How to hurt a guardian and how to answer its tricks
A guardian waits at the end of every chapter. Everything that scores hits it: the higher your power, the harder. The round is won when its health runs out.
Stone GuardianLevel 10
Snow ShamanLevel 20
Fire DragonLevel 30
Two-Faced JesterLevel 40
Owl AstrologerLevel 50
Keeper of ElementsLevel 60
Magma SmithLevel 70
Tricks
A guardian gets in your way with tricks. Before each one it winds up — that is your time to answer. The first trick lands at second 6 of the round.
After losing 50% of its health the guardian turns furious and adds a second trick. After losing 80% it hurries: you get less time to answer.
How to answer
- Step out of the way: run a chain through the marked potions. Each saved cell gives 40 points.
- A spell cancels the guardian's wind-up
- The “Dome” page cancels the next trick.
No marks on the board means you cannot step aside: you can only break the wind-up.
Covers
A covered potion cannot join a chain, and you cannot see its kind. A cover cracks when a chain pops next to it.
| Cover | Pops nearby to remove it |
|---|---|
| Stone | 2 |
| Snowdrift | 1 |
| Sleep | 1 |
Power and the guardian
Against a guardian only power works: the higher it is, the harder each chain hits.
Reward
- XP for the first win is ×3 of a regular level of that chapter.
- The first win brings the chapter's minerals (3) and a guardian's heart.
- The chapter's elixir goes onto the world's shelf.
See also
