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The Elder Scrolls: Legends Cheats, Codes, Hints and Walkthroughs for PC Games.

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 The Elder Scrolls: Legends Cheats

 
   
 
 
The Elder Scrolls: Legends

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Submitted by: David K.

Caius' Training Puzzle Hints & Solutions
----------------------------------------
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't used the Battlemace yet). 
There must be a way to deal even more ... 
Hint: Note that equipping the Ring to the Arms Master will also give your other 
creatures Rally. They can increase a creature's power by a total of 10. Don't let 
this go to waste. 
Hint: If you think you could use rally to power up the Sentinel Battlemace, you 
are mistaken. Rally only affects creatures. So, you need to put a creature into 
your hand to make use of these Rallies. 
Hint: Luckily, you still have your Close Call. Use it to get a new creature to 
rally, preferrably one that has already attacked. 

Solution: Use Galyn's ability on Bolvyn, play Silent Pilgrim, then summon all 
creatures from your hand. Attack with the Ald'ruhn Arms Master, then play your 
newly rallied Bolvyns. Now play the Mentor's Ring on your Arms Master, then 
unsummon it with Close Call. Attack with all creatures to rally your Arms master, 
then summon it and give it the Sentinel Battlemace to finish off your foe.

7. Dagoth Mastery

This is the only puzzle that has players prevent their opponent from dealing 
lethal damage instead of doing so themselves. For me, it was the most difficult 
one and it requires great attention to detail to succeed.

Hint: Ignore the Leaflurker. It is a red hering. 
Hint: Your goal is to make your creatures so tougher to reduce the amount of 
damage your opponent can deal to you. The Stolen Pants and the Dune Smuggler 
help you to do just that. 
Hint: The Problem is: No matter what you do, you will always take at least 1 
damage. You cannot prevent everything. 
Hint: This means that you need to play Feasting Horror to gain some life. 
Hint: Then again, because Feasting Horror has Guard, it can be attacked by 
your opponent, which will make you end up loosing more life than you gained. 
You need to summon it, yet you need to get rid of it somehow before you pass 
the turn. 
Hint: Luckily, you don't need a special effect in order to sacrifice one of your 
creatures. There is a very basic rule that lets you get rid of any creature once 
a certain condition is met ... 
Hint ... and the Sheepish Dunmer summoned by Stolen Pants is going to help you 
with it. 
Hint: You need to make sure that the Sheepish Dunmer appears on the left lane, 
otherwise this trick won't work. 
Hint: The trick is to use the Sheepish Dunmer to fill the left lane so you can 
replace the Feasting Hunger. 
Hint: Lastly, this wouldn't be a House Dagoth-puzzle if you didn't need to 
summon Servant of Dagoth at some point.

Solution: Move one of your Hive Defenders with Dune Smuggler, then give it 
the Stolen Pants. Do it in this order only to make sure the Sheepish Dunmer 
appears on the left lane. Summon your Feasting Horror to the left lane, then 
play Servant of Dagoth to replace the it. Pass the turn and enjoy.

8. Hlaalu Mastery

100 Magicka, a journey to the afterlife, a powerful carddraw ... and an empty 
deck. This puzzle needs Hlaalu players to be creative and come up with the 
ultimate Plot!

Hint: In this puzzle, you have enough Magicka to perform any action you want
 in any order possible. Ignore your Magicka and focus on the correct sequencing. 
Hint: You goal seems obvious at first: Get rid of your Firebrand and your Minotaur, 
then shuffle them into your empty deck with Journey to Sovngarde, then play the 
Ashkhan to draw them and hit face. There's a catch, however ... 
Hint: If you play the Ashkhan while there are fewer than three cards in your deck, 
you will loose the game because you do not have any runes left. This means that 
you need to figure out how to put a third creature into your discard pile. 
Hint: Getting rid of the Minotaur is easy. Just run it into the Dres Guard. 
Hint: Don't use Cruel Firebloom to get rid of your Nord Firebrand. You will 
need this card to sacrifice a third creature. 
Hint: Do not use the Sharpshooter to kill or silence the Dres Guard. You will 
need it alive so you can cast Cruel Firebloom. 
Hint: The question is: How do you kill your Firebrand? Or rather: How do you 
kill a creature with only one Health? 
Hint: Use the Orc to enable your Sharpshooter's ability, then use it to kill 
your Firebrand. 
Hint: Now's the question: Which third creature are we going to put into our 
graveyard? Which of the two plot abilities is going to be more useful? 
Hint: Since your Sharpshooter can only hit creatures, it is safe to say that 
you should sacrifice the Orc. Maybe it will still be usefull later. 
Hint: Remember to hit face with your firebrand before you kill it. You need to 
deal every single point of damage possible. 
Hint: After you successfully sacrificed everything and hit your opponent with 
your boosted creatures, you will notice that you are 3 points of damage short 
of winning. You will need to pull off one last trick to win. 
Hint: This is where your Orc comes in. Note that it can return one of your own 
creatures to your hand so is can attack again. 

Solution: Hit face with the Firebrand and run the Minotaur into the Guard. 
Play the Camonna Tong Heavy and sacrifice it with Cruel Firebloom. Use your 
Sharpshooter to kill your Firebrand, then cast Journey and play the Ashkhan. 
Summon your two creatures with charge and hit face. Now summon the Orc in the 
same lane as the Minotaur to unsummon it, play it, and have it attack again.

9. Telvanni Mastery

If the first Telvanni puzzle taught you how disposable creatures are, the second 
one will teach you to look at your creatures in an even more coldblooded way to 
squeeze every last drop of sweat out of your faithful servants.

Hint: You have enough Magicka to play every card in this puzzle. You will need 
to use them all, but the correct order is the key. 
Hint: Just like in the Telvanni Initiation, the key is to get as much damage 
out of your creatures as (in-)humanly possible. If it can still deal damage, 
don't sacrifice it. 
Hint: If you have ever played Ancano in conjunction with Ice Storm, you will 
know that spells that deal damage to several weak creatures can deal a lot of 
damage to your opponent. This means that your goal is to summon Ancano, give 
Traitor's Flames Breakthrough and wipe out all the skelettons with it. 
Hint: To make this combo work, you must first get rid of the Bone Colossus so 
that the Skeletons are reduced to 1 Health. 
Hint: In other words: Don't throw Ancano's lighting at your opponent's face. 
Use it to kill the Bone Colossus. 
Hint: The next question is what creature to sacrifice for Trator's Flames. 
Remember: If it can still deal damage, don't sacrifice it. 
Hint: Your first impulse may be to attack with your Ancestral Dead to summon 
a Skeleton you can sacrifice. Don't to that. This is a red hering. You will 
need the Ancestral Dead to hit face. 
Hint: Don't Betray Ancano. If you do, the second half of Traitor's Flames 
won't have Breakthrough any more. 
Hint: This means that the key is to Betray the Cliff Strider. 
Hint: However, if you sacrifice the Cliff Strider immediately after summoning 
it, you will end up 3 damage short. You still need to squeeze some damage out 
of it before you betray it. 
Hint: Luckily, this is what your Improvised Weapon is for. Cliff Strider 
cannot attack players, but with this, it does not need to. 

Solution: Summon Ancano and kill the Bone Colossus. Summon the Cliff Strider 
to either lane, give it the Improvised Weapon and attack one of the skeletons.
Then Betray the Strider with Traitor's Flames and wipe out the skeletons 
while dealing excess damage to the opponent. Then hit face with the Ancestral Dead.

10. Tribunal Mastery

The Tribunal Temple is strong, great, and yet so short on space and Magicka. 
Make use of your limited resources to unleash the full power of the Exalt-mechanic!

Hint: Two cards in your hand are red herings that you can safely ignore. 
Hint: Since your Magicka is limited, the key to win is to use Temple Patriarch 
to trigger your Exaltations without having to pay for them. Sounds easy enough, 
right? 
Hint: You then need to make sure that your creatures survive the Indoril Archmages. 
It is pretty obvious that you need to play Almalexia for that. 
Hint: The Problem is: If you play Almalexia and the Patriarch and then attack 
with everything, you will end up 1 damage short. You must squeeze out some damage 
somehow. 
Hint: This means that you need to play three creatures from your hand in total, 
but you will notice that your lanes will get pretty cramped if you do. You may 
end up sacrificing creatures which you are going to need later. 
Hint: You will need all creatures that can attack. The only creatures you can 
safely replace are those that you play from your hand this turn. 
Hint: Luckily, most creatures you can play are only needed for their Summon and 
their Exalt. There is only one creature that actually needs to stick around ... 
Hint: But how do you get that 1 remaining point of damage? Don't use the Light 
of the Three, she is a red hering. 
Hint: You will need to play one of your Ghostgate Defenders and Exalt it with the 
patriarch so you can deal 2 Damage to one of the Indorill Archmages. Then, attack 
that Archmage with a Clockwork City Pilgrim so you can hit face with one of your 
Mournhold Pilgrims. 
Hint: The last obstacle is figuring out which creatures need to be present on the 
battlefield at what time. Specifically, which creatures need to be present when 
you play the Temple Patriarch. 
Hint: It may be tempting to play Almalexia first and see her turn into a 12/12, 
but you don't actually need that. In fact, if you do that, she only gets in the 
way of your Ghostgate Defender. 
Hint: The trick is that, once you have played the Patriarch, you don't need it 
any more. Replace it with Almalexia once you have exalted all of your creatures. 

Solution: Play one of your Ghostgate Defenders to the right lane, then play the 
Temple Patriarch to the right lane to exalt everything. Use the Defender's ability 
to deal 2 damage to one of the Indoril Archmages. Now replace either the Ghostgate 
Defender or the Temple Patriarch with Almalexia. Use one of your Clockwork City 
Pilgrims to attack the damaged Archmage and kill the other Archmage with one of 
your Mournhold Pilgrims. Attack the Lurking Mummy and hit face with everything.
 

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