Solution for Zanzarah: The Hidden Portal
Буквально парочку слов об игре, на прохождение которой я затратил ни много, ни
мало, а 6 часов. В целом,
неплохая вещь: графика не надоедает, есть хитроумные приемы разработчиков,
которые они реализовали
в своем коктейле адвенчурез и квеста. Но огромный минус - это бесчисленное
число поединков с
одуревшими от злости феями и всякими их обладателями. Хочу сразу предупредить -
игру я проходил с
помощью чита. Кто еще не разобрался, как его заставить работать, могут
воспользоваться моим советом.
После инсталляции игры на рабочем столе появится иконка с названием. Правой
кнопкой мышки ее
клацаем и выбираем "свойства". В объекте после кавычек добавляем пробел, тире и
console. Применить!
Вот и весь чит. Для его использования нажимаем f11 и вводим нужную команду. Мне
понадобились
"wizform" от 1 до 75 и "duel victory". Вторая - для немедленной победы в
поединке (энтер нажимать только
после начала боя), первая - для "нечестного" накопления фей. Чего уж тут греха
таить... Если хотите честно
играть, мучайтесь через каждый шаг сами. В игре мне встречалась огромная куча
предметов, так мне и не
понадобившихся. Да и много всяких секретных проходов из одной точки в другую.
Покопайтесь на досуге,
но помните, что основные приемы описаны ниже. Ну а теперь самое сладкое -
прохождение.
1. ЛОНДОН. Поднимаемся наверх на чердак и открываем сундук. Хватаем руку
сада фей. Открываем
меню коллекции рук и телепортируемся в сад.
2. САД ФЕЙ. Можно почитать книжечку, кто в английском рубит, с гномом
говорим и берем у него сумку
фей. Идем налево, к свободному от камня проходу.
3. ЭНДЕВА (деревня, короче). Поговорите с совой, она иногда дает дельные
советы. Вообще старайтесь
со всеми общаться. Глядишь, на халяву и скажут чего. А вот платить за сплетни
хитроумным гномам не
стоит - берегите бабки. Загляните в таверну, поговорите с Руфусом. Он даст ключ
от своего дома. Можно
порэкетировать бабульки с мужичков за карточным столом. Через три-четыре фразы
они бросаются
денежками с просьбой отвалить. Не забудьте сундучок на барной стойке открыть.
Идем в дом Руфуса и
выбираем фею. Настоятельно советую фею природы (она слева). И руку возврата
через телепортацию
тоже берем. Говорим с Люсиусом и получаем карту сада фей. Вообще, карты вещь
нужная, не
пренебрегайте.
4. САД ФЕЙ. Приготовьтесь к сражению с одуревшими от злости феями. Жмем
f11, набираем duel victory
и после загрузки битвы жмем энтер. Поступаем так со всеми. По пути вперед не
забудьте собирать
денежки, на остальные сундуки можно внимания не обращать. Сферы тоже особо не
пригодятся - мы
хитроумно на халяву напичкаем их в сумку позже. Впереди около прохода будет
стоять наглый эльф - к
черту его! Уже сами знаете как. Дуэль виктори, и все тут. Пусть идет на хутор
бабочек ловить!
Продвигаемся вперед, побеждаем фей, хватаем всякие предметы - идем к охотничьей
хижине.
Около входа получаем сумку для сбора эльфов. Идем назад до деревни, собирая всю
бездомную нечисть
в сумочку - не забудьте освободить аптекаршу в деревне. Микстурки можно не
покупать: бережем деньги.
Они пригодятся, поверьте. Снова идем к охотничьей хижине, проходим вперед к
коттеджу.
5. КОТТЕДЖ. Трындычим с пугалом, бьем очередную фею-дуру. Заходим в
коттедж. Меняем пятерых
бездомников на денежку. Продавца магии посылаем подальше. Выходим из дома, идем
снова вперед на
одно игровое поле.
6. САД ФЕЙ. Пытаемся поймать двух эльфов. Но неудача не смертельна. Идем
вперед, собираем
денежки, говорим с совой. С воздушными потоками и вихрями пока не
экспериментируем - рано.
Возвращаемся в деревню (чтобы долго не бродить, можно телепортироваться через
руку возврата в сад
фей и пройти одно игровое поле налево - так быстрее).
7. ЭНДЕВА. Идем налево от совы к проходу, который загораживает Симус.
Говорим с ним и просим
освободить помещение. Идем вперед.
8. ЗАЧАРОВАННЫЙ ЛЕС. Идем прямо. Если не хотите через каждые пять шагов
сражаться с больными на
голову летающими тварями, старайтесь не сворачивать с тропинки. Время
сэкономите на вводе победных
слов. Базарим с эльфом. Идем к воротам и говорим "Сезам".
9. ТИГРАЛИН. Получаем книгу фей и заходим в город. Теперь наполняем феями
свою сумку. Жмем f11
и вводим wizform от 1 до 76 (или 75? - не помню). Наберитесь терпения на ввод.
Идем налево,
разговариваем с Симусом. Ставим его спесивую морду на место. Идем к карлику,
разговариваем и
заходим в дверь дома, что напротив. Там успокаиваем хозяина - ловим бездомного
эльфа в подвале. И
в сундучке, что около спуска в подвале, берем ключ катакомб. Возвращаемся к
фонтану и разговариваем
с гномом. Покупаем у него три кристалла. Четвертый и пятый забыл дома. Потом к
нему зайдем. Идем в
палаты, говорим с мэром (или как там его) и идем в дверь, что справа от входа.
Там в сундучке на втором
этаже затариваемся картой зачарованного леса. Можно книжку полистать и травки
заготовить с
микстурками. Спускаемся и идем в последнюю неисследованную арку. Идем вперед.
Докупаем кристаллы
у алкаша-гнома и меняем их в лавке, что напротив, на руку возврата в Делмор
(болотное захолустье).
Можно телепортироваться.
10. Обходим все дома, собирая все подряд. Должны найти (или получить от
гоблинов после разговора)
карту темного болота (она в сундуке около моющего полы гоблина), руку возврата в
Тиралин, собираем
денежки. С обратной от телепортационной точки стороны тоже есть мостик.
Спускаемся и слушаем
нечленораздельные звуки побежденного кем-то гоблина. Говорим ему, что он салага,
и идем вперед.
Держимся правой стороны болот (по отношению к главе бандюг с кривыми мордами),
находим двух козлов,
превращаем их в пыль. Третий стоит на мостики около телепортационной точки.
Возвращаемся к самому
крутому для решающей битвы. Вводим волшебные слова и готово. Он даст вам
океанский моллюск для
призыва фей - вещь нужная, пригодится. Возвращаемся в деревню, слушаем
поздравительные слова и в
лавке, где торгуют всякими вещами, на ВСЕ БАБКИ закупаем ЧЕСНОЧНЫЕ АТОМАЙЗЕРЫ.
Очень полезная
штука, стоит, правда, недешево, зато с феями сражаться не надо -
нажал "отпугнуть дуру" и всего
делов-то. И вообще, почаще заглядывайте сюда и закупайте их по мере накопления
денег (с гоблинов
пять алмазов за рекламу!). Идем к мостику, с обратной стороны от
телепортационной точки. Поговорите с
гоблином около спуска - он подскажет, где взять карту Феи природы. Топайте
вперед и поглядывайте за
светлячками - они будут указывать вам путь вперед. По пути мочите гоблинов, феи
и собирайте денежки,
но старайтесь не просмотреть очередного светлячка. Рано или поздно попадете на
островок, где нужно
надрать зад гоблину, поговорить с совой и взять карту фей природы. Теперь
активируйте фею (сделайте
первой фею Силлию при той раскладке фей, что я предложил вам вначале) Подходим к
кусту колючего
сорняка и травим его пестицидами! Сферу можно и брать, и не брать.
Телепортируемся в сад фей.
САД ФЕЙ. Спускаемся к эльфу и мотаем на ус его болтовню. Телепортируемся к
коттеджу.
КОТТЕДЖ. Идем вперед, мимо дома, снова в сад фей.
САД ФЕЙ. Зайдите налево, там и сорняк можно успокоить и болтологию гнома
послушать,
возвращаемся назад, держась левой стороны, пытаемся снова поймать бездомника -
эльфа, проходим
вперед, к филину, поворачиваем направо и уничтожаем сорняк.
ГОРНЫЙ МИР. Уничтожаем карлика. Идем вперед, собираем монетки. Дорога там
одна - не заблудитесь.
Идем по мостику, уничтожаем карликов. Снова монетки, феи и карлики. К черту все
это хозяйство.
ЛЕДЯНЫЕ СКАЛЫ. Аккуратненько спускаемся вниз, к елочкам и березкам, не знаю
как выросшим в этих
горах льда, и, отпугивая озлобленных дур атомайзерами, собираем барахлишко.
Вообще-то главной целью
у вас будет набрать эльфиков - нужен еще пяток для обмена. Поднимаемся вверх,
откуда спускались и
начинаем подниматься по уступчикам гор наверх - лучше всего по правой стороне,
если смотреть вниз от
пещеры, откуда вы пришли. Заходим еще в одну пещеру и выходим. От выхода
поворачиваем направо и
спускаемся вниз, в арку темных пещер. Пособирайте кристаллы, загляните в
зачарованный лес (есть там и
такой выход), там можно монетки собрать. Возвращаемся наверх и бежим вперед. На
пути встретится
карлик - сами знаете, что делать. Идем вперед и выходим к Башне Гномов.
БАШНЯ ГНОМОВ. Идем налево, мило беседуем с птичкой. Идем в башню.
Поочередно сражаемся с
гномами, этаж за этажом продвигаясь вперед. На первом не забудьте найти руку
возврата в Башню Гномов,
на третьем - карту горного мира. После финальной битвы с последним гномом,
откройте сундук с секретом.
Решение головоломки: разделим квадрат на три горизонтальные полосы - верхнюю,
среднюю, нижнюю.
Левую верхнюю клетку обозначим цифрой 1, среднюю верхнюю - 2, правую верхнюю -
3; средняя
горизонтальная линия слева направо 4, 5, 6, нижняя горизонтальная 7, 8, 9. Тогда
решение простое -
нажимаем 1, 3, 9, 7, 2, 6, 8, 4, 5. Забираем элементарный ключ земли.
Телепортируемся в Лондон,
нажимаем f11 и начинаем класть фей за пазуху, до одурения набирая команды
wizform от 1 до 76.
Сохраняем игру и устанавливаем следующую комбинацию фей: 1 - Силлия, 2 - Менкр,
3 - Джам Рок, 4 -
Гораэль, 5 - Пикс, снова портируемся в Башню Гномов. Поворачиваем налево и идем
в пещеру, где еще не
были (но пока не к гному в конце дороги). Убиваем Лидера Темных Эльфов и идем к
развилке трех дорог.
Лучше по правой, собираем денежки, кристаллы, монетки и прочую дребедень типа
магии плесени (на кой
черт она нужна, я не знаю). Там вы найдете проход в Монагам, заваленный камнем
(запомните его) и один
еще проход в горный мир. Обегаем его с правой стороны, находим пещерку с
испуганным гномом. Дальше
наткнетесь еще на один грот, ведущий к следующему игровому эпизоду.
ГОРНЫЙ ПИК. Сбегайте налево, пособирайте монетки и возвращайтесь, чтобы
пройти направо от входа
(можно и сразу туда). Дойдете до ледяных пещер.
ПЕЩЕРЫ. На развилке сбегайте налево для всяких там травок и возвращайтесь,
чтобы пойти направо.
Там будет торчать какой-то урод. Скажите ему: "Гитлер - давно капут!" и идите
вперед. Дойдете до темных
пещер.
ТЕМНЫЕ ПЕЩЕРЫ. Вперед, к Ласссе. Он пробурчит что-то насчет фей и попросит
найти четверых
летающих тварей. Спуститесь вниз и идите чуток налево, там есть секретное место
(оно помечено таким
еле заметным мерцающим шаром) - появится плита. Проходим по ней и убиваем
первую. Вторая - при
входе в пещеру (откель пришли), третья возле шарика с секретным местом наверху,
а четвертую придется
призвать, проходя по ручейку - услышите характерный сигнал и надпись в левом
верхнем углу экрана.
Зовите ее ракушкой (помните, ее вам дал чокнутый гоблин в болотной деревне).
Идем снова к Лессе и
получаем элементарный ключ воздуха. Телепортируемся в Данмор для закупки
атомайзеров. Не
спрашивайте зачем, сами знаете, что пригодится.
ДАНМОР. Обходим деревню с обратной от телепортации стороны. На первой
развилке налево,
потом после попадания на туманное болото направо, потом держимся левой стороны,
пока не попадем на
полянку с парочкой приблудившихся бездомных эльфов и монетками. Там же есть
проход, закрытый
кустарником, в зачарованный лес, но лучше, если вы набрали еще пяток эльфов,
телепортироваться в
коттедж
КОТТЕДЖ. Поменяйте у Люсиуса их на ключ от подвала его дома. Спускаемся
вниз, собираем кристаллы,
монетки и доходим до сундука с сюрпризом. Жахните его так же, как и первый -
получите какой-то
эволюционный камешек (тоже не фига не понял, зачем енто добро, мне не
понадобилось). Сразу можно
телепортироваться в сад фей. Оттуда идем в деревню, и, не переходя мостик,
отчаливаем налево, к
воротам.
САД ФЕЙ. На развилке (одна дорога прямо, другая направо) идем направо, за
указателем к Лесной
хижине. Если не хотите заблудиться, с тропинки не сворачивайте, можно даже на
карту посматривать.
Тропинка через пару игровых эпизодов выведет вас к болотцу, окунитесь в него на
всякий пожарный
(музыка таинственная, но не понятно, для чего это лужа нужна), а там и домик
рядом.
ЛЕСНАЯ ХИЖИНА. Поговорите с хозяйкой дома, она попросит вас убрать кусты.
Несколько находятся
вокруг дома, а последний на чердаке дома. Истребив весь сорняк вальяжно
подкатитесь к хозяйке и
предложите ей интим... Обломившись, получите ключ стихии. Ну и на том пасибки.
Телепортируемся к
Башне гномов.
БАШНЯ ГНОМОВ. Идем налево к подъемной площадке и ... ух...
ОБЛАЧНОЕ ИЗМЕРЕНИЕ. Говорим с попугаем и собираем монетки. Идем налево -
около входа в так
называемую черную дыру сундук с картой облачного измерения. Возвращаемся и идем
к другому
мостику. Оттуда поднимаемся по башенке вверх. Обходим бассейн справа и делаем
карлику "секир-башка".
Спускаемся по башне вниз и идем в черную дыру. Слева от выхода обломится рука
облачного измерения.
Барыгу с крыльями посылаем на хутор за бабочками и тащим свои усталые коленки к
белому друиду, что в
открытой белой беседке. Эта сволочь подарит вам парочку темных эльфов.
Разберитесь с ними
(запрыгнуть на холмик можно и нужно, это только так кажется, что не получается)
и возвращайтесь к
белому нахалу. Он с барского плеча кинет карту фей земли. Меняем фею на Джам
Рока и пробуем убрать
камушек. Возвращаемся назад мимо крылатого спекулянта назад в черную дыру. Потом
поднимаемся,
потом спускаемся по башенкам. Короче, идем к птичке. Чуть не доходя до нее,
поворачиваем направо
(где брали карту) и ныряем в черную дыру. Там убираем камушек и идем вперед,
огибая холмики с левой
стороны. Попадете на арену. К черту всех, получите фею Суанн и посох дядьки
Черномора.
Телепортируемся в сад фей.
САД ФЕЙ. Камушек, что справа от выхода взрываем, идем вперед, ловим
бездельника эльфа, даем
ему шоколадку и поднимаемся на платформе вверх.
ОБЛАЧНОЕ ИЗМЕРЕНИЕ. Сражаемся с феями и из сундуков-сюрпризов забираем
инструменты гномов.
Сундуки открываются аналогичным образом. Портируемся в Башню гномов.
БАШНЯ ГНОМОВ. Идем налево до конца, показываем кузькину мать гному,
проходим дальше по
мостику до гнома, он посмотрит на наличие инструментов и включит плиты.
Возвращаемся по мостику и
аккуратненько прыгаем по плитам до сундука. Забираем природный ключ огня (и на
кой черт он нужен,
никто не сказал). Ну, пусть будет. Обратно прыгать не получится -
Телепортируемся в Башню Гномов.
Бежим направо и ДО птички ныряем в правый тоннель, оттуда потихоньку добираемся
до МОНАГАМА
(закрытый камень помните, я просил его запомнить). Убираем камушек и попадаем в
царство Монагама.
МОНАГАМ. По единственной тропинке (не свалитесь спьяну) топаем вперед.
Снова здороваемся с
дурой-птичкой. Зайдите в первый домик, поговорите с гномом, потом в левую
соседнюю комнатку - там
рука возврата в Монагам. Выходим, идем вперед, попутно посещая пару - тройку
домиков. Рано или
поздно увидите дверь. Посмотрели? А теперь резко телепортируемся в Тираллин.
ТИРАЛЛИН. Идем в катакомбы (налево). Бродим там до посинения, пока не
найдем всякие доступные
мелочи и не сразимся со стражем катакомб. Возвращаемся к дому советов Тираллина,
идем к мэру, дарим
придурку посох. Портируемся в Лондон, чтобы установить Суанну (можно вместо
Менкр). Снова
портируемся в Тираллин и идем к обменному пункту валют, чтобы махнуть Суану на
Сербазз. Махнули?
Теперь поспешаем в Данмор.
ДАНМОР. В первую очередь - атомайзеры!!! Возвращаемся и идем по мостику до
колючего кустика.
Атакуем его феей природы, затем меняем ее на Сербазз и заговариваем с придурком
на мосту. Он отнимет
у вас ее и уйдет. Бегом вперед, к Великому трухлявому пню. Там шаг за шагом
опускаем всех дюжих
молодцов и в конце концом получаем карту фей воздуха. Записываемся в школу
космонавтов.
Портируемся в Облачное измерение.
ОБЛАЧНОЕ ИЗМЕРЕНИЕ. Находим дворец и устанавливаем фею воздуха Гораэль.
Прыгаем по
воздушным потокам вперед. Заходим во дворец. Говорим с Друидом и топаем к гному
в шарике - он
отдаст вам ключ от закрытой двери в Монагаме. Портируемся туда. Идем к двери и
открываем золотым
ключиком. Расправляемся там со всей живностью и у Квинлина забираем тяжелый
ключ. Портируемся в
Тираллин и идем в арку, что сзади вас, мимо дворца к запертым воротам. Открываем
их и по тропиночке
вперед на несколько игровых полей за картой псифей. Портируемся снова в город и
топаем снова в
катакомбы. Там слева от глазастой птицы есть запертая дверь. Тоже открываем и
идем вперед. Ах, как
проигодятся вам атомайзеры. Собираем всякую дурь, находим там рог фей.
Портируемся снова в Данмор.
Закупайте на последние шишы атомайзеры и топайте снова к дереву, от него налево
чуток по кочкам, по
кочкам, пока не доберетесь до туманного болота. А там и до измерения теней
недолго. Попрощайтесь
слезно с совой, пожелайте ей удачи и вперед...
ИЗМЕРЕНИЕ ТЕНЕЙ. Не прыгайте ни на какие платформы, пока я не скажу!!!
Убираем всю нечисть со
своего пути и держимся в основном левой стороны. Ликвидируем еще одного дурачка
и лидера теневых
эльфов. Выходим на площадку с тремя дверьми. Около синенькой двери потайной
светящийся шарик
откроет вам парочку платформ. Поспешаем к ним и, прыгая на трезвую голову,
добираемся до сундука с
красным ключом (или зеленым, не помню точно). Возвращаемся назад и открываем
одну из дверей. Вниз,
а потом наверх - ключ зеленого цвета у вас! Опять возвращаемся. Открываем
зеленую дверь и спускаемся
вниз налево, отрываем уши гоблину, потом еще одному, идем прямо, не сворачивая,
потом налево вниз, и
натыкаемся на не очень приметную парочку скелетов. После тридцатой перезагрузки
игры добираемся до
них и треплемся о жизни тяжелой. Когда будете соображать на троих с сидячим,
поставьте на всякий
случай фею Пикс. Глядишь, и ключик от последней синей двери обломится.
Возвращаемся и открываем
последнюю дверь. Бьем по башке всяких там прихвостней, заходим в темный дворец и
объясняем
политику вашей жизни Друиду. Твердолобый урод переместится на второй этаж.
Топайте к статуе, слева
сзади от нее будет дверь на второй этаж. Ловим беспризорников, мочим Друида,
спускаемся вниз,
надираем задницу статуе и ... смотрим видео. Три ноль - наши победили. Ур-
ряяяяяяяяяя!!!!!!!
P.S. Если вдруг вам встретятся предметы, мною не обнаруженные, с секретными
свойствами, не в
службу, телеграфируйте мне!
Top of page |
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Solution for Zanzarah: The Hidden Portal
Zanzarah – The Hidden Portal
Walkthrough by sneaky@vipmail.com
Copyright(c) 2003 by sneaky@vipmail.com
Copyright notice:
This walkthrough may not be reprinted or distributed on any web
site or printed media without my expressed written consent. This
document is provided as a free resource to its intended audience. No
other party may receive any monetary compensation for any portion of the
material presented within this document. If permission is given by me
to use this document, it must be presented in its original form
unedited, with the exception of correcting any spelling or grammar
errors contained in this document or any reformatting required to
present this document on a given web site. The owner of this document
reserves the right to rescind permission to use this document, if the
owner feels that any of the conditions stated in the copyright notice
have been violated. This copyright notice must accompany any reprinted
version of this document.
REVISION HISTORY:
01/29/03 Version 0.01 - Initial version. Started the document and the
walkthrough. I’m writing this walkthrough based on my second pass
through the game. I just finished my first game, although, I am missing
eight fairies of the complete set of seventy-seven fairies. I’ve done
some of this walkthrough from memory. I’ll correct anything I got wrong
or don’t remember when I reach it on my new pass through the game.
2/4/03 Version 0.42 - According to the load game screen, I’m 42% of the
way through my second pass at this game. I’ve just started on the quest
to get the Fairy Card of Stone. I probably won’t release another rev.
of this walkthrough until I get the Stone or Air card. That will
probably be next Monday.
3/2/03 Version 1.00 – The walkthrough should be complete now. I decided
to finish the walkthrough rather than come out with other partial
walkthroughs. It took me a little longer than I expected to finish the
experience charts and cross-reference everything. It is probable that
I’ve missed a wild fairy on some of the levels. Some fairies spawn in
certain locations very rarely. I may have missed some of these fairies
in my journey. On a positive note, I did capture all of seventy-seven
fairies in my last pass through the game.
************************************************************************
****************************** CONTENTS ********************************
************************************************************************
INTRODUCTION
- Overview of this Document
- Overview of the Game
- General Hints
- Known bugs and other issues
- Things I haven’t figure out
- Contacting me
AMY’S ADVENTURES
- Movement Keys and Interacting with the World
- Jumping with the Runes
- Roadblocks and other obstacles
- Prickly Bushes
- Boulders
- Air Eddies
- Magic Merchants
- Saving, Restoring and Dying
- Using the Map
- Mini-Games and Puzzles
- Capturing Pixies
- People and Places of Interest
- Amy’s House in London
- Rafi in the Fairy Garden
- Scarecrow
- Fairy Trainers
- Items You Can Purchase from the Shopkeepers
- Small Healing Potion
- Medium Healing Potion
- Big Healing Potion
- Healing Herbs
- Medicine
- Mana Potion
- Golden Carrot
- Naming Magic
- Garlic Atomizer
- Silver Sphere
- Golden Sphere
- Crystal Sphere
FAIRY DUELS
- Preparing Your Fairy Deck
- Preparing Your Fairies
- Where Do I Find a Particular Fairy or Fairy Type?
- The Different Types of Fairy Duels
- Fairy Arena Overview
- Special Spells and Abilities
- Moving and Fighting in the Arena
- Managing Multiple Fairies
- Capturing Fairies
- Battle Results Winning and Losing
- The Fairy Arenas
- Low Level Arenas
- The Cross
- The Crosses
- The Gazebo
- Mid Level Arenas
- The Coliseum
- The Spiral
- The Three Platforms
- The Building Blocks
- High Level Arenas
- The Castle Turrets
- The Roofed Platforms
- The Dome
- The Spindle
WALKTHROUGH
-----------
PROLOGUE – AMY’S HOUSE IN LONDON
PART 1 – FINDING A FAIRY
PART 2 – GETTING OUT OF THE FAIRY GARDENS
PART 3 – TO TIRALIN
PART 4 – GETTING THE FAIRY CARD OF NATURE
PART 5 – GETTING THE FAIRY CARD OF EARTH
Getting the Elementary Key of Nature
Getting the Elementary Key of Earth
Getting the Elementary Key of Air
Getting the Fairy Card of Earth
PART 6 – GETTING THE FAIRY CARD OF AIR
PART 7 – FINDING THE KEY TO THE IRON GATES
PART 8 – ENTERING THE LAVA CAVES, PART 1
Getting an Evolutionary Stone of Fire
PART 9 – SOME SIDE QUESTS
Finding the Cloverleaf
Finding the Fairy Horn
Finding the Fairy Card of PSI
Getting a Missing Pixie
Getting the Evolutionary Magic of Air
Tying up Some Loose Ends in the Realm of Clouds
PART 10 – ENTERING THE LAVA CAVES, PART 2
Getting the Fairy Card of Fire
Getting the Elemental Elevator Key of Fire
Entering the Lava Caves
PART 11 – TRAINING AND COMPLETING YOUR FAIRY COLLECTION
PART 12 - THE SHADOW REALM
THE LISTS
---------
THE MAPS
- Map of the Fairy Gardens
- Map of the Enchanted Forest
- Map of the Dark Swamp
- Map of the Mountain World
- Map of the Realm of Clouds
- Map of the Shadow Realm
THE FAIRIES
- Fairy Overview
- Fairies Strengths and Weakness Chart
- Nature Fairies
- Air Fairies
- Water Fairies
- Light Fairies
- Energy Fairies
- PSI Fairies
- Stone Fairies
- Ice Fairies
- Fire Fairies
- Dark Fairies
- Chaos Fairies
- Metal Fairies
- Fairy Experience Charts
THE SPELLS
- Spell Overview
- Nature Spells
- Air Spells
- Water Spells
- Light Spells
- Energy Spells
- PSI Spells
- Stone Spells
- Ice Spells
- Fire Spells
- Dark Spells
- Chaos Spells
- Metal Spells
THE ITEMS
- Items Overview
- Map Pieces
- Runes
- Elementary (Elevator) Keys
- Fairy Cards
- Fairy Evolution Items
- Keys
- Special Items
- Fairy Related Items
- Other Items
THE MERCHANTS
- Magic Merchants
- Shopkeepers
- The Best Prices for Items
THE FAIRY TRADERS
- Sillia, Tadana, or Grem
- Tadana
- Fygaery
- Darbue
- Suane
- Segbuzz
- Worgot
- Violectra
THE PIXIES
ACKNOWLEDGEMENTS
NOTE: To make searching through this document a little easier, all
section titles listed in the CONTENTS have at least four asterisks and
space before and after the title. For example, if you want to find see
INTRODUCTION, you would search for “**** INTRODUCTION ****”.
************************************************************************
**************************** INTRODUCTION ******************************
************************************************************************
***********************************
**** Overview of this Document ****
***********************************
This document is divided into three sections. The first section
contains hint and tips for surviving in Zanzarah. The second section,
the main section, is a walkthrough of Zanzarah. The walkthrough
contains notes and information on each section of the world. It is
organized in the order in which I used to complete the game. You may
not have to use the same order to successfully complete the game,
although you probably will do something pretty similar. While the game
does give you the illusion of independence, it does force you to follow
a pretty set path. The final section of this document is a set of
lists, with notes, about everything that I considered even somewhat
important. In this section, you will find information on all 77
different types of fairies, all of the spells, items, merchants, and
pixies in the game, etc.
In the main section of the walkthrough, I’ve broken the game into
multiple parts. The game itself does not actually call out separate
parts, but I have arbitrarily created sections out of each of the major
quests in the game. (I’m calling any task that Rafi tells you to do a
quest).
As you probably noticed, assuming you’ve gotten that far in the
game, you can collect a series of runes that you can use to transport
Amy from one place in Zanzarah to another. Where it simplifies the
walkthrough, I will include notes to jump to a location using a
particular rune. You can chose to use the rune or you can manually walk
to the location I mention. The advantage to using the runes is that you
can get to the location you want quickly. The disadvantage of the runes
is that you miss the chance to fight more fairies and thus gain
experience points for fairies. You also miss the chance to capture
those fairies or collect their items. The choice is yours...
Finally, there are certain places in a particular level / area
that you can not reach when you get there the first time. For example,
there may be some item blocked by a prickly bush or large rock and you
can’t move it. If I feel the item is important enough, I’ll include
steps in the walkthrough to backtrack and get the item. Again, feel
free to ignore these steps if you don’t think the item is worth the
effort.
As always, this is partially a game of discovery and adventure. If
you read ahead in the walkthrough or read the Lists section, you may
spoil some of the surprises to come.
Some other notes: I’m playing this game on a PC. I don’t know if
this game is or will be ported to another platform. Even if it is, I
will only be playing this game on Windows, so I won’t what the
differences are on other platforms. The second note is that I haven’t
used the multi-player feature of this game and, as of right now, I don’t
intend to. There are no tips about multi-player configurations, spells,
tricks, etc. in this document.
Also, I won’t do any technical troubleshooting on your game or
hardware. If you have troubles running the game, contact the Tech.
Support help line for the game.
******************************
**** Overview of the Game ****
******************************
Zanzarah is basically a Pokemon clone with better graphics. It
features an adventure game 3rd person feel which has you exploring the
world of Zanzarah, and a first person shooter type game which you use
during fairy duels. Zanzarah places you in the role of Amy as she tries
to save Zanzarah from destruction, while collecting as many of the 77
different fairy types as possible. Amy will travel across all of
Zanzarah collecting all sorts of objects to fulfill her quest.
You can’t lose the game or die in Zanzarah. If Amy walks off a
cliff or drowns, the game will automatically restore the game to state
it was in the last time you saved or when you entered the current area,
which ever is more recent. The same thing will happen if you lose all
of the fairies in your possession. While the Fairy duels are fought in
a first person perspective, they generally rely more planning and fairy
selection than lightning fast reflexes.
Zanzarah does have a different method of saving and restoring your
game. It only allows you to save and load the game at the current spot.
You can not maintain multiple save files from within the game. Before
launching the game, you can copy the current game to a different save
slot. While I used this feature heavily to create this walkthrough, it
doesn’t seem to be that useful for the most part. Also, when you
restore your game (or the game restores itself when Amy dies or loses
all her fairies), Amy will appear at the start to the last level you
were on. In other words, you can save the items and the fairies you
have plus the level you are on, but you can’t your save the location in
the level.
***********************
**** General Hints ****
***********************
Big hint number 1: Read the manual. Seriously though, the back
portion of the manual does give always a little more information than it
probably should. It will tell you all of the places you will go, the
runes you will get, etc. I found the help that you get by pressing the
F1 key to be pretty useful. You can press the F1 key at any time in the
game, even during Fairy duels. There are five different help pages
available. You can get to the different pages by pressing the left or
right directory keys. The most useful page, in my opinion, is the Fairy
Strength and Weaknesses page. You can use this page before or during a
duel to figure out which fairy you should use against your opponent.
Unless you get intimately familiar with all your fairies and their
weaknesses, it’s a good idea to check out the Strengths and Weaknesses
page before a battle against multiple fairies.
Big hint number 2: Re-map the keys in the game, so you have a more
useable configuration. While using the arrow keys to move and fight may
seem intuitive; it’s difficult use successfully in fairy battles. It’s
better to have your movement keys in some combination around the ‘a’
through ‘f’ keys. The reason for this is that during one of the fairy
battles, you will want to change fairies, which is done using the 1-5
keys. If you have to look down and move hands between the arrow keys
and the number keys, you are losing valuable time. During this time,
your fairy could be falling off the map or into one of the flames. Even
worse, your opponent could have brought out a different type of fairy
that is very strong against your fairy.
Anyway, my key combination for the game is as follows:
Action Keyboard key
-----------------------------------------
Forward f
Backward d
Left a
Right s
Next Fairy r
Previous Fairy e
There are other combinations that may be better or easier for you.
Check out some of the FAQS on Quake, Unreal Tournament or other such
games for some different keyboard combinations.
As for hints about the game itself, most of these are pretty
obvious. Talk to everyone you see and ask him or her each of the
possible questions. If a character approaches you to tell you to do
something, (like Rafi at the beginning of the game), talking to the
character again after they speak will usually give you new conversation
options.
Try to get into every place possible. There are a number of items
hidden behind buildings or rocks. Even more items are placed in areas
where you are not required to visit.
Take everything that isn’t nailed down. Even if you are helping
some character in the game, don’t hesitate to steal everything they own.
At the start of the game in Endeva, you will get the key to Rufus’
house. He’s being nice and letting you select one of his fairies. Just
because he’s being nice doesn’t mean that you should ignore the rune and
other goodies in the house.
The English translation work in the game is sometimes a little
iffy. If a character ask you a question, the answer is always supposed
to be “Yes”. Answering “No” won’t necessarily cause any problems, but
you may have to go back through the conversation again and answer “Yes”
to get the result you want. If a character is offering to explain how a
portion of the game works and you say “No”, a lot of times, you won’t
have the option to get the explanation latter.
While it is not possible to lose the game, it is possible to get
in a situation where you can’t get all of the fairies. There are only a
limited number of some items needed to cause a fairy’s evolution. Some
of these items are used for multiple creatures’ evolution. If you use
all of these items up on one creature, you may not be able to evolve the
second creature.
When you get far enough in the game to have multiple fairies, try
to keep fairies of different types in your active deck. Each fairy type
has its own strengths and weaknesses. Any ideal fairy deck should have
one fairy’s weakness cover by other fairy’s strength. For example, a
Nature Fairy’s weakness to Fire can be covered by having a Water Fairy
in your deck. (Water Fairy’s are strong against Fire Fairies.) The
Fairy strengths and weaknesses play a huge role in the Fairy Battles.
If one fairy is weak against a second type of fairy, then the first
fairy will do little or no damage against the second. If the second
fairy is strong against the first fairy’s type, the second fairy will do
substantially more damage to the first than its normal attack would do.
If a fairy has both a weak attack against a particular type and is weak
to that type’s attack, the fairy will not last long in a battle against
another fairy of that type. For example, a Fire Fairy has a weak attack
against a Water Fairy, and a Water Fairy has a strong attack against a
Fire Fairy. So, if a Fire Fairy and a Water Fairy are fighting, the
Fire Fairy will most likely receive a lot of damage, while the Water
Fairy should be relatively unharmed.
All of the means that you should try to match your fairies’
strengths against your opponents’ weaknesses. The more different types
you have in your deck, the more likely you are to find a fairy in your
deck that is strong against a particular opponent. Also, you are less
likely to find an opponent that is strong against every fairy in your
deck. Every time you get a new fairy type, check your deck and see if
you can improve your strengths while reducing your weaknesses. Oh, and
you can only swap fairies in London.
Try keeping a Fairy Sphere around, if possible. Once you are able
to buy Fairy Spheres, try keeping at least one Fairy Sphere of each type
around. When fighting wild fairies, the Fairy Sphere will allow you to
end the battle early and still get experience points. You can capture a
fairy one to three shots (on average) earlier than you can defeat it.
Even if you capture a fairy in the arena, you still get the option to
capture or release it after the battle. If you release the fairy, you
won’t use the Sphere. The downside to this approach is that the wild
fairies will act differently when their health is low enough for a
capture. The fairies will usually start firing spells off as fast as
possible, to prevent you for getting close and also to burn through all
of their mana. As you know from the manual, once a fairy uses all of
its mana, it starts charging spells from its health. This means, the
fairy you are trying to capture could be trying to kill itself by
exhausting it mana and then burning through its health. Even worse,
some weakened fairies will make a beeline for the exit. If they escape,
you end up with nothing, no experience, no new fairy and no new item or
Fairy Coins.
On a related note, make sure your fairies always have enough mana
before a fight. Using health to charge a spell will burn through a
fairy’s life very quickly. When a fairy gets a new level, the fairy’s
health goes back to full, but the mana is only recharged up to 50%
(rounded up.) (If you are already at 50%, you will get some additional
mana for leveling up, but you won’t automatically get fully recharged.)
That may be enough mana for one or two battles (depending on the total
mana available), but no more than that. If you are going in battle
against another Fairy Master or Shadow Elf, you should have all your
fairies’ mana as full as possible. You never know going into a battle
whether you will be relying on only one of your fairies to defeat all
your opponent’s fairies.
Finally, if you ever get to a point where you have no idea what
you should do next, talk to Rafi. (You can get to him using the Fairy
Garden Rune.) Rafi will always tell you what you should be trying to
do. If he tells you to go to a particular area and you don’t know where
that is, start reading the road signs or clicking on buildings on the
map. Usually, he will tell you to go to an area that you were able to
open up using something you got from his last quest. A yellow
exclamation point will appear on your map, on top of the target of
Rafi’s current quest. You will only see this exclamation point if you
have the map piece that shows the quest’s target.
*************************************
**** Known bugs and other issues ****
*************************************
I’ve run into a clipping bug or two, but nothing major. Several
times, when I was jumping on some stones floating in the air, I fell
through the stone. This was especially true if the stone was moving.
(Hint – save before your jump on any moving stone.)
The translation work is a little interesting. There are a couple
of misspelled words, like defence instead of defense, and a couple of
confusing text messages, but again, none of these are major problems.
I’m not sure if you’d call this a bug or an intended feature, but
once you fill any type of slot in the game, you can never clear it.
Once you get five fairies in your deck, you can never have less than
five. Once you fill a fairy’s spell slot, you always have to have a
spell in that slot. You can replace the spell, but you can’t remove it.
So, if you ever plan on using more than one fairy in a given type, you
will probably need to get more than one copy of certain spells.
There’s another bug that happens if your fairy gets frozen in a
battle and your fairy levels up as a result of the battle. The frozen
status drastically slows down your fairy’s movement. When your fairy
levels up, the game clears all of your fairy’s statuses. Unfortunately
with the Frozen status, the game will clear the status but not the
effect of the status. Thus, your fairy will move incredibly slowly but
you can’t use medicine to heal the fairy. Leaving the current level
sometimes fixes this problem. At other times, the only way to fix this
problem is to exit and reload the game.
*************************************
**** Things I haven’t figure out ****
*************************************
I think the elves and some of the other characters are speaking
French, but I’m not sure. The Shadow Elves sound like they are speaking
a different language, but I can’t be positive about that either.
I don’t know what “Magic Jumping” means. There are some passive
spells that have the special ability of “Magic Jumping”. This doesn’t
seem to have any effect on the fairy’s jumping ability. It this spell
does have an effect, it’s so small that it seems practically worthless.
Next, there’s a checkers like game that an elf challenges you to
play in Tiralin. I’ve beaten the game before, but I haven’t developed a
consistent strategy to win yet. Any advice on this would be
appreciated.
Finally, I’ve never found any spot that consistent generates wild
Grem fairies. I’ve found one Grem fairy once and that’s it. I’ve found
Gremor fairies consistently in many different places, but I’ve never
found a Grem regularly.
***********************
**** Contacting me ****
***********************
If you find anything that I’ve missed or any mistake I’ve made,
please contact me at sneaky@vipmail.com. If you have a question about
how to do something in the game, please check this walkthrough before
contacting me. Again, I don’t trouble-shooting hardware or install
problems.
************************************************************************
*************************** AMY’S ADVENTURES ***************************
************************************************************************
This section of the walkthrough gives hints and advice for dealing
with Amy moving around in the world of Zanzarah. More precisely, this
section deals with everything in Zanzarah, except for the fairies
themselves.
******************************************************
**** Movement Keys and Interacting with the World ****
******************************************************
Moving and interacting with Amy is pretty straightforward. Amy
will move in the direction you press, with the direction you are looking
at always considered forward. You interact with creatures and items by
clicking the left mouse button.
When you are talking with a creature in the game, and they ask you
a question, always answer “yes”. (The exception to this is when someone
asks if you want information about controlling a particular aspect of
the game. In this situation, the choice is up to you.) If a creature
talks to you and gives a plot-related speech, then ends the
conversation, you should talk to that creature again. Usually, doing
this will give you some more information. Always ask a creature about
every topic that he, she, or it is willing to provide information about.
When you are moving around in the world outside of a city or town,
wild fairies can attack you. Fairies can hide in any object that is of
their type. So, Nature Fairies can hide in trees and Stone Fairies can
hide in rocks, boulders and rock walls. It’s not always intuitive what
type fairies are hiding in certain locations, such as the PSI fairies
hanging out in caves. When you pass near an object that holds a fairy,
the fairy will just jump out and attack you.
The game gives some hints that you can avoid fairy battles by
avoiding certain locations, but this is easier said than done. Most of
the time the object that holds the fairy is situated in such a way that
getting by it without a fight is impossible. Also, some fairy hideouts
will only give a fairy once per time you visit the level, but others
seem to start fights every time you get near them. There have been a
couple of times where every time I went to get the loot from the first
fairy, I would get into a fight with a second fairy, and then visa
versa. If you really need to avoid all fairy battles and get some place
to heal or recharge your fairies, you should use one of the runes.
(When you fight in one duel, all of the wild fairies respawn, except for
the one that you just fought. If you capture a fairy from one location,
a fairy might not respawn at the location until you level the level. )
********************************
**** Jumping with the Runes ****
********************************
The fastest way to travel around Zanzarah is through the runes.
There are ten different runes you can find throughout the game. Each
rune will take you to a different location in Zanzarah. The locations
are fixed, so one rune will always take you to the same location. The
rune destinations are marked with circles of white stones, except for
the London location and the Shadow Realm. The London rune location is
Amy’s bedroom.
For most of the runes, you will find the rune near the
corresponding rune circle. Runes appear as gray stones with blue
particles floating out of it. To use the runes, press F2 and select the
rune you want to use. For more information on each rune and where to
find it, see the List section at the end of the document.
****************************************
**** Roadblocks and other obstacles ****
****************************************
There are several different obstacles in the world of Zanzarah
that restrict your access to different areas. These obstacles also
force you to visit most areas in a certain order. To get past these
obstacles, you need to find a particular Fairy card. With the magic
card and a fairy of the same type as the card, you will automatically
remove the obstacle. There are three different obstacles in Zanzarah,
the prickly bush, boulders, and air eddies.
**** Prickly Bushes ****
Prickly Bushes are green spiky bushes with yellow fruit. These
bushes usually block passageways, although sometimes they sit on top of
useful items. You need to find the Fairy Card of Nature and have a
Nature fairy as your first fairy to eliminate a Prickly Bush.
**** Boulders ****
Boulders are giant rocks that block passages or sit on top of
important items. You need to find the Fairy Card of Earth and have a
Stone fairy as your first fairy, to blow up a boulder.
**** Air Eddies ****
Air Eddies are white swirls of air that appear over a cliff or up
a ledge. Sometimes there are Air Eddies near areas that appear
unreachable. To use an Air Eddy, you must win the Fairy Card of Air and
then have an Air Fairy as your first Fairy.
*************************
**** Magic Merchants ****
*************************
In certain locations, usually near some form of civilization, you
will run into Magic Merchants. Magic Merchants are strange reddish
creatures. They have a yellow cap or forehead with a blue star in the
middle. All Magic Merchants look the same, with one exception. You can
not buy a particular spell from a Magic Merchant. You must ask the
Magic Merchant to create a set of spell for you.
The Magic Merchant has five potential slots for creating spells
each session. Each slot will cost you two Fairy Coins, but you must
create all slots for one session. Thus, each session will cost you 10
Fairy Coins. For each slot, the Magic Merchant will either give you a
spell or a blank. You may chose to get one and only one spell from each
session. It does not cost any money to get a spell, only to create it
initially. You will get some text say “NEW SPELL” next to any spell
that you don’t already have. You can get more than one copy of a spell.
(This can be a good thing to do, especially for good spells.)
Each Magic Merchant can only generate spells from a small subset
of the total available spell list. A Magic Merchant can usually only
create spells from one of three different types. Some Magic Merchants
can generate spells from all levels in their particular type, while
others can only generate a few levels of a spell type. If you want a
particular spell, you will have to find the Magic Merchant that can
generate that spell and then wait (and pay) for that Magic Merchant to
actually create the spell. Most spells are only sold by one Magic
Merchant.
In the List section, below the Walkthrough, there is a list of all
the Magic Merchants, the spell they can create, and where they are
located.
*************************************
**** Saving, Restoring and Dying ****
*************************************
As I mentioned in the Introduction section, you can’t die or lose
the game in Zanzarah. If Amy drowns, falls off a cliff, or something
similar, the game will reset the action to the point when Amy first
entered the level. If you saved the after entering the current level
and then lose Amy, Amy will again reappear at the point where she
entered the level, but will have the same status she had when you saved.
If you lose all of your fairies in a battle, Amy will also reappear at
the start of the level.
***********************
**** Using the Map ****
***********************
You have a map available with the F4 key, but the map will only
work if you have the correct map piece. There are six different map
pieces in the game. When you have the map piece for the area you are
currently in, Amy’s head will appear on the map, along with key
locations. If you are missing the map piece for your current location,
you will not see anything indicating your position on the map. The
target of the next phase of your quest appears as a yellow exclamation
point on the map.
********************************
**** Mini-Games and Puzzles ****
********************************
There are a couple of mini-games or puzzles in Zanzarah. The
first puzzle appears as a lock on certain key treasure chests. The lock
appears as a three by three board with red shapes on some of the
squares. The object of this puzzle is to remove all of the red shapes
or fill all of the squares with a red shape. When you select a square,
that square and all squares immediately adjacent to the square
horizontally and vertically will flip states. (If the square had a red
shape, then the red shape will disappear, and visa versa.) The standard
game board looks as so: (The Xs may either be spaces or red colored
shapes. The game doesn’t change regardless of what the Xs represent.)
|X|
-----
X| |X
-----
|X|
If you select the Top and Bottom Middle Squares, you will end up with
this:
X| |X
-----
X| |X
-----
X| |X
Now, select the left and right Middle Squares to clear off all of the
squares.
There’s another game that an elf in Tiralin challenges you to
play. The game is a five by five board with five colored discs on the
top and bottom. Your discs are on the bottom and your opponent’s is on
the top. The object of the game is for you to move your discs onto the
row before your opponent moves his to the bottom row. The discs move
like checkers, i.e. diagonally, but jumping is not allowed. Your
opponent moves first.
I’ve beaten this game a few times, but I haven’t developed a
method to win every time. It costs 10 Fairy Coins to play the game. If
you win, you get 15 Fairy Coins in return. If you lose, you lose your
10 Coins.
**************************
**** Capturing Pixies ****
**************************
Early in the game, you will get a Pixie Bag so you can capture
Pixies on your travels. Pixies are short, brown creatures that run
around and make an obnoxious laughing sound. To capture a Pixie, you
have to basically run into it. If you have a Pixie bag when you touch a
pixie, Amy will pick the Pixie up and place it in the bag.
Capturing a Pixie can be rather challenging, since the Pixie can
run as fast as Amy can. If you are lucky, you can run a pixie into a
corner, effectively trapping it. Once its trapped, you can easily
capture it.
Also, Pixies behave like little kids. They will only run away
from you if they think you are chasing them. If you turn you back to a
Pixie and walk away a little bit, sometimes the Pixie will turn around
and run towards you. If you position yourself right, you can sometimes
force the Pixie to either run right into you or into a corner.
If worst comes to worst and you have to chase the Pixie around,
try to make sharper turns than it does. If you do this, you should
eventually close the distance between you.
***************************************
**** People and Places of Interest ****
***************************************
**** Amy’s House in London ****
Other than providing a starting place for the game, Amy’s house is
also the place where you store all your extra fairies. If you want to
swap some of the fairies in your deck for some of your captured fairies,
you must go to London. London is only reachable through the Return
Rune. You can do your fairy trading from any room in the house, so you
don’t have to hunt down any particular fairy in your house. You don’t
have to be in London to rearrange the order of your fairies in your
deck. (The Fairy Deck is the five fairies that you carry with you.)
**** Rafi in the Fairy Garden ****
Rafi, the Swamp Goblin, is the first creature you meet in
Zanzarah. He’s also the most important creature, if you happen to get
lost or confused. He will always tell you what you should be doing
next. If you have found the map piece for the area that Rafi is
describing, a yellow exclamation point will appear over the quest’s
target location. You can get to Rafi by using the Fairy Garden rune.
**** Scarecrow ****
Early in the game, you will find a scarecrow that asks for your
help. Once you help him, he will recharge the mana of all the fairies
in your Fairy deck. You can reach the scarecrow by using the Cottage
rune.
**** Fairy Trainers ****
Fairy Trainers are characters that will help you give your fairies
experience, by providing easy battles. Battles with Fairy Trainer’s
fairies are different than other battles, because the Fairy Trainer’s
fairies will not fight back. So, as long as you don’t run out of mana
or don’t fall off the map, you should easily win all Fairy Trainer
battles.
You can also use Fairy Trainers to try out certain spells or spell
combinations. You won’t be able to try all defensive or passive spells,
because some of these spells are only activated when the opposing fairy
attacks.
There are two fairy trainers in Zanzarah. Both trainers only have
Nature fairies. The first trainer is in the Elves’ village, Endeva,
right near the entrance exit to Rafi’s cave. He has a level 0 Sillia.
This trainer will train your fairies for free and will give you money
when you win.
The second trainer is in a hut in the Goblin swamp town, Dunmore.
This trainer has two level 19 fairies, a Worgot and a Corgot. This
trainer will charge you 60 Fairy Coins to train with his fairies. He
will not give you anything when you win.
*****************************************************
**** Items You Can Purchase From the Shopkeepers ****
*****************************************************
Once you can find them, you can purchase a variety of items the
various shopkeepers in the game. The shopkeepers and the magic
merchants are about the only place you can use all those Fairy Coins
you’ve been collecting. All of the items that the shopkeepers sell are
used on fairies. Most of these items are used on your fairies, although
some of them can be used to capture opposing fairies. Each shopkeeper
will sell a maximum of five different items. This means there is no one
person that can provide you with all your needs. The items you can
purchase are:
**** Small Healing Potion ****
Small healing potions heal up to 20 of your fairies hit points.
(The game’s documents are wrong. This potion only heals 20 hit points
not 25 points.) These potions are fine when your fairy is a low level
and doesn’t have very many hit points. I usually don’t buy small
healing potions.
**** Medium Healing Potion ****
Medium healing potions heal up to 50 of your fairies hit points.
These potions are helpful after most battles, especially when you have
fairies with levels 12 or greater. I usually take ten or more of these
with me when I set out on an adventure.
**** Big Healing Potion ****
Big healing potions heal up to 100 of your fairies hit points.
These potions are very helpful once your fairies have a 100 or more hit
points. Again, I usually take ten or more of these with me when I set
out on an adventure.
**** Healing Herbs ****
Healing Herbs revive your fairies when they are defeated in
battle. Using herbs will also restore about 1/4 of fairies hit points.
I usually take six or more of these with me when I set out on an
adventure. You will need more Healing Herbs when your fairies are at
low level and less as they become more advanced. You should always
carry some Herbs with you, since even your strongest fairy can be
defeated sometimes.
**** Medicine ****
Medicine removes all of the negative statuses on a fairy.
Opposing fairies can afflict statuses on your fairy with certain spells.
These statuses will cause your fairy to constantly lose hit points while
they are in a duel. Once a fairy gets afflicted with a status, the
status will remain after the battle until the fairy rises another level
or your give the fairy some medicine. I usually take six or more of
these with me when I set out on an adventure.
**** Mana Potion ****
Mana potions will restore all the mana points for a particular
fairy. You will need to have a health supply of mana potions since,
unlike health, your fairy’s mana is not fully restored when the fairy
reaches a new level. I usually take twelve or more of these with me
when I set out on an adventure.
**** Golden Carrot ****
A Golden Carrot will give a fairy enough experience points to be
one short of the next level. These items are useful to rapidly raise
your fairies level. Obviously, you should use a Golden Carrot on a
fairy just after it reaches a new level. This will give you the most
benefit for the carrot. Golden Carrots are most useful for advancing
your high level fairies. You can’t use a Golden Carrot to take your
fairy from level 59 to level 60, but you can use it for all other
levels. You don’t have to have any Golden Carrots with you start on a
new adventure.
**** Molding Magic ****
Molding Magic or Moulding Magic as the game incorrectly calls it,
allows you to name your fairy. I’ve never actually used Molding Magic
on any fairy.
**** Garlic Atomizer ****
The instruction booklet doesn’t actually say what the Garlic
Atomizer does. When you encounter a wild fairy, you can use the Garlic
Atomizer to scare off the wild fairy. The wild fairy will flee, giving
you the money or item reward you would have gotten for fighting the
fairy. You have to use the Garlic Atomizer immediately after you get
the notice that a wild fairy is attacking you. Once your fairy follows
the wild fairy into the rock, tree, or whatever the fairy came from, you
can no longer use the Garlic Atomizer. I found Garlic Atomizers to be a
convenience and not a necessity. I’ve used Garlic Atomizers, but I’ve
never bought one.
**** Silver Sphere ****
Spheres are required to capture a wild fairy. You need one sphere
per fairy you capture. The Silver Sphere can capture a fairy from level
0 to 20. You use Silver Sphere’s to capture fairies up until around the
point when you get the first Fairy Card. After that point, most of the
fairies you encounter will require a Golden Sphere. I usually try to
have five or six Silver Spheres when I set out, but usually this is
overkill. Still it’s better to have extra Spheres than lose a rare
fairy because you are out of Spheres. See the section on Capturing
Fairies in the Fairy Battle section for more information on capturing
fairies.
**** Golden Sphere ****
Spheres are required to capture a wild fairy. You need one sphere
per fairy you capture. The Golden Sphere can capture a fairy from level
0 to 40. You will only use a Golden Sphere to capture a fairy with a
level of 20 or less if you have no more Silver Spheres. You will use
Golden Sphere’s to capture most fairies in the game. You will quickly
outgrow the abilities of the Silver Sphere and you will only need a
Crystal Sphere for the last couple of areas in the game. I usually try
to have ten Golden Spheres when I set out, but usually this is overkill.
You will need more Spheres when you set out to a new area and less if
you are going back through an already visited area. See the section on
Capturing Fairies in the Fairy Battle section for more information on
capturing fairies.
**** Crystal Sphere ****
Spheres are required to capture a wild fairy. You need one sphere
per fairy you capture. The Crystal Sphere can capture a fairy from
level 0 to 60. You will only use a Crystal Sphere to capture a fairy
with a level of 40 or less if you have no more Golden or Silver Spheres.
You will use Golden Sphere’s to capture most fairies in the game, so you
won’t need that many Crystal Spheres. You will only need about eight to
ten Crystal Spheres in the entire game. All of those will be used in
the final sections of the game. I usually try to have at least one
Crystal Spheres when I set out, but even one isn’t really necessary for
most of the game. Having one Crystal Sphere “just in case” made me feel
better, so I bought one. See the section on Capturing Fairies in the
Fairy Battle section for more information on capturing fairies.
************************************************************************
****************************** FAIRY DUELS *****************************
************************************************************************
To get anywhere in Zanzarah, you will need fairies. In fact, you
won’t be able be get beyond Rafi’s Cave and the Village of Endeva
without at least one fairy. Your fairies will fight for you against
other fairies. Certain fairy types will even remove obstacles from your
path, if you have the correct Fairy Card.
You will spend a substantial portion of your time in Zanzarah
fighting fairy duels. There are a number of set fairy duels you will
fight in and even more fairy battles against “wild” fairies. This
section of the walkthrough discusses what you need to successfully fight
with your fairies. First, we’ll start with how you can prepare yourself
before a fairy duel.
***********************************
**** Preparing Your Fairy Deck ****
***********************************
There are twelve different types of fairies in Zanzarah. Each
type of fairy has particular strengths and weaknesses to other fairy
types. If the attacking fairy is strong against the opposing fairy’s
type, the attacking fairy will do substantially more damage to the
opposing fairy than his or her normal attack would do. Similarly, if
the attacking fairy is weak against the opposing fairy’s type, the
attacking fairy will do little or no damage to his or her opponent.
What all of this means is, that you want to fight with a fairy
that has a strong attack on the opposing fairy’s type. Ideally, you
would also want the opposing fairy to have a weak attack against your
fairy as well.
If your opponent is a Nature fairy and you use a Fire Fairy, then
you should be easily able to defeat the Nature fairy without taking much
damage to your own fairy. If you use a Metal fairy against the Nature
fairy, your Metal Fairy will do extra damage to the Nature fairy, but
the Nature fairy can do normal damage back. If you brought out a PSI
fairy against the Nature Fairy, your PSI fairy would probably get
eliminated before you could even scratch the Nature Fairy.
There are a couple of exceptions to this. Critical hit damage
seems to do the normal amount of damage even to a resistant fairy.
Status changing attacks, such as poison, will also cause damage to
resistant fairies. Next, some of the passive abilities that reduce or
eliminate defense, such as the Nature spell, “Thorn Armour”, will affect
the damage from even the most effective attack. So, a Nature fairy with
the Passive “Thorn Armour” and the offensive spell “Falling Tree” (which
poisons the attacker) can still do damage to an attacking Fire, Ice, or
Metal Fairy. At least the Nature fairy will hang around until its
“Thorn Armour” is exhausted. Finally, there are some passive spells
that cause the attacking damage fairy to receive the same damage it
inflicts on the defending fairy. If you use this passive spell on your
fairy, the more damage it takes, the faster it kills your opponent.
Unfortunately, your fairy still won’t last to long in the situation, but
sometimes weakening the opposing fairies is worth sacrificing one of
your fairies.
So all of this basically means that you want to have the fairies
in your deck (your five active fairies) that are strong against the
opposing fairies. You can plan for this in advance, to a certain
extent. If you know you are going into a forest area, you would want to
bring along fairy types that are strong against Nature. You have to be
careful though. If you decided to prepare yourself for the Nature
fairies by bring five Fire fairies, a single Water fairy could wipe you
out. Unless you’ve been through an area before and cleared out all of
the opposing fairy masters, you can never be totally sure what type of
fairies you will encounter. (Fairy Masters are fairy collector, like
Amy. They will usually have several fairies with different types.)
All of this is a long, drawn out way of saying, “Diversity is
Key”. The ideal fairy deck would have fairies that are strong against
every fairy type. One fairy’s weakness should be covered by another
fairies strength. For example, a Light fairy is weak against PSI
fairies. Adding a Nature Fairy to your deck, which is strong against
PSI fairies would cover the Light fairy’s weakness.
At the beginning of the game, you won’t have enough types of
fairies to make an ideal deck. Just keep the most diverse deck possible
until you are able to find more fairies. Also, when you capture a new
fairy type, head back to London and see if you can create a better fairy
combination.
The deck I used to finish the game the first time contained an Ice
fairy (Greezloc), a Light fairy (Driane), a PSI fairy (Clumaur), my
strongest Water fairy (Oceana), and my strongest Nature fairy (Symgot).
I usually always had a Nature and / or a Water Fairy with me. Once I
caught my first Ice and PSI fairy, I usually had one in my deck. In
this deck, the Water fairy is basically just along for the ride, since
it doesn’t provide any additional protection. It did take some pressure
off my Light fairy, which was pretty weak, compared to the rest of my
fairies.
In the game I played while writing this walkthrough, I used a
Driane Light fairy, a Dredanox Dark fairy, a Clumaur PSI fairy, a
Greezloc Ice fairy and an Oceana Water fairy. I barely used the Water
fairy on this second pass through the game. This was due to the fact
that my Light and Ice fairies were at very high levels. There were at
high levels because I spent a bunch of time and Golden Carrots on them
so I could finish my experience charts.
The other thing that I did was to swap out a fairy that evolved to
its highest form with another fairy of the same type. This let me grow
other fairies, so I could get more varieties. When my first Nature
fairy turned into a Symgot, I switched to a Viteria. I was missing a
Boneria, which is Viteria’s highest evolutionary form. I did this so I
could complete my fairy collection. This actually makes the game much
harder, since I was constantly replacing a strong fairy with a
relatively weak one.
********************************
**** Preparing Your Fairies ****
********************************
First, I’ll go through the obvious points. You should always keep
your fairies at or near their peak health. Depending on how my life
points your fairy has, it may be ok to leave a fairy down 10 – 25
points. Any more than that, you should give the fairy a health potion.
If your fairy was defeated in battle, revive it with the Herbs. If your
fairy as afflicted with some status, such as poisoned, give it some
Medicine. Afflicted fairies won’t lose any health as you move around,
but will start losing health during your next duel.
More importantly, if the fairy’s mana is low, give the fairy a
mana potion or recharge her / him at the scarecrow. If your fairy has a
fairly strong spell and is strong against her or his opponent type, you
can probably get by with 5-7 shots. If you are going against a fairy
where your fairy does normal damage and / or does not have a strong
offensive spell, you will probably need more a few more shots. If you
are going against a Nature fairy that can reduce or eliminate the damage
of your first five shots, you will also need more mana for your spells.
To determine how many shots your fairy has for a certain spell,
press F5 and click the Items tab. Your fairies on the left will have a
set of numbers for their spells. These will have the form of #/#, or in
some cases -/-. The number on the left is the number of shots you have
left with that spell, the number on the right is the total number of
shots you can have at full mana. Spells with mana listed at -/- have
unlimited mana. Only passive spells can have unlimited mana. The mana
for a spell is set by the cost of the spell. The most expensive
offensive spell will only have 5 shots while the cheapest offensive one
will have 40. Your fairy has a different bank of mana for each spell.
So, if you’ve given your fairy two offensive and two passive spells,
your fairy will have four sets of mana numbers. Exhausting the mana for
one spell will not affect the remaining mana for the other spells.
Actually, the number of shots left for a spell is tracked by the
spell itself, not the slot on the fairy. If you own an extra copy of
your fairy’s spell, you can replace a spell with no shots left with the
extra spell and thus get a new set of mana.
Occasionally, when your fairy reaches a new level, he or she will
gain a new spell level. This will add a new circle or square under on
of the fairy’s four spell slots. When this happens, you can give the
fairy a better or different spell. To determine if you can put a
particular spell in a slot, look at the symbols under the slot. If the
symbols are circles, you can put an offensive spell in the slot. If the
symbols are squares, you can place a passive spell in the slot. The
number of circles or squares is also important. You can only place a
spell in a slot if the number of circles or squares on the spell is less
than or equal to the number of circles or squares on the fairy’s spell
slot. You also have to match the color of the circles or squares to the
color(s) of the spell. If the color on the circle or square is a
rainbow pattern, then any spell color will match with that symbol.
These rainbow slots give you the ability to give a fairy a spell of a
different type.
A fairy can have a maximum of three circles or squares per spell
slot. Some fairies won’t get three circles or squares on a slot, even
if they get all the way to experience level 60. Another note is that
when your fairy evolves to another fairy form, the composition of
circles and squares will probably change. The new fairy may not have as
many symbols on certain slots and the number of wild card symbols may
also change.
Spells aren’t inheritantly better just because they cost more.
Some of the more expensive spells may have less shots, do less damage,
or fire less frequently. Always check the information on a spell before
giving it to your fairy.
Personally, it seems like spells that have a slow or slowest fire
rate (one or two circles) take a very long time to charge. If you get
hit with spell that slows down your charge time, you may have to wait a
while before you can get your next shot off. The advantage to slower
firing spells is that you have more time to line up your shot before you
get hurt. Fast charging spells don’t give you much leeway if the
opposing fairy moves out of the way. If you hold a spell for too long,
the spell will hit your fairy at full force. Typically the higher
damaging spells have a slower charge rate.
Try to pick spells that complement your fairies abilities. Also,
try to pick offensive and defensive spell pairs that complement each
other. Nature fairies typically have a healthy number of hit points,
which should keep them around in most fight. A number of the Nature
fairy’s passive spells reduce or eliminate damage caused by the opposing
fairies. These spells will help the Nature fairies last even longer.
If you give a Nature fairy “Thorn Armour” and “Light Spurs”, your Nature
fairy can even temporarily go against a fairy that it is weak against.
The “Thorn Armour”, which eliminates the damage from 5 hits, will
provide the Nature fairy with protection while it reduces the opposing
fairy’s attack rate with its “Light Spurs” spell. Once the Nature fairy
weakens her or his opponent, another of your fairies can finish up the
now hurt opponent.
Also, there are times where you may get a particular fairy type
long before you find a spell merchant that sells that type of spell.
For these fairies, it may make sense to take advantage of any rainbow
symbol and give the fairy a spell of a different type.
One finally note about selecting your lead fairy. When you go
into battle, your lead fairy is the fairy you start fighting with. Even
if you switch to another fairy immediately upon entering the fight, the
first fairy will share in the experience. So, if you have a fairy you
are trying to improve, put it in the first slot. It will gain
experience faster than any other fairy in your deck.
***********************************************************
**** Where Do I Find a Particular Fairy or Fairy Type? ****
***********************************************************
To find a particular fairy, check out the walkthrough or the lists
sections. I’ve listed each fairy that I’ve found in each of the levels.
There are a few fairies that you can only get by trading with other
characters. There are other fairies that you can only get by evolving
one fairy with a different item. For example, you can never catch a
Tineves in the wild, but you can get one by giving a Tinefol an
Elemental Stone of Air. Finally, it’s very rare to find the highest
evolutionary level of a particular fairy in the wild. While you will
find Sillia and Viteria Nature, you will never find a wild Boneria, the
highest evolutionary form of a Sillia. The only way I was ever able to
get a Boneria was to give a Viteria enough experience so she evolved
into a Boneria. You will find the highest evolutionary level of a fairy
on certain set battles or on Fairy Masters, but you won’t be able to
catch those.
To find a particular type of fairy, you have to go to that fairies
native environment. For the most part, these are pretty obvious:
- Nature fairies are found in trees and some bushes.
- Air fairies are found in the clouds.
- Stone fairies are found in large outdoor rocks.
- Ice fairies are found in snowy areas.
- Fire fairies are found near lava.
- Metal fairies are found near metal scraps on in workshops.
Some fairy types are located in less than obvious places:
- Chaos fairies are found in catacombs and unnatural underground
places.
- PSI fairies are found in Dark Caves.
Other fairies are in special places or require special equipment:
- Water fairies can only be summoned via the Ocean Conch.
- Light, and Energy fairies can only be found in one or two
locations near the end of the game.
- Dark fairies can be found near the Light and Energy fairies.
Dark fairies can also be found in the final map area of the game.
You can find a Dark fairy in the same location as a Chaos fairy.
********************************************
**** The Different Types of Fairy Duels ****
********************************************
There are three different types of Fairy Duels in Zanzarah,
battles against a single wild fairy, battles against a Fairy Master, and
set battles in a certain location. These battle types are listed in
order of frequency and challenge.
Of the three types of duels, the battles against wild fairies are
by far the most common. The only fairy you can capture is a wild fairy.
There will only be one opposing fairy involved in a wild fairy duel.
Also, both you and the wild fairy can flee the battle. You can fight
against a wild fairy anytime your get near a prominent piece of
landscape, from a tree to a large rock. Wild fairy fights are usually
the easiest of the three battle types.
Fairy Master battles are fights against other Fairy Collectors,
like you. Fairy Masters can have up to five different fairies.
Usually, Fairy Masters will have fairies of several different types.
The Fairy Master will switch between his or her different fairies to try
and find a type that is effective against your current fairy. The Fairy
Master will usually let you get one shot off against his / her current
fairy before switching to a new fairy, so you can eventually wear all of
the fairies down.
The hardest Fairy duel is the set battle. Set battles are fairy
duels that happen when you approach a certain area. You can usually
tell when a set battle will occur because you will see a bunch a fairies
hanging over an area, though this is not always the case. Set battles
are against several fairies usually of the same type. The challenge to
these set battles is that all or most of the opposing fairies appear on
the field at the same time. This means that your one fairy can be hit
by spells from multiple fairies at the same time. If you are not
careful, these set battles can eliminate all of your fairies very
quickly. You could argue that all Fairy Master battles are set battles.
Some of the set battles do involve Fairy Masters as well. I’m calling a
set battles the handful of difficult battles in the game.
******************************
**** Fairy Arena Overview ****
******************************
When you are first brought into a fairy duel, you have a chance to
observe all of the battle participants. Each of the fairies that are
available for the battle appears on an individual pedestal. Your view
starts off centered on the first opposing fairy. In this preview mode,
you can see each fairy along with all of the fairy’s offensive and
passive spells. You can move the mouse left and right to rotate your
view. If you press the left and right arrow keys you can move between
the different fairies. You can also view your own fairies by pressing
the left or right arrow key enough time.
You can use this view to plan your attack for the actual battle.
By looking at each fairy, you can (hopefully) determine the type of the
fairy. In this way, you can figure out which of your fairies has the
best chance against each of the opposing fairies. The F1 help is also
available here, so you can double-check the fairies’ strengths and
weaknesses before the fight. When you press the left mouse button, the
fairies take off of the pedestals and the battle begins.
There are eleven different fairy arena layouts. Each of these
different layouts will have one of twelve or so different textures,
based on the type of the opposing fairy’s type. So, if you are fighting
a Water fairy, the arena will have an underwater look with seaweed on
the rocks while a battle with a Nature have an outdoors fill with moss
growing on the stone rocks. While the arenas’ layouts may be different
all arenas obey the same rules. (There’s actually one more arena that’s
only used in one special place. To avoid giving away too much, I’ll
only describe this special arena in the walkthrough section.)
All arenas are a series of stone structures hanging in the air.
If your fairy falls off below the structures too far, your fairy will be
defeated. So when you are flying over one of the gaps in the ground,
make sure you have enough jump energy to clear the gap. The later
arenas feature more gaps than the earlier ones. While falling too far
will kill your fairies, you can still fall a certain distance with no
ill effects. You are able to fly completely under the bottom of every
level, provided you stay fairly close to the bottom of the level.
Also, most arenas will have a bright pulsating light in one
location. Usually this light will the highest point in the arena, or on
top of a pedestal, platform, or arch. For battles with Wild Fairies,
the light will be unobstructed. When fighting set battles or against
other Fairy Battles, the light will be guarded by a series of rotating
stone rings.
If the light is unguarded then you or the opposing fairy can flee
into the light. If a fairy makes it into the light, the fairy duel will
be over. You will not receive any experience or reward if you or the
opposing fairy flees the battle. Opposing fairies tend to flee to the
light if they are wounded to the point where they can be captured. It
seems that the opposing fairies can get much closer to the light without
fleeing than you can, so be careful.
If the light is guarded by a set of rotating rings, no fairy can
flee the duel. This means that all set battles and Fairy Master duels
are fights to the death. These duels will not end until one side has
lost all of its fairies.
Some arenas, especially ones with the Stone and PSI fairy tile
set, have burning flames in certain locations. If your fairy touches
this flame, your fairy will be instantly defeated.
One final note, the battle isn’t over until the victory page pops
up. The victory page is the overlay that shows you how much experience
you won from the battle. The battle is still active and your fairy can
still receive damage up until this victory page shows up. So, if you
kill the final opposing fairy and then fall to your death, your fairy
will die. If your last fairy dies after you’ve defeated the last fairy
but before the victory page, you will lose the duel.
The duel will end almost immediately after you catch a fairy. If
you defeat a fairy, the game will give you almost ten seconds before
showing the victory page. While this will give you extra time to
collect extra coins make sure you don’t get hurt by the extra time.
******************************************
**** Moving and Fighting in the Arena ****
******************************************
You move your fairy in the Arena in a similar way to moving Amy
around. The biggest difference in the movement is the fairies jump
ability. Your can make your fairy jump or fly by pressing the right
mouse button. Pressing the button once accelerates your fairy upwards a
little amount. One press of the right mouse button doesn’t really do
much, but pressing the right mouse button several times will allow you
to fly effectively.
Make sure you key an eye on the green jump / fly energy bar.
Every time you press the right mouse button, the jump energy bar will
decrease. Once the green energy bar disappears, you will not be able to
use your jump ability again, until you recharge it. You can recharge
your jump ability by staying on the ground. This means that you will
have to be careful flying over the gaps and edges in the map. If you
run out of jump energy will over one of the openings, your fairy could
end up falling below the arena, to her or his death.
There are some attack spells that reduce or eliminate your jump
energy. If you find that one of the opposing fairies is equipped with
one of these spells, you should be extra careful when flying over an
opening in the map.
To fight the opposing fairy, you need to press and hold the left
mouse button. This will charge you offensive spell. As you hold the
left mouse button down, you will hear a charging sound and circular
lines forming around your target. The strength of your spell increases
as you hold down the button. The lines start as blue and turn red as
you charge the spell. The lines will also close in around your target.
If you hold the left mouse button down long enough, you spell will start
flashing between red and white. If hold the mouse button down much past
this point, the spell will overload and damage your fairy. When this
happens, your fairy will take the full force of the spells damage.
To prevent this, you need to fire your spell at the opposing
fairy. This present you with the challenge of charging your spell up
long enough to do a lot of damage to the opposing fairy while making
sure you can get a clear shot off before your spell overloads. If you
can’t find a clear shot and your spell is about is overload, it’s better
to just release the spell and start again. It’s better to lose the mana
for the spell than get hurt when it backfires.
Speaking of mana, each spell you cast takes one unit of mana once
you fire it. The mana remaining for your current offensive spell is
located in the lower left hand corner of the screen. If you exhaust all
of your mana, you can still charge your offensive spell, but at a cost
of your fairy’s health. You won’t lose health for charging the spell,
but you will lose health when you fire the spell. You seem to lose a
substantial amount of health this way. Most fairies can’t fire more
than five or six spells this way before they end up killing themselves.
Remember also that if you lose your last fairy defeating your opponent,
you still lose the match. Charge you offensive spells with your life
only when you are absolutely desperate.
The speed in which your spell charges is dependent on the firing
rate of the spell. Typically, spells with an average (3 dot) charging
rate, charge in what seems like a reasonable amount of time. Faster
charging rates charge up really quickly, while slower ones seem to take
a very long time. If your fairy has a spell with a slower firing rate
than your opponent’s spell, you can potentially take a number of hits
before you can fire back once. On the plus side, the slower firing
spells usually cause more damage than the faster spells.
The downside to the faster charging spells is that you have less
time to line up your shot before your spell overloads. With fast
charging spells, you should make sure you can see your opponent before
charging your spell. With slower charging spells, you should charge
your spell in hiding. Once your spell is partially charged, then you
can hunt for your opponent. You can also hold a slower charging spell
for much longer before it will backfire on you.
Once your fairy advances in level high enough, you can get a
second set of offensive and passive spells. You can toggle to the
second set of spells by pressing the middle mouse button or whatever key
you remapped this ability to. This second set of spells will give you
more ammunition to fight and gives you a possible second strategy to use
against the opposing fairy.
Your fairy’s passive spells are automatically used when they are
needed. Defensive passive spells are fired every time you get hit by an
opposing fairy’s spell. Offensive passive spells are fired off every
time you hit an opposing fairy. Passive spells that are always active
either provide a constant ability, like increased spell charge rate, or
a once per battle benefit, like the Water Healing spells. (Actually, I
think the two Water Healing spells are applied once per battle, but I’m
not 100% positive about this.)
The first person view of the fairy battles gives you some
advantages in that you can dodge the opposing fairies’ spells. Dodging
spells is pretty challenging and you won’t be able to do it all of the
time. The game is very generous with its spell targeting. As long as
your target is even partially over the opposing fairy, your spell with
hit him or her. If you are fairly close to the opposing fairy, you can
even hit her or him if your target is near but not on the opposing
fairy.
While this is great while you are on offense, it makes dodging
your opponent’s spells difficult. The advantage that you have is with
the opposing fairy’s spell charging. If you listen, you can hear the
opposing fairy’s spell charging. If you hear that the opposing fairy’s
spell is almost fully charged, try to get a wall or barrier between you
and the other fairy. If you keep an obstacle between you and the other
fairy, you will force your opponent to either discharge his or her spell
or take damage from it. Then your opponent will have to recharge his or
her spell, giving you a chance to attack. Try to attack immediately
after your opponent fires his or her spell.
If you are in plain view of your opponent and he or she is about
to fire at you, you can try moving erratically. If you are lucky, you
may end up dodging the shot, but more times than not, you will get hit.
For what it’s worth, you have more maneuverability in the air than on
the ground.
If you can’t see the opposing fairy because you aren’t looking the
right way, you will see a green pair of fairy wings somewhere on the
screen. If these wings are on the edge of the map, they indicate the
direction you need to turn to find the opposing fairy. If the fairy is
hidden behind a wall but would be in your field of vision, if it weren’t
for the wall, you might not see the green pair of wings.
**************************************
**** Special Spells and Abilities ****
**************************************
Some of the spells your opponent’s use against can make your life
more interesting. Some spell cause status changes along with any direct
damage they do. These status changes can either affect the performance
of your fairy or cause lingering damage.
The spells that affect your fairy’s performance negatively are
usually temporary in nature. These spells will prevent you from moving,
prevent you from flying, reduce your spell charge rate, reduce your jump
recharge rate, or blind you. Of these affects, I find the reduced spell
recharge rate to be the most frustrating. If you have a fairy will a
slow firing spell, getting hit with a reduced charging rate will prevent
you from fighting until your fairy can shake off the effects of the
spell.
Spells that cause lingering damage, such as poisoned or burnt,
will continue to cause your fairy damage will he or she is actively in
the fight. Your fairy will not lose health while it is waiting in
reserve or when you are back in control of Amy. However, the damage
your fairy receives while fighting is significant and can defeat your
fairy fairly quickly. Swapping fairies against an attacker that can
poison or burn your fairies is usually a bad choice. With a few luck
hits, the attacker can poison or burn a number of your fairies, reducing
your fighting ability. The frozen status is also a permanent status.
This status does not cause in damage, but it slows your fairies movement
down to a crawl.
There’s also a particularly dangerous passive ability that you
should watch for. The “opponent receives same damage inflicted” ability
will send all damage caused to a fairy back to the attacking fairy.
With this spell, even a fairy that is vulnerable to its attacker can
inflict serious damage to the attacker. These spells reflect status
changes as well, so be careful.
The misnamed Reflection spell is also a useful spell. This spell
is actually a life-stealing spell. Every point of damage you inflict on
your opponent comes back to you as additional Hit Points. This spell is
obviously more effective if your fairy can cause extra damage to your
opponent.
There are a couple of annoying passive spells that will either
teleport you fairy to a random location on the board or twirl you fairy
around. The worst thing these spells can do is to cause you to waste a
shot by moving you away from the other fairy. The twirl you around
spell will constantly try to shift your view to the left or right. Just
moving your mouse slightly will counteract this spell. I was correcting
for this somewhat instinctively before I even realized there was a spell
that causes you to turn.
There is one other spell I don’t like to face, “Thorn Armour”.
“Thorn Armour”, a Nature passive spell, will completely protect its
owner from all damage for five hits. This means that no matter how high
you charge your spell, you first five shots at that fairy will cause no
damage. The only you can do is try to hit the protected fairy five
times as quickly as possible with the weakest charge spell you can, to
eliminate the protection.
***********************************
**** Managing Multiple Fairies ****
***********************************
Once you capture your first fairy, you will always have multiple
fairies in your fairy deck. (You will have the first fairy you pick
plus the captured fairy.) You can have up to five fairies in your Fairy
Deck. Once you fill a spot in your deck with a fairy, you can never
empty the slot again. You can transfer fairies in your deck with other
fairies you have captured when you are in London.
When you start a battle, the fairy in the number 1 position will
be the first fairy that you control. You can switch to another fairy by
pressing a number between 1 and 5, or using the Previous and Next Fairy
keys.
While you are fighting, you should always bring out a fairy that
is strong against the current opponent(s). You can press the F1 key at
any time during the battle to double-check the fairy strengths and
weaknesses chart. Note that all the experience gained from a battle
will be shared with any fairy that appeared in the battle, even if that
fairy never fired off one spell. Thus, your lead fairy will gain
experience in every single battle you fight.
A word of warning about changing fairies: you active fairy won’t
disappear immediately. When you change fairies, it takes a couple of
seconds for the current fairy to leave. You current fairy shrinks then
disappears with a flash of light. While all this is happening, you can
still be hit. So, if you are fighting a Fairy Master and the Fairy
Master brings out a fairy that is strong against your current fairy, the
Fairy Master has a chance to hit your current fairy before you can
recall it.
This can work either for or against you. It works to your
advantage in that you can get a shot off against a fairy that’s getting
called back. I have defeated several fairies by firing into the flash
of light that appears as the fairy gets called back. However, a Fairy
Master will always try to bring out a fairy that is strong against your
current fairy. By the time you figure out what type the new fairy is
and call back your current fairy, the new Fairy Master fairy could have
charged up an offensive spell. While your fairy is disappearing, the
Fairy Master’s fairy could unleash a very painful spell. Usually, if
you are quick about changing fairies, this won’t happen. If you try to
get one last shot off against a disappearing fairy, you may end up
waiting too long.
***************************
**** Capturing Fairies ****
***************************
You can only capture a wild fairy. To capture a wild fairy, you
must have at least a Silver Sphere to capture a fairy from levels 0 to
20, a Golden Sphere for levels 0 through 40, and a Crystal Sphere for
all levels. The game will automatically chose the lowest powered Sphere
that will capture the fairy.
One quick way to know if you are able to catch the opposing fairy
is to look in the upper right hand corner of the screen when you are in
the arena. If you see an icon of a Sphere, they you have the potential
to catch the opposing fairy. If you don’t see the Sphere icon, then you
either aren’t allowed to catch the opposing fairy or you don’t have a
Sphere that is strong enough to catch the fairy. If you see a ghost
image of the Sphere icon, then you have not weakened the opposing fairy
enough to catch it. If you see the Sphere lit up with an arrow pointing
to it, then you can capture the fairy.
To capture a fairy, you must first remove about 80% to 90% of the
fairy’s health. Once you do this the message “Capture the Fairy” will
appear in the middle of the screen. If you touch the opposing fairy
when this is flashing, you will capture the fairy. The battle will
immediately end. After you dismiss the victory page, you will be given
the option of releasing or capturing the fairy. If you release the
fairy, you will get some coin or money reward. If you capture the
fairy, you will not get a reward. If you currently have less than five
fairies, the captured fairy will appear in your Fairy Deck. If your
Fairy Deck is full, the captured fairy will be sent to London.
Once you are able to capture a fairy, the fairy’s fight tactics
will change. The fairy will usually start firing off spells as fast as
possible at you. It will also eventually make a run for the exit. What
the fairy is trying to do is escape getting captured. By firing spells
off at you rapidly, the fairy can keep you away and exhaust his or her
mana supply. Once the mana supply is gone, a few more shots will defeat
the fairy, thus allowing it to escape.
Since it takes fewer shots to capture a fairy than to defeat it,
sometimes it is easier to try to capture the fairy. This is especially
true at the beginning of the game, when your fairies are not very strong
and your deck does not have much variety.
When you capture a fairy, it will lose a substantial amount of
experience. Any fairy below level six will become level 0. A fifty
level Dark fairy I captured at the end of the game was level 16 when I
got back to London. No matter what level I capture a fairy at, I’ve
never ended up with the caught fairy’s level greater than 16. In other
words, you will always have a bunch of work to do to train a fairy you
captured so that it has a decent experience level.
On a final note, you may not want to bring out a fairy that is
strong against the fairy you intend to capture, especially if you target
has a low experience level. If you aren’t careful, you may end up
defeating the fairy instead of capturing it.
*******************************************
**** Battle Results Winning and Losing ****
*******************************************
A fairy duel will end if you capture the wild fairy, lose all your
fairies or defeat all of the opponent’s fairies. If you capture or
defeat the opposing fairies, all your fairies that participated in the
battle will gain experience. You will gain the same experience for
capturing or defeating your opponent.
If all of your fairies are defeated, the game will automatically
restore your game. When the game is restored, you (Amy) will appear at
the entrance to the level, exactly as you were the last time you saved
or when you entered the level, which ever occurred most recently.
If you capture a fairy in battle, you will have the option to
actually follow through with the capture or release the fairy.
If you release a fairy or defeat a fairy, you will get a reward.
The reward will be either some fairy coins or a bag. The bag will
contain one healing potion, Healing Herbs, or Medicine. Sometimes
defeating some Fairy Masters or winning some fixed battles will not give
you a reward. Winning these battles may simply open up a blocked path
or give you some nice experience.
If you earn enough experience in battle, one or more of your
fairies my gain a new level. When a fairy gains a new level, the fairy
will gain more Life Points and increase his or her chance to get a
Special attack. Other fairies will additionally gain more jump energy
and / or additional movement speed. The Life Points are the number of
hit points your fairy gains. The Special skill refers to the chance of
making a critical hit. The numbers for making a successful Special
attack, along with the Jump energy and movement speed are hidden inside
the game. Because of this, these numbers really don’t have much
meaning, other than knowing your fairy is improving.
If certain fairies gain a special level, they have the opportunity
to evolve to another fairy. When this happens you will get a message
informing you that a fairy is evolving. You will have a chance to
cancel the evolution, if you want to keep your old fairy. When a fairy
evolves, it will get a new base hit point, dexterity, jump strength and
special attack percentage, as well as a new look. The new fairy will
also have a different combination of offensive and passive capabilities.
The newly evolved fairy may not be able to use all of the spells that it
used before evolution. For a list of which fairies evolve to what forms
when, see The Fairies section at the end of this document.
**************************
**** The Fairy Arenas ****
**************************
There are eleven standard arenas in the game. The artwork used
for the arena, the background and the sky are dependent on the type of
fairy you are attacking. If you are attacking a Water fairy, you will
see water textures and if you are attacking a Stone fairy, you will see
rock and cave textures. Although the textures are different, the arena
basic layouts are the same.
The details on the arenas are somewhat different depending on the
type of fairy you are fighting. The placement on the exit and some of
the floating discs may be different for different fairy types. The
placement of these things will always be the same for every fairy you
attack with the same type. For example, with “The Spiral” arena, if you
are attacking an Air Fairy, the exit is on a disc that is located just
off the highest coil. When you fight a PSI fairy in “The Spiral”, the
Air Fairy’s disc is missing and a new disc with the exit is located
about half way down the spiral. Some of the tile sets will also replace
some of the pillars with statues.
There are a couple of exceptions to this rule. Some fairy types,
such as Nature fairies, have multiple texture sets. Nature fairies have
both forest and swamp textures. The arena layout for the forest texture
is always the same, but might be different than the layout for the swamp
texture. Also, sometimes certain fairies will share the same tile-set
for an arena, such as the Energy and Dark fairies.
The eleven arenas are grouped into the three sets of three or four
arenas. Each of the sets roughly corresponds to a level range of the
opposing fairy. The Low Level arena set is used if opposing fairy is
level 0 through 20, the Mid Level arena set is used for levels 21
through 40, and the High Level arena set is used for all levels above
40. These arena levels correspond to the lowest type of Sphere required
to catch the opposing fairy. You need a Silver Sphere to catch a fairy
in the Low Level arena, a Golden Sphere for a Mid Level arena fairy and
a Crystal Sphere for the High Level arena fairy. There are some
exceptions to this as well. Sometimes a fairy’s level is close to
another the cutoff for a higher of lower set, you may end up fighting a
fairy in an arena for the border set.
Also, some of the fairy types, like stone, PSI, and Chaos, add
flames and torches to the arena. This fire isn’t just there for looks.
If your fairy touches the flame, you will instantly lose your fairy.
You have to watch for this, because some of the arenas will start you
pretty close to a flame. If you aren’t careful, you could fall into the
flame.
As far as I know, the arena layouts don’t have any particular
name. I’ve given them names to make referring to them easier. I’ve
tried to come up with a logical name based on a predominate feature of
the arena. I’ve listed all of the places that I’ve found the exits or
other key features. I probably haven’t tried every fairy type in every
arena, so I might have the exact exit location listed for your current
arena. This is definitely true of the High Level arenas, since I
haven’t played in those very often.
**** Low Level Arenas ****
The Low Level Arenas all have a relatively simple structure. They
consist of one giant square base with large stone structures on top.
There are no gaps or openings in the Low Level arenas. Some of these
arenas do have floating disc platforms one the edges of the map. Your
fairy can still fall to its death by going over the edge of the map, so
you do always have to be aware of where all the time.
Overall, navigating the Low Level Arena maps is fairly easy. As
long as you don’t get too close to the opposing fairy, you can usually
find cover.
You will fight in the Low Level Arenas pretty much exclusively
until you reach Dwarf’s Tower. After Dwarf’s Tower, you will rarely
fight in a Low Level Arena, unless of course you go back to some of the
beginning areas.
**** The Cross ****
Description:
I could probably call this arena the plus sign as well, but
I like “The Cross” better. Anyway, this arena consists of a
square base with two walls. Each wall goes from the middle of one
side to the middle of the opposite side. This forms a cross or
plus sign in the middle of the arena. There is a pillar in the
center of the cross. There are openings cut into the sides of the
wall that connect the four square areas created by the cross.
These openings allow you to move completely around the map will
staying on the lowest level.
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