Tap shrine rules to turn your shard into the relic's number
Super Gra
You begin each level holding a single numbered shard, standing at the centre of a ring of stone shrines. Every shrine carries one rule carved into it — +3, -2, x2 — and tapping it applies that rule to the number you are holding. Somewhere on the ring waits the relic, and the relic has a number of its own. Your task is to tap the shrines in an order that transforms your shard into exactly that number.
The catch is the move budget. You cannot wander the ring tapping shrines until the arithmetic happens to work out; each level grants you a fixed number of taps, and the solution has to fit inside them. That turns a simple chain of sums into a route-finding puzzle. Which shrine first? Does doubling early save you two taps later, or does it overshoot the relic and leave you with no way back down?
Some shrines punish the careless. A single-use shrine gives you its rule once and then falls silent, so spending it on a number you did not need is a move you cannot undo. Reset dead ends are quieter about the trouble they cause: you can tap your way into a number that no remaining combination of rules can rescue, with taps still left in the budget and nowhere useful to spend them. Reading the ring before you touch anything becomes the real skill.
Super Gra
That is why the game rewards thinking in reverse as much as forwards. Working back from the relic's number often reveals which shrine must come last, and from there the rest of the chain narrows quickly. Other times the honest approach is to see which rules are plentiful, which are precious, and build a route that keeps your options open as long as possible. Both habits grow as you play, and you will start to recognise the shape of a solvable ring at a glance.
There are 15 levels, and they are arranged so that each one teaches something the next one expects you to know. The early rings are generous — a few shrines, a roomy budget, plenty of margin for an experimental tap. Later rings tighten the budget, scatter single-use shrines among the ordinary ones, and set relic numbers that only one sequence can reach. Nothing is rushed; there is no timer pressing you to guess. You can sit with a ring as long as you like, trace the chain in your head, and only then start tapping.
Super Gra
The controls stay as simple as the first level: tap a shrine, watch your number change, tap the next. Everything difficult about Yoltvantis Quest lives in the planning, not in the handling. It suits anyone who enjoys mental arithmetic with a puzzle wrapped around it — the satisfaction of realising that x2 then -2 gets you somewhere +3 never could, and that you had the taps for it all along.