Usually if someone doesn't know, they ask in a thread talking about quests... Seems weird you posted this as it's own thread...
If we're listing who has them, I have something like 20 or 30 Skylanders who have all 9 quests. Even though the Gold Top Hat is inferior in stats to the Knight Helm, I put it on anyone who has earned it, as a badge of honour.
I've done enough Skylanders that I have the process down. Defeating enemies comes from playing, I do Chapter 15 a bunch for the experience, this quest comes along at the same time. Also Heroic Challenges and Arenas help a lot. Same with 50 pieces of food, though I do a few arenas if it's going slowly. Doing an arena without getting hurt, I do the first challenge in the very first arena. The Chompies all ignore you so you can leave them for last, leaving the only tricky enemy as the two Bark Demons in Round 3, especially as the second is accompanied by an archer. The Heroic Challenge without getting damaged, I do Breaking The Fakes (I feel like it belongs to Eye-Brawl). Not many enemies, the focus is on breaking the breakables, so it's just a matter of learning the enemies that can surprise you and getting them before they do.
For the general quests that everybody has, that just leaves PvP and Elemental Damage. I do them together. I go into PvP and choose Sky Goals. I pick a punching dummy of the appropriate element that they're strong over (so if I'm getting this for a Water element, the punching bag is in the Fire element... I actually usually pick the Giant with the idea that their health is the highest, so this would be Hot Head). I have my guy get a goal or two to make sure he wins the match, then start attacking. Since Sky Goals isn't about killing, your opponent never dies, and sticks around to keep hitting and hitting. Because my guy has an advantage, he gets elemental damage. If their elemental stat is low, I go equip the Wizard Hat, which I think adds 25 to the elemental stat. Makes a HUGE difference on low stat guys.
Once I get the Elemental Damage Quest, I switch the game mode to Ring Out. Then I pick the Docks, and take control of the punching bag. I walk him to the back, where there's a bouncy pad near the wall, and bounce myself out. For amusement I TRY to land on the wall, trigger Ring Out, then walk back into the arena so that he's visible during the victory dance. I manage about half the time.
![smilie](//forum.darkspyro.net/images/smile.png)
This would obviously work in any arena with a strong enough bouncy pad near an edge, just mentioning the one I found and use.
Also, if you load the Luck-O-Tron with Power wheels, you start getting elemental damage ANYWHERE. Sometimes. Go do a turret challenge and you won't see the individual damage pop up, but you will see yourself getting progress on the elemental quest.
All that leaves are the two elemental quests and the specific quest. Obviously there's too many guys to start listing tips for the individual quests - I think there's 48 (as far as this is concerned): 32 originals + 8 Giants + 8 Newlanders. It's best to save that for when someone asks.
![smilie](//forum.darkspyro.net/images/smile.png)
The elemental quests, there are still 16, still a few too many.
So here's some which are found to be troublesome:
Magic: Kill with light beams and kill someone within 1 second of a teleporter. The latter is self explanatory, just find a teleporter which drops you near people, especially chompies. Some Heroic Challenges are good for that. The light beams, I only know one place: Chapter 14 - Autogyro Adventure. There's a few other light beams in the game, but no others around enemies. It takes a lot of goofing around, but I can take a magic character from nothing to completed quest by playing this level once. Just lure enemies into the light beams, most of which start off on or near the edge so this is tough. A later one, where the puzzle is that a light beam is rotating a large gear through the beam you need, I rotate the gear's beam to cross the other beam's platform. Around now it gets FILLED with those little green monsters, that's at least half the quest right there, and it's where I always finish the quest.
Tech: Kill Mages and open doors. Again, the second is self-explanatory, just keep opening doors (a 2-key door counts as 2 towards this quest). By Mages they mean Spell Punks. So, mostly those guys who conjure and grow the green monster things, but also the Life Spell Punks which heal. The Heroic Challenge Dungeoness Creeps is excellent for this, I think 6 Spell Punks in the whole thing. I also find Chapter 3: Rumbletown to be AWESOME for this. Plenty of spell punks throughout, and when you get to the arena at the end, DON'T KILL BROCK. Two waves of like 5 Life Spell Punks each come out to heal him, go to town.
Water: Knock enemies off the edge of the world and defeat a fire minion. Fire minion = a Fire Element Skylander controlled by Kaos. There are 3: Glacier Gully's Fire Gate (at the end of the long sequence/line of platforms, a chain to the left goes to the rest of the level, the chain to the right is to the Fire Gate), City Of Arkus' Fire Gate (midway through the level, after the second giant barrels run, to the right, in a cave under the first bomb) and the Fire Challenge on the Oracle level. As for the enemies, a lot of Skylanders either are or become too strong to "knock" anyone off without killing them in the attempt, so instead find a Root Runner (chompy generator plant) near an edge. Chompies which fall off by themselves count. Stand near the edge, then when they're about to leap, step to the side. I found this out midway through the Wilikin World level, when you're under a water tower (make sure to be in Wilikin World mode, so they're not En Fuego chompies who blow up), but Chapter 2: Junkyard Isles, just near the beginning works too. I found Thumpback too big for this, though. So in Chapter 2, I walked around everybody, broke all the walls at the beginning, then walked off the left edge to land on the tree there. Yes, ON. The chompies jump over my head and die. Simple.
Undead: Kill an undead minion and die by a boss 3 times. I go to Ch 14 - Autogyro Adventure for both. Ambushes count as bosses, and there's the only Undead Ambush I know of in the game. Plus it's not far from the beginning, just after the first time you HAVE to land, it's the first optional landing spot, where you have to choose between landing and getting a health heart. Once you die, you can press the action button to restart the level. Just that one time, kill one of them before they kill you, and you have both quests.
Air: Get airborne money and kill enemies in midair. MOST Air guys can fly, picking up money while flying counts. Open the vault, fly in, done in one shot. There's one or two - Lightning Rod for sure - who can't fly, be patient and look for bouncy pads with money. The two Fire gates I mentioned for Water are excellent for floating money, and Kaos' Kastle is great too. For the airborne enemies, I found one place that worked so well I stopped looking, Blobber's Folly, which I think is Bouncer's Heroic Challenge. Starts with a field of bouncy pads and three waves of enemies. Done. (This is also good for Tree Rex's personal quest to stomp on enemies. Just keep moving and don't attack)
Earth: Destroy walls and kill with pushblocks. PLENTY of walls on Chapter 2: Junkyard Isles, especially on the first island, I think it's 7. You can either do the whole level for all the walls, or just reset after the first island. The small ones that anybody can break count, just as the Giants-or-bombs ones do. Pushblocks, turtles count. You can do Shroomboom's Heroic Challenge, Baking With Batterson. There's I think 3 guys standing behind blocks waiting for this, and also in the middle are three turtles to push into a line near a Root Runner. If you don't have Shroomboom, Chapter 1: Time Of The Giants, after the Chompy Pit, bounce up the wall, to the left of the entrance is the Life Gate. Push this turtle to get in, push it back into place, drop off the other side, you can lure the large supply of chompies to the turtle. Push him in, repeat.
That just leaves Life and Fire, and theirs are self-explanatory.