Tundra Ruins — a guide

Русская версия

What it is. A solo event. The alliance has nothing to do with it: no rallies, no reinforcements, no shared score. You dig ice on your own and keep the prizes.

50 levels, 10 Ice Blocks each. One of the ten blocks hides the exit to the next level. Every crack costs one Ice Pick.

The event runs strictly once every two weeks, and always at the weekend — Tundra Ruins never runs on a weekday.

1. The in-game rules, word for word

The "Tips" screen inside the event (translated from the Russian client):

1. Tundra Ruins consists of a total of 50 levels, each level has 10 Ice Blocks. Use Ice Pick to crack Ice Blocks, each time you crack an Ice Block you get the rewards hidden inside it. After you find the exit for this level, all Ice Blocks remaining in the level will be automatically cracked open, and you will receive all the rewards without having to spend any Ice Pick.

2. The higher the level, the more Ice Picks needed to crack the Ice Blocks.

3. After clearing a certain number of levels you can open a chest and choose one of the rewards.

4. When the event ends, Ice Picks are not removed and you can use them in the next event.

The whole tactic grows out of these four points, so let us take them one at a time.

Point 1: you only pay up to the exit

The moment you find the exit, every remaining block opens for free and you still get all the prizes inside. So a level does not cost you ten blocks — only the ones you cracked before hitting the exit. Find it on the first try and the level cost one Ice Pick. Miss until the last block and it cost nine.

Hence the main idea: the goal is not to crack more blocks, it is to find the exit in fewer tries. You get all the prizes either way.

Point 2: level N costs N Ice Picks per crack

The client only says "the higher the level, the more". Measured across four events, the growth is exactly linear: one crack on level N costs N Ice Picks. On level 1 a crack costs 1, on level 10 it costs 10, on level 50 it costs 50.

This is the trap this guide exists for

Prizes do grow with the level — but far more slowly than the price of a crack. Level 30 gives roughly five times what level 1 gives, and costs thirty times as much.

So the event is built so that cheap levels pay and deep levels do not. Going "as far as possible" is something you pay diamonds for, not something you win.

Point 3: the choice chests

Chests do not come on every level, only on thirteen specific ones:

Chest on levelFandom wiki estimate, diamonds
5, 8, 11, 14, 1715,000
20, 23, 26, 29, 3230,000
35, 4050,000
5075,000

The step of three levels holds up to 35, then it goes 35 → 40 → 50. Thirteen chests in total. Each one lets you pick one reward out of six or seven.

The diamond figures are an estimate from the Puzzles & Chaos Fandom Wiki (an external fan wiki for the game, not ours) based on Diamond Shop prices, not a number from the client. And they are conditional: if you do not need a particular item, it is not worth that to you. Treat them as a rough guide, not an exchange rate.

Point 4: Ice Picks do not expire

This matters more than it looks. Unspent Ice Picks carry over to the next event, while your level progress does not — next time you start from level 1 again.

Which means stopping early is not a loss. Ice Picks you save simply stay in your bag, and you spend them at the next Tundra Ruins.

2. Where Ice Picks come from

The main and, in practice, the only reliable source is buying them with diamonds: 100 diamonds per Ice Pick. Every figure below uses that rate.

Some Ice Picks come back as level rewards during the event itself: 5 on level 4, 10 on level 9, 15 on level 14, and 5 more on every fifth level after that. Up to level 14 you get 30 back.

A discrepancy worth saying out loud

The Fandom wiki says Ice Picks are also handed out for Activity Points (1 for 50 points, 1 for 100, 2 for 150, 3 for 180). In the author's experience there is no free income between events: what you bought with diamonds is what you have.

3. Double and triple value

Diamonds spent on Ice Picks also count towards other events. That means part of what you spend comes back as prizes from those — and it is the most underrated thing about Tundra Ruins.

Double value: the diamond consumption task

Tundra Ruins is paired with a diamond consumption task: it counts the diamonds you spend and pays out its own prizes for them. You buy Ice Picks with diamonds — so part of what you spend comes back from there.

There is no moment to catch: the task sits on exactly the same weekend the Ruins run on. This one you get for free.

Triple value: Alliance Showdown

Alliance Showdown has a diamond consumption quest, and its points go into the alliance total. Per the Fandom wiki it pays:

Diamonds spentPoints
3,000101
12,000114
25,000132
50,000169
100,000 (personal / star quest)240
The practical takeaway

The double value comes on its own. The third one you have to take deliberately: pick up the Alliance Showdown diamond quest for the weekend, not whenever it turns up midweek.

Then the same diamonds work three times over: Tundra Ruins prizes + diamond consumption task prizes + Alliance Showdown points.

Why "take it" rather than "I'll do it if it turns up"

Your quest quota in Alliance Showdown is limited, and cancelling a quest still uses up that quota — the event rules say so outright. The quest list is shared by the whole alliance, R4 and above can delete pending ones, and a new quest appears 30 minutes later.

So you take the diamond quest when you are about to dig, not whenever it happens to show up.

This does not make diamonds free

What pays back three times over is only what you were going to spend anyway. Spending diamonds to farm quest points is still spending diamonds.

About the schedules lining up. Tundra Ruins and the diamond consumption task always run together. Alliance Showdown, though, has a schedule of its own, so whether it lands on that particular weekend is a calendar question. The triple value only adds up when all three are running.

We do not have a separate guide for Alliance Showdown yet — it is coming.

4. Where to click: the field is not uniform

The ten blocks sit in a 3–4–3 grid. Numbering them left to right, top to bottom:

123 4567 8910

Green — corners, red — middle row, yellow — neither

If the exit hid uniformly, every block would be the exit 10 % of the time and all four corners together 40 %. Across five completed events (115 levels) it did not work out that way:

Where the exit wasExpectedActual
Corners: 1, 3, 8, 1040 %66.1 %
Middle row: 4, 5, 6, 740 %20.0 %
Block 10 on its own10 %20.9 %

The gap is hard to write off as luck: the odds of a corner skew that large happening by chance are about one in ten million. And the corners repeated in all five events in a row: 64 %, 70 %, 70 %, 71 %, 88 %.

The key point: this is not one castle's quirk

For four events running the data came from a single account, which left the suspicion that the skew belonged to that particular castle or Realm.

The fifth event the author played on a second account, in a different Realm, with a small castle. The corners hit 7 times out of 8. The odds of that by chance are 0.85 % — and that is on eight levels alone.

So "corners hot, middle cold" looks like a property of the event itself, not of your castle.

Block 10, though, is not to be trusted on a new Realm yet

On the main account block 10 is a steady favourite: 22 % over 107 levels, and top block in three events running. On the new account it did not come up once in 8 levels.

That alone proves nothing — at a 22 % rate, missing eight levels in a row happens 13 % of the time, ordinary bad luck. But the cautious reading is: the pull towards the corners carries across Realms; which particular corner is hot may not.

If by level 30 block 10 still has not reached 10 % for you, put whichever corner actually delivers for you in first place.

The caveat you must read these numbers with

These are the author's own statistics — from two of his castles in two Realms. Nothing confirms them, neither the Fandom wiki nor other players: nobody writes about exit distribution in any public source.

Yours may differ. Test it on your own cheap early levels: they cost next to nothing and give you the same data.

The clicking order

10 → 1 → 3 → 8 → 2 → 5 → 9 → 4 → 6 → 7

The logic is simple: block 10 first (the most frequent one), then the other corners, then 2 and 9, and dead last the middle row, which is the coldest part of the field.

Block 8 sits fourth rather than higher even though it is a corner: across the combined sample it delivers exactly its 10 %, meaning it is no better than an ordinary block.

On the accumulated frequencies this order averages 3.9 cracks per level against 5.5 for blind clicking — 29 % cheaper. Both actual runs came out better still: 3.3 cracks on the main account and 3.0 on the new one. But budget on 3.9 to be safe.

Trying this order costs you nothing

If the exit really did hide uniformly, the average number of cracks would be 5.5 whatever order you use — every order costs exactly the same.

So on your own Realm you risk nothing: if it does not work you are exactly where you started; if it does, that is 29 % fewer Ice Picks. There is no way to lose here — it is a free test.

Do not reshuffle the order mid-event

The most expensive mistake across all four runs was changing the order twice on the strength of a dozen fresh observations. Once block 5 was pushed to the back "because it is cold" — it immediately started showing up, and that cost about 1,300 Ice Picks. Another time block 8 was demoted after one blank event — and it then delivered 3 hits out of 14.

The rule: only change the order if a block racks up 5 or more hits in the first 15 levels. Otherwise leave it alone.

What was tested and does not work

On its own: "the exit repeats a lot, so start with the previous block"

The feeling is right, the conclusion is not. Repeats do happen: 16 out of 105 transitions, 15.2 %. But pure chance would already produce 13.4 %. The difference is noise.

What repeats is mostly block 10. It is the exit 23 % of the time, so "10, then 10 again" keeps showing up and sticks in the memory. That is a frequent cell, not a repeat rule.

Head to head on those same 105 levels: always clicking 10 hits 23.8 % of the time, "same as last time" hits 15.2 %.

And where the two rules actually differ — where the previous block was not 10 (81 levels): always 10 hits 21.0 %, "same as last time" hits 9.9 %. Twice as bad.

This is not an unlucky sample but how the rule is built: "repeat the last one" either coincides with "click 10", or swaps a 22 % cell for a colder one. It cannot win — only lose.

5. How deep to go

With the corner strategy a level costs about 3.3 cracks instead of the 5.5 you get from random clicking. Past level 15 the corner advantage weakens and a level runs at about 4.5 cracks — the cumulative cost below uses those two figures:

Reaching the chest on levelIce Picks totalDiamonds
5~50~5,000
8~119~11,900
11~218~21,800
14~347~34,700
17~565~56,500
20~820~82,000

About the "4.5 cracks past level 15": the corner skew sits mostly on the early levels and the field flattens out towards the middle. That shows in two events out of four and is not statistically confirmed on its own — but it is built into the estimate, because erring in that direction is the safer mistake.

Now compare what you get for it. Levels 1–14 give four chests (60,000 diamonds by the Fandom wiki estimate) plus the ordinary level prizes of those fourteen levels (another 75,000 or so). That is roughly 135,000 diamonds of value for 34,700 spent — about four to one.

After that the return halves: levels 15–17 give around 40,000 of value for 21,600 diamonds, levels 18–20 around 57,000 for 25,700. That is about two to one, not four.

The practical advice

Go to level 14 and stop. That is four chests for roughly 35,000 diamonds, and the best return per diamond in the whole event.

Stop exactly on a chest level, not one level short: you have already paid for the trip, it would be silly not to take the chest.

Three sensible exit points: 14, 17 and 20

All three are chest levels, and all three are far better than going deep. But they are not equivalent — the return falls off steadily:

Stop atIce PicksDiamondsValueReturn
14~346~34,700~135,2003.9×
17~562~56,250~175,2003.1×
20~819~81,900~232,4002.8×
50 (full run)5,488548,800781,1001.4×

That last row is not an estimate but a measured fact: the author once ran the event all the way to level 50, and it cost 5,488 Ice Picks. That run is where this whole section comes from.

Level 17 is the weakest of the three

Looking not at the cumulative figure but at what each further step buys: 14 → 17 returns 1.85×, while 17 → 20 returns 2.23×.

The reason: the chest on 17 is an ordinary one, while the chest on 20 is the first doubled one. The 15–17 stretch is an expensive road to a cheap chest.

Hence the rule: if your budget only covers "a bit past 14", do not stretch to 17. Either stop at 14, or aim straight for 20.

And even so, 20 is usually not worth it

Two consecutive events stopping at 14 give more value for less money than one run to 20: 69,300 diamonds against 81,900, and 270,400 of value against 232,400.

Going to 20 makes sense only if the diamonds have to be spent right now — for instance to finish the diamond consumption quest this weekend. That is a consideration about other events, not about Tundra Ruins prizes.

This guide gives no advice beyond level 20. There the bill runs into hundreds of thousands of diamonds, and that is a conversation for people who have them. The return keeps falling, but the event does not turn into a loss — you are simply paying close to market by then.

What if you are short on Ice Picks

"Go to level 14" assumes you have roughly 350 Ice Picks. If you have 40, the rule is different.

The small-bank rule

Stop at the nearest chest level as soon as you cannot comfortably afford the next one. Not "when the Ice Picks run out" — work it out.

The reason is that a chest you did not reach gives you nothing at all. Progress resets, and every Ice Pick spent approaching that chest is gone. It is not half a reward, it is zero.

A live example from the run on the new account. After the chest on level 8 there were 39 Ice Picks left:

So the run stopped at level 8. Not "ran out of money" but a calculation: two chests for 106 Ice Picks, i.e. 53 per chest — the best figure of all five runs.

How much this actually saves

Clearing 14 levels by random clicking would cost about 578 Ice Picks. With the corner strategy the last event cost 344, of which 30 came back as rewards. That is about 230 Ice Picks saved, or 23,000 diamonds — on one event, on the first fourteen levels alone.

Or per chest, across every run so far:

Stopped atIce PicksChestsPer chest
level 8 (small bank)106253
level 14344486
level 50 (full run)5,48813422

The earlier you stopped, the cheaper each chest turned out. The pattern holds right back to the very start.

6. Common mistakes

7. Short version, if you have no time to read

Get in touch

Found a mistake? Got a question about the mechanics? Want a guide on a topic that is not here yet?

Write to pnc.wiki.101@gmail.com — I will fix it, answer it, or write it.

One request in particular: if something in the game does not match what is written here, send a screenshot from the client. A screenshot settles the question faster than any argument, and in these guides it outranks any outside source.