethal. Use this to
get past the Giant!
Hint: You need to play a card to trigger Twin Lamps Consul's Plot to give it Lethal.
The key is to figure out which card to play first.
Hint: Remember that you have enough mana to play everything. You don't need Glass
Greaves' Plot-ability.

Solution: Play Glass Greaves on your Dren Bodyguard, play Twin Lamps consul anywhere
and move it with Archer's Gambit to instantly kill the left Giant. Now Play Lower
Canton Smith and give the Scimitar to the Bodyguard and hit face.

4. Telvanni Initiation

Who needs loyality anyway? In this puzzle, players learn how to properly Betray their
own creatures to secure the win.

Hint: It should be obvious that Wild Clumisness is a red herring. You won't need it.
Hint: This leaves us with Blood Sacrament and Drain Blood, and our creatures will
help us copy both of them.
Hint: The key to mastering Betray is knowing when a creature has outlived its
usefullness. Do not sacrifice your minions while they can still deal damage to your
opponent.
Hint: However, once your creatures have attacked, there is no reason not to Betray
them.
Hint: You need to get past both enemy creatures to deal damage with Redoran Enforcer,
but the Young Mammoth has Breakthrough, so it can just walk over smaller enemies ...

Solution: Hit the skeleton with your Mammoth, then play Betray it with Drain Blood
to kill the dragon. Hit face with the Enforcer, then betray it for your Blood
Sacrament.

5. Tribunal Initiation

In this simple trial, players will achieve their first Exalted victory.

Hint: Your goal is simple enough: Use Orvas' Bargain to power up your Pilgrim,
get past the Guards and hit face.
Hint: The creatures in your hand can also help you get past the Guards.
You will need them both.
Hint: Note that Grand Inquisitor can only kill creatures with less power than
him, i.e. 1 or 0.

Solution: Use Orvas' Bargain to weaken the Colovian Trooper and strenghten your
Pilgrim. Exalt your Ghostgate Defender to get rid of the Protector of the Innocent,
use the Inquisitor to kill the weakened Trooper, then hit face with your Pilgrim.

6. Redoran Mastery

This is where things get interesting. This puzzle is quite complicated and you may
need to do a lot of math to complete it.

Hint: Don't worry about your maximum Magicka - you have more than enough to perform
every single action in every concievable order. Instead, forcus on the right sequence
of actions.
Hint: You will need to summon as many creatures as possible and give them charge
somehow. In the entire game, there is only one way to do that ...
Hint: Mentor's Ring is the only (reliable) way in the game to give charge to creatures
that don't usually have it.
Hint: You will need to use Galyn the Shelterer to create boosted versions of one of
your cards, then use the tools at your disposal to draw them.
Hint: The Sentinel Battlemace is sort of a red herring. It plays no particular role
other than dealing 4 damage to your opponent. You can play it at more or less any
time as long as the equipped creature hasn't attacked yet.
Hint: You will need to use Galyn's ability on Bolvyn.
Hint: What you may not know: If you have several copies of Bolvyn in your deck while
you Rally without any creatures in your hand, you will draw all copies of Bolvyn
instead of just one.
Hint: This means that you do not need the Silent Pilgrim to fetch Bolvyn from your
deck. You only need to play it to make sure you have no creatures in hand.
Hint: This also means that you also do not need Close Call to fetch Bolvyn using the
Silent Pilgrim. Keep that spell in your hand, you will need it later.
Hint: As tempting as it may be, do not equip the Mentor's Ring to your Arms Master
before you got all of your Bolvyns. You will need to let the Ring's +3/+3 go to waste
if you want to win.
Hint: The correct way is to shelter away Bolvyn, then play all creatures, attack
with the Arms Master to fetch the remaining two Bolvyns, then give the Ring to the
Arms Master and attack with everything. However, if you do that, you will still be
12 damage short of winning (or 16 if you haven