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. On each of the four corners there is a pillar. There may be some type of flame on top of these pillars. If your fairy walks through the flame, your fairy will be instantly killed. Exit (Light) Locations: The Exit is on top of the center. Tips: I usually just run around on top of the cross. You can use the pillar in the middle to hide from the opposing fairy. Running around on the base of the arena works fine too. I personally find it a little easier to dodge or hide from the opposing fairy's shots while on the top of the cross. Extra Notes: None **** The Crosses **** Description: "The Crosses" is a map with three plus signs stacked on top a square base. The plus signs get narrower and shorter as then progress up off the base. On top of the highest plus sign is a pillar. There are four floating platforms just off the map, one off each end of the cross. Exit (Light) Locations: The Exit is either on top of the center pedestal or one of the side pedestals. Tips: This arena plays almost identically to "The Cross". Again, I usually stay on or close to the top. This level is a little easier than "The Cross", because it's easier to dodge the opposing fairy's shot. If you are on the top, you can usually drop down one level and avoid any incoming shot. I think staying above your opponent is the key to this level. If your opponent is one the ground and you are at the top of the highest cross, your opponent has nowhere to hide, while you simply back up to hide. Extra Notes: None **** The Gazebo **** Description: "The Gazebo" has a square base with a slightly smaller square level above the base. There are walls that come down off the four corners of the higher square, connecting it to the base. This provides a semi-enclosed area below the higher square. There is a small square opening in the middle of the higher level. Above this is opening is a pyramid roof. This roof is supported by eight columns, two in each corner. There is sometimes a flame in the middle of the pyramid roof. The flame will kill your fairy, it your fairy tries to walk through it. There are four floating discs on this map, one just of the middle of each side of the base square. You usually start above one of these discs and your opponent usually starts above the disc to your right. This probably isn't a good name for this arena, but for some reason, it reminds me of a gazebo. Exit (Light) Locations: The exit is usually on one of the two empty discs or on top of the pyramid roof. (That is, one of the two discs that neither you nor the opposing fairy start over.) Tips: I usually try to stay on the top level of this map, but I can't always do that. I don't feel like I have as much control when I'm on the bottom level on this map. It is harder to time your shots, if the other fairy is hiding behind one of the corner walls. You don't know if the fairy will still be there when you turn the corner or if they've move somewhere else. You can usually get a quick shot off at your opponent before you move off your disc at the beginning of the game. Doing so, however, sometimes means that you will spend the fight of the game on the lower level. Extra Notes: The pillars, supporting the pyramid roof, are not big enough to block the opposing fairies shot. Just because you hide behind one of these doesn't mean you are safe. If you really need to hide, put the pyramid roof between you and the opposing fairy. **** Mid Level Arenas **** The Mid Level Arenas all have a more complex structure than the Low Level Arenas. There are some openings on the floor of map. In some of the arenas, you may have to travel over some openings in the ground before you can reach your opponent. Since there are more structures in Mid Level Arenas than the Low Level ones, it is easier to hide temporarily from the opposing fairy or fairies. You need to check your Jump Energy before attempting to cross some of the openings. You need to make sure you have enough strength to cross the gap before you start, otherwise you risk losing your fairy. Overall, navigating the Mid Level Arena maps is fairly still pretty straightforward, with "The Spiral" being the one exception. You will fight in the Mid Level Arenas more often than the two other levels combined. These arenas are fun to fight in, so seeing them many times does not get boring. **** The Coliseum **** Description: "The Coliseum" arena is a large stone circle, with the big opening in the center. There are two rings of walls, giving three different circular avenues for your fairy to move. The ring walls also have breaks at regular intervals, allowing you to traverse the entire map without Jumping. There are pillars on top of the walls and stone obelisks on each side of each opening in the wall. Exit (Light) Locations: The exit to "The Coliseum" is always in the center of the map. There is a large amount of empty space between the exit and the end of the inner edge of the ring. Make sure you have enough Jump Energy to reach the exit, if you decide to use it. Tips: I usually jump up a wall at the start of the match. If I have a slow charging spell, I will hide next to the wall to start charging the spell. Once I've got the spell charged about half way, I'll fly / jump high above the level until I get a clear shot at the other fairy. Once I shot, I try to land near the opposing fairy, to finish her or him off. Sometimes it is hard to hide on this level because there are so many different angles the opposing fairy can use to get to you. Extra Notes: If you shoot a fairy on across the center opening and that fairy is near the inner wall, most of the coins you can get will fall into the center opening. If you are interested in collecting coins, you might want to change your angle somewhat to have the coins land in a different location. **** The Spiral **** Description: "The Spiral" is a very unique arena. It consists of two spirals joined at the top and the bottom. The inner spiral takes a gradual drop down to the lowest point. The outer spiral falls much faster, making it harder to use effectively. The outer spiral is useable for about the half of the top and bottom levels. The coils of each spiral are rounded instead of the normal square land. Coins and sometimes you have a tendency to slide off the coil, to the next level or off the map. The bottom segment of both coils is so round that it is difficult to stand on. In the center of the coils is a long mesh cylinder. While you can somewhat see through this cylinder, you cannot shoot through it. Also, there are some points where the cylinder is so close to the inner edge of the inner cylinder that your fairy cannot fit between them. If you want to drop to a lower level and the cylinder is blocking you, you need to move farther up or down the spiral and try again. There is usually one or more floating discs just beyond the outer coil. Exit (Light) Locations: The exit location is located on one of the floating discs. Tips: This is probably my least favorite level out of all of them. It's difficult to collect any coins because they rarely stay still and they have a tendency to fall off of the map. If the other fairy starts to run away, it is difficult to line up another shot, because of the mesh cylinder. If the other fairy gets ahead of you, it's hard to catch up to get a clear shot. You can try to cut off the other fairy by falling or rising up to the next level, but some times you don't have enough room to get through. I've gotten better at this level, but I use to waste a lot of shots because I couldn't get a clear lie on the other fairy. Once the opposing fairy reaches the bottom of the spiral, he or she will normally turn around and start running up the spiral again. You can usually just wait for them to come back instead of chasing them all the way to the bottom. The one exception to this is if you've got the "Capture the Fairy" message flashing on your screen and the exit is on the lower disc, the other fairy may run to the bottom of the spiral and escape. You better hope you can catch up if the other fairy is trying to flee. Extra Notes: The mesh cylinder in the middle of the map seems to be a coin magnet. If a coin touches the mesh, the coin gets stuck. If you leave the coin long enough, it will get sucked into the center of the cylinder and fall to the bottom. Once the coin is inside the cylinder, you won't be able to collect it. **** The Three Platforms **** Description: This arena is built on three different bases. Two of the bases are mirror images of each other. They both have a large column in the middle and smaller columns on two their four corners. The third base holds a large arch. There is also a large column floating in the space between the two identical sections. Exit (Light) Locations: The exit is either on top of the arch or on one of the columns. Tips: This is a pretty open arena. While you can hide behind the arch or the large columns, you can't stay hidden for very long. Usually most battles end up moving around one of the three sections. Extra Notes: None **** The Building Blocks **** Description: I can't really think of a better name for the arena, but this really doesn't describe the level well. This level is made on one large square. There is a square hole cut out in the middle of the arena. There's a disc floating over this hole. The arena surface is broken up with a bunch of large blocks. There are two big arches on opposite corners of the map. There is also one floating disc and one pillar outside of the main square. There may be another floating disc outside the main level as well, depending on the opposing fairy. Exit (Light) Locations: The exit is either on the disc in the center of the map or on one of the disc or pillars that are not connected to the base of the arena. Tips: This level is one of the easiest for you to hide. It's also one of the easiest to lose track of where the other fairy is located. If you are trying to hide and you lose track of the other fairy, it's probably going to be sneaking up behind you. Overall, this is a pretty basic level where all of your tactics should work. Extra Notes: None **** High Level Arenas **** Most of the High Level Arenas have a relatively complex structure. They usually consist of a series of small platforms scattered over the map. There are usually more gaps than solid land of these maps, with one exception. Overall, navigating the High Level Arena maps is fairly challenging. If you get hit in mid flight with a frozen (you can't move except up or down) or an Eliminate Jump Energy spell, you could be in trouble. You will rarely fight in the High Level Arenas. You will face a few set battles in these arenas. Also a number of the battles in the final map piece happen in these arenas. **** The Castle Turrets **** Description: This level has three medieval castle turrets on separate pieces of land. The castle turrets are hollow in the middle with opening on the bottom. The bottom openings face the other structures on the map. In between the three islands with the turrets are a series of platforms and other small floating structures. There's a large structure in the middle of the map that has several different platforms around a columnar base. Exit (Light) Locations: The exit is located on one of the floating discs in the middle of the map or on the lowest level of the structure in the center of the map Tips: Be very careful flying around in this level. If you run out of Jump Energy, you could be in big trouble. Most of the fights I have in this arena end up with me and the other fairy circling around the base of one the turrets. Hopefully, by the time you are fighting in this level, you have a fairy with a lot of Jump Energy. This level is fairly open, so it can be challenging at times to hide. At other times, the turrets are so big that it can be hard to find the other fairy before your current spell overloads. Unless you are fighting with a bad combination of fairies, this can be a fun level. Extra Notes: Falling into the top of a turret can be a good way to get of the immediate danger. However, once you are at the bottom of the turret, you are somewhat cornered. I would try to get away from the inside of the turret as quickly as possible. **** The Roofed Platforms **** Description: This level has no large chunk of solid land. Instead this level has a bunch of floating platforms. A number of these platforms have a large cylinder in the middle supporting a cone shaped "roof". The other platforms are discs with a small column in the middle. The platforms are scattered about in varying intervals and heights. Exit (Light) Locations: The exit is located on one of the floating discs or onto of one of the columns. Tips: Fights on this level will usually bounce from one platform to the other. Fighting around the cone shaped roof works pretty well. Since there is so much open space, make sure you carefully watch your Jump Energy. Running out of Jump Energy when you are not on one of the platforms is usually fatal. Extra Notes: None **** The Spindle **** Description: There is a giant spindle like structure in the center of this arena. (A spindle is a tapering rod or stick.) There are several circular platforms centered on the spindle. Around the main structure, there are a series of discs with a short pillar in the middle. These pillared discs spiral around the spindle structure. Exit (Light) Locations: So far, I've only found the exit on top of the lowest pillared disc. Tips: Fights on this arena feel pretty similar to those on "The Roofed Platform" arena. So much so, that I didn't realize that these were two separate arenas for quite some time. While the fights in "The Roofed Platforms" involve hopping from one platform to another, most fights on this level involving flying up and down the spindle. Running out of Jump Energy in this arena in not quite as critical as it is in "The Roofed Platforms". Extra Notes: None **** The Dome **** Description: To me, "The Dome" is a pretty easy arena for being in the High Level Arena ground. There are no gaps on this level and no real complex structures. The level consists of a large dome on top of a solid square base. There are four holes near the top of the dome. There are also entrances on for sides of the dome, at the base. Inside the dome, right in the middle, below the opening in the top, is a block structure. The shape of the structure changes depending on the tile set being used. Exit (Light) Locations: I've always found the exit to be on the block right on top of the dome. Tips: This level is fairly easy. There really aren't that many places to hide; though by the time I started fighting these fights, I really didn't need any hiding places. Most fights involve the fairies running along the outside of the dome. It gets really tight inside the dome, so I would avoid going in there, if possible. I say I didn't need hiding places when I got to this level because I already had a balanced deck. I was always bringing out strong fairies against weak opponents, so I would never take much damage. Most of my fairies were strong enough that they could take a few hits without being at risk. Extra Notes: None ************************************************************************ ***************************** WALKTHROUGH ****************************** ************************************************************************ There are two extremes you can take to play this game. You can go through the game trying to get a complete fairy collection or you can try to get the best possible set of fairies. These approaches are somewhat the opposite of each other. If you are trying to get complete your fairy collection, you need to spend your time evolving fairies to their highest form. For most fairies, you can easily catch the lower and middle evolutionary forms, but you can not catch the highest form. To get the highest form, you have to advance the lower fairy form up in levels until it evolves. Since there are many fairies you need to do this with, usually as soon as you evolve your fairy to the highest level, you would trade that fairy for another fairy. This always leaves you will a fairy deck that is not the strongest deck you can make. The other approach is to build up the strongest deck possible. With this approach, you would take your strongest fairy and keep improving it. You may not evolve your fairies to higher forms, because the higher forms are not always stronger than the lower forms. You would still need to swap out your fairies when you get a better fairy type, but you would not be trading fairies very often. Probably the best approach is somewhere between these two extremes. For the most part, in this walkthrough, I was only interested in getting a complete fairy collection. I would regular retire my strongest fairies for a fairy that I needed to evolve. This did make my game harder, but it allowed me to pretty complete my fairy collection before I finished the game. Some other notes about the walkthrough: I noticed after I started making this walkthrough that some of the various Fairy Masters' fairies are randomly selected. So after a certain point in the walkthrough, I stop telling what fairies a particular Fairy Master owns. Also, I got tired of writing down every single Fairy Coin's location in the game. I still give the location of the item bags, but I've stopped reporting the Fairy Coin locations. Most of the time, it's pretty easy to find the coins. ************************************************************************ ****************************** PROLOGUE ******************************** ************************************************************************ The game starts with Amy in her house in London. A strange Goblin, Rafi, appears holding a chest. He runs up to the attic, leaves the box and disappears. Amy hears Rafi and decides to investigate. Instead of going up to the attic where the noise stopped, she decides to go downstairs when the noise started. Hopefully Amy will act a little more intelligently when you are controlling her. There's nothing to really do in London. You can look out the window and enjoy the view of London. You can look in Amy's room if you want. Notice she's got a computer and a TV in her room but her mom doesn't have anything but a dresser and a bed. Once you get bored looking around the house, go up to the attic. Amy will notice a chest on a bookshelf. (This has got to be the cleanest attic I've ever seen.) Open the chest and you will get the "Rune of the Fairy Garden". Click on the rune and you will be magically transported to Zanzarah. (You can press the F2 key at any time to get to the rune menu.) ************************************************************************ ********************** PART 1 - FINDING A FAIRY ************************ ************************************************************************ You start your journey in Rafi's cave, inside the Fairy Gardens. ********************* **** Rafi's Cave **** ********************* Items Available: Medium Healing Potion - on a rock outside of the cave Wild Fairies: In the big tree: Blumella and Worgot In the pond: Tadana Exits: Exit to Endeva, Village of the Fairies Exit to FG-7, blocked by a boulder Characters: Rafi, the Goblin - Rafi will always tell you about your next quest. Notes: There's a flying book you can read that briefly describes the plot up to the current point. Note 2: I only get wild fairies in this level if I first summon a Water fairy with the Ocean Conch, which you don't have yet. As you exit the cave, Rafi will talk to you. He will ask you a question. The correct answer probably should be "Yes", but it is irrelevant what you pick. He will give you the Fairy Bag. This will give you access to your inventory when you press F5. If you talk to him again, he will tell you to get a fairy. He says you can find one in Endeva. That's where we're going next. Grab all of the items and read the book before you go. (There's only one exit you can take right now.) ****************************************************** **** Endeva, Village in the Garden of the Fairies **** ****************************************************** Items Available: Small Healing Potion - behind Rufus's house, near the stream Silver Sphere - behind the Tavern, on the stream side Wild Fairies: None Exits: Exit to Rafi's Cave Exit to Fairy Garden, FG-1, blocked by Lucius, Guardian of the Pixies Exit towards the Enchanted Forest, FG-6, guarded by Seamus Characters: Owl - tells you about the Fairy Trainer Elf - Fairy Trainer of 1 level 0 Sillia Lucius, the Guardian of the Pixies (temporary) Seamus (temporary) Notes: Rufus's house - initially locked Herb Shop Tavern Talk to all of the characters and collect all of the items. Talk to the owl twice. The Fairy Trainer will tell you to talk to Rufus to get a fairy. Seamus will tell you to get a Pixie Collecting Bag. A random elf will tell you he lost a Silver Sphere in the village. If you talk to him again, he will tell you to capture the pixies. When you talk to Lucius, he will tell you to see Rufus in the tavern to get a fairy. Facing away from Lucius, go into the house on your left. This is the Herb Shop. **** Herb Shop **** Items Available: Mana Potion - on the floor of the shop Small Healing Potion - on the floor of the shop Characters: Shopkeeper - won't sell you anything until you capture the Pixie Notes: The first pixie is running around in the shop. We can't do much in the shop right now, since the shop is closed. We couldn't buy anything anyway because we don't have any money (Fairy Coins). Just steal all of the items and leave. Remember what the Pixie's laugh sounded like. All Pixies' laugh the same way. Whenever you hear this laugh, you will know a Pixie is nearby. Exit the Herb Shop and enter the tavern. The tavern is to the left of the Herb Shop, straight across from Lucius. **** Tavern **** Items Available: 2 Healing Herbs - in the casket / chest on the end of the bar Characters: Rufus, the Fairy Master Female Elf - gives you some basic information Elves playing poker Notes: If you annoy the elves playing poker, sometimes they will give a Fairy Coin to go away. Talk to Rufus, answer "Yes" and he will give you a key to his house, "Rufus' House Key". Exit the Tavern and go to Rufus' house. His house is the one with the big lock on the door. When you approach the house, the door will automatically unlock. Enter Rufus' house. **** Rufus' House **** Items Available: Rune of Return - that's the stone with the blue lights bubbling off of it 2 Medium Healing Potions - in the chest / casket on the back windowsill. Fairies Available: Sillia, a Nature Fairy Tadana, a Water Fairy Grem, a Stone Fairy Notes: There are three fairies in this room. You must chose one of the three to be your starting fairy. Ah, decisions decisions. You can click on each of the three fairies to get a quick description of the fairy. If you select "No" you won't pick the fairy. You can check as many times as you want before you press "Yes". Deliberate all you want, but your choice really doesn't matter. The first three fairies you will catch will be a Nature, Water, and Stone fairy. You will definitely get a Tadana as your first Water fairy, but you won't catch a Sillia or a Grem as your first Nature Fairy. Sillia is the easiest fairy to start with, but Sillias are one of the easiest fairies to catch later in the game. Sillias are fast with pretty a quick firing spell, though not quite as fast as Tadana's spell. Sillias have more hit points than the Tadana. The Tadana Water fairy is also an easy fairy to start out with. The Tadana has the fast firing spell and has a slightly better chance to get Critical Hits than the Sillia. For the most part, the difference between the Tadana and the Sillia are negligible at the beginning. Even though the starting message says you may have some tough fights with a Water fairy, you should be able to catch another fairy longer before you could have troubles with the Water fairy. Grems are slower and have much slower firing spells. The Grems' spells do a lot more damage when they first charge up, though. The Grem is probably the hardest fairy to start with. If you don't hide from the other fairy while your spell charges up, your Grem will be hit by several spells before it has a chance to shot one spell. When I first played the game, I chose a Grem. For this walkthrough, I picked a Tadana. I picked the Tadana because I thought it was harder to find Water fairies than any other fairy type in the game. Playing the game this time through, I didn't have any troubles catching Water fairies. I've only found one wild Grem in all of the games I've played. If you want to complete your fairy collection with the least amount of difficulty, I would pick the Grem and never evolve it. Basically, any choice you make will be fine. For your first game, I'd recommend you pick either the Sillia, but with patience, you will do fine with any of the fairies. Pick your fairy and leave Rufus' house. Go to the Fairy Trainer Elf and fight a few battles. When you get your fairy to about level 10 or 11 and you feel comfortable with the controls in the fairy battles, talk to Lucius. You won't get too much experience fighting the trainer's fairy, so don't hang around too long. If you fight too many battles, you won't have enough mana to fight against the wild fairies you are about to find. Lucius tell you to meet him on the other end of the Fairy Garden. He will briefly tell you how to fight with fairies, if you want to know. He will also give you the "Map of the Fairy Gardens". You can look at the map by pressing the F4 key. Then he will leave the entrance. Time to start exploring! ************************************************************************ ************** PART 2 - GETTING OUT OF THE FAIRY GARDENS *************** ************************************************************************ To get out of the Fairy Gardens, you have to get the Pixie Collection Bag from Lucius, the Guardian of the Pixies. To get the bag, you have to travel across the Fairy Gardens. At the start of this section, I had 1 fairy, a level 10 Water fairy (Tadana). ***************************************** **** FG-1, the Garden of the Fairies **** ***************************************** Items Available: Four Fairy Coins - on a rock Fairy Coins x 4 - in a bag behind a tree Fairy Coins x 5 - in a bag behind a tree Fairy Coins x 8 - in a bag behind a tree Wild Fairies: Nature fairies - Worgot and Blumella Stone fairy - Vesbat Exits: Exit to Endeva, Village in the Fairy Garden Exit to Fairy Garden, FG-2, blocked by Elf Fairy Master (temporary) Characters: Owl - tells you fairies come out of prominent objects on the map. He also tells you that you can avoid wild fairy fights, which isn't always true. Elf - a Fairy Master - has a level 0 Worgot and a level 2 Sillia. Notes: There are two pixies running around this map. Try to capture your first wild fairy on this level. If picked a Stone Fairy, try to capture a Nature fairy. If you pick Nature Fairy, try to capture a Stone Fairy. If you picked a Water Fairy, pick whichever fairy type you want. Don't waste your Sphere getting a Blumella though, since Blumellas will never evolve to another fairy type. If you are going to capture a Nature Fairy, capture a Worgot. The Worgot is a better Nature fairy than the Blumella anyway. Every time you fight one wild fairy, all of the other wild fairy locations reset. You won't always get a wild fairy at each spawn point. Sometimes the fairies are sleeping. Later in the game you can find an item that will wake sleeping fairies. You can continually run around the level, spawning fights to you get the fairy you want. Make sure you train your captured fairy up a few levels, since it will probably be level 0 when you capture it. (Use the Fairy Trainer in Endeva, if you need help training your fairy. I trained my fairy up to level 8 before I continued.) To leave this level, you have fight against your first Fairy Master. When you beat him, he will give you two mana potions. He will leave opening the way to more of the Fairy Gardens. Go to the next area. ***************************************** **** FG-2, the Garden of the Fairies **** ***************************************** Items Available: Fairy Coins x 7 - in a bag near the waterfall Medium Healing Potion - near the owl Small Healing Potion - on top of a stone Silver Sphere - under a tree, guarded by a level 9 or 10 Nature Fairy. Wild Fairies: Nature fairies - Worgot and Blumella Stone fairy - Vesbat Water fairies (summoned with Ocean Conch) - Cera Exits: Exit to Fairy Garden - FG-1 Exit to Fairy Garden - FG-3 Characters: Owl - tells you about the Fairy Spheres. Female Elf - tells you about the fairy guarding the Silver Sphere. Once you defeat the fairy, she will trade you a Tadana for a Silver Sphere. Talk to the elf and she will tell you about the fairy guarding the Silver Sphere. Save your game and prepare to fight your first challenging battle. You are going to be attacked by a level 9 - 11 Symgot or Lana Nature Fairy. The battle is challenging because, most likely, your fairies aren't very strong right now. This Nature fairy will also probably have some protection spell that makes your attacks less effective. Do your best and if you lose, gain a few more levels and try again. Remember to save before you fight this battle, so you won't lose any experience you've gained. Once you've defeated the fairy, you can get your second Silver Sphere. Use this Sphere to get the fairy type you don't have. If you don't have a Water fairy, trade your Sphere with the elf to get a Tadana Water fairy. Train this new fairy up to level 8 before continuing. You should have a Nature, Water, and Stone Fairy before you exit to the Cottage, two levels from here. ***************************************** **** FG-3, the Garden of the Fairies **** ***************************************** Items Available: None Wild Fairies: Nature fairies - Worgot and Blumella Stone fairy - Vesbat Water fairies (summoned with Ocean Conch) - Goop, Tadana Exits: Exit to Fairy Garden, FG-2 Exit to Cottage Characters: Lucius, the Guardian of the Pixies (temporary) - Lucius will give you a Pixie Collection Bag when you talk to him. Notes: There are two pixies running around this map. If you haven't gotten your third fairy yet, you should be able to get it here. Talk to Lucius to get the Pixie Bag. Capture the two pixies then follow Lucius to the Cottage. You usually have to corner a pixie to capture it. As soon as you get close enough to a pixie, Amy will automatically grab it. You will get a brief flash of have some number of pixies out of thirty every time you catch a pixie. There are thirty pixies total to catch in the game. ********************* **** The Cottage **** ********************* Items Available: Small Healing Potion - to the left of the level's entrance Medium Healing Potion - to the left of the level's entrance Small Healing Potion - to the left of the level's entrance 4 Fairy Coins - behind the cottage Wild Fairies: None Exits: Exit to Fairy Garden, FG-3 Exit to Fairy Garden, FG-4 Characters: The scarecrow - defeat the three Chaos fairies for him and he will recharge all your fairies' mana for free. Notes: This level is the destination of the Cottage rune. Lucius's cottage is here. Collect all of the items on the level, but don't talk to the scarecrow yet. Enter the cottage. **** The Cottage **** Items Available: Silver Sphere - in the chest / casket on the stool Exits: Exit to the Cottage Exit to the Pixie Collectors cellar (locked) Characters: Lucius - gives you rewards for every five pixies you catch Magic Merchant - creates offensive and defensive spells for Nature, Water, and Stone fairies. Get the Silver Sphere and talk to Lucius if you want. He won't tell you anything useful. We're here to buy spells. Use the Magic Merchant to buy spells for your fairies. Make sure you get at least the Nature passive spell of "Birch Skin" from the Magic Merchant. "Falling Tree" is also a very useful Nature spell to get. Give your Nature fairy "Birch Skin" and the most damaging Nature spell you can equip, either "Falling Tree" or "Razor Blade". Give your other two fairies better spells as well. Set your Nature fairy as the first, active fairy, then exit the Cottage. Talk to the scarecrow and answer "Yes". (This text is poorly translated. Answering yes means you want to help the scarecrow, even though that's really not what the text says.) Be prepared to fight your first set battle. Set Battles feature fighting against multiple fairies at the same time. With this battle, you will fight 3 Chaos fairies. If you check your Strengths and Weaknesses chart, you will see that Nature fairies do well against Chaos fairies. As long as you get rid of the Chaos fairies quickly, you shouldn't have too much trouble with this fight. Try to position yourself so you can only see one fairy at a time. Getting hit by all three fairies will quickly weaken your own fairy. When you defeat the Chaos fairies, talk to the scarecrow again and ask him to replenish your mana. This will completely recharge all of the fairies' mana in your fairy deck. You can get the scarecrow to do this as many times as you want throughout the game. When you are done, take the exit to FG-4. ***************************************** **** FG-4, the Garden of the Fairies **** ***************************************** Items Available: Silver Sphere - on a rock to the right of the entrance Cottage Rune - to the right of the Silver Sphere 4 Fairy Coins - near the opening in the rock. Wild Fairies: Nature fairies - Worgot and Blumella Stone fairy - Vesbat Exits: Exit to Fairy Garden, FG-5 Exit to Cottage Characters: Dwarf (blocked by Prickly Bush) Magic Merchant (blocked by Prickly Bush) Notes: There are two pixies running around this map. There is an area on this map that is blocked by a Prickly Bush. Collect the items. The pixies on this map are rather challenging to get. They are both near the far exit to this level. You usually can catch one easily and the other will run under the opening in the rock. You can't follow the pixie here. If you walk away from the opening and the exit with your back to the exit and then stop, the pixie will usually run towards you, then towards the exit. It may take you a while to maneuver yourself into the correct position, but you can do it. You can then corner the pixie and capture it. ***************************************** **** FG-5, the Garden of the Fairies **** ***************************************** Items Available: Medium Healing Potion - on the ground next to the stone ramp 8 Fairy Coins - going up the stone ramp. 3 Fairy Coins - above an Air Eddy (need Air Fairy and Fairy Card of Air to get coins) Healing Herbs - under the large Boulder (need the Fairy Card of Stone to remove this boulder) Wild Fairies: none Exits: Exit to Fairy Garden, FG-4 Exit to MW-8, blocked by a Large Boulder Exit to the Mountain World, MW-1, blocked by a Prickly Bush Characters: Owl - tells you about the various obstacles in Zanzarah Notes: If you approach the stone to the left of the entrance, a fairy will pop out and point out the sparkling lights behind the plant. Step into the lights, and 11 Fairy Coins will appear. Once you grab all of the stuff in FG-5, go back and collect the other Pixies you passed before you got the Pixie Bag. You should have caught 7 Pixies when you are done. If you've been following this walkthrough exactly, then you are missing two Pixies in FG-1 and 1 in the Herb Shop of Endeva. When you capture the Pixie in the Herb Shop, buy enough Medium Healing potions so you have at least 12 and enough Herbs so you have 8. You probably should have a minimum of 12 Mana Potions and 1 or 2 Big Healing Potions. You should have more than enough Fairy Coins to purchase this by now. When you enter Endeva, you will see Rufus standing around. When you talk to him, he will challenge you to a fairy battle. He has 2 Nature fairies (Sillia, level 3 and Worgot, level 3), and Water fairy (Aquana, level 4). His fairies should be a lower level than yours are, so you should be able to win fairly easily. None of his fairies have passive spells and only the Water fairy has an extra offensive spell. Once you beat Rufus, use the Cottage Rune. Talk to the scarecrow to replenish your fairies' mana. Enter the Cottage and talk to Lucius to get your reward for capturing your first 5 Pixies, 30 Fairy Coins. After you get the reward, use the Rune of the Fairy Garden and talk to Rafi. He will give you a new mission. He will tell you to go to the Fairy City of Tiralin, then the Goblins' village of Dunmore ************************************************************************ ************************* PART 3 - TO TIRALIN ************************** ************************************************************************ At the start of this section, I had 3 fairies, a level 15 Water fairy (Tadana), a level 10 Stone Fairy (Vesbat), and a level 15 Nature fairy (Worgot). Go to Endeva and talk to Seamus. He is guarding the only exit you haven't used yet. When you talk to him, he gets upset and says he will met you later. Ooh, foreshadowing... Go through the exit to the next area, FG-6 ***************************************** **** FG-6, the Garden of the Fairies **** ***************************************** Items Available: Small Healing Potion - near the sparkling lights 2 Fairy Coins - to the left of the entrance Wild Fairies: Nature Fairy - Worgot Exits: Exit to Endeva, village in the Fairy Garden Exit to EF-1, leads to Tiralin Exit to EF-3, leads to the Forest in the woods Characters: None Notes: There are some sparkling lights straight ahead. If you enter the light, you will get 5 Fairy Coins plus a Small Healing Potion, Medium Healing Potion, Big Healing Potion and a Mana Potion. Take the exit to the left, towards Tiralin. The area to the right doesn't lead to any place important yet. The fairies in this area are generally too tough for your fairies right now. ************************************ **** EF-1, the Enchanted Forest **** ************************************ Items Available: Fairy Coins - to the left of the entrance Wild Fairies: Nature Fairies - Worgot, Lana, Blumella, Corgot Stone Fairies - Vesbat Exits: Exit to FG-6, the Fairy Gardens Exit to Tiralin West Characters: Elf - tells you about the Nature fairy's poison spell. He tells you that Medicine will cure poison. He gives you one medicine vial. Notes: There is a Pixie behind the large rock to the right of the entrance. There are two sparkling lights to the right of the entrance to Tiralin. These lights will generate a Silver Sphere plus the rocks to reach the Sphere. Approach the gates to Tiralin. When you get near the gates, Lasse, the Dwarf, will tell you he is searching for his father, Dwarf Master Quinlin. He gives you a Book of Fairies, which lets you see information about all your captured fairies. Press F3 to view the Book of Fairies. Enter Tiralin West. ********************** **** Tiralin West **** ********************** Items Available: None Wild Fairies: None Exits: Exit to EF-1, the Enchanted Forest Exit to Tiralin East Exit to EF-5, towards the Ruins in the Forest (locked) Exit to Town Hall Characters: Swamp Goblin - on the fountain - he doesn't say anything to you. Female Elf - tells you about Swamp Goblins and obstacles. She mentions that you can't get to Dunmore, the Swamp Goblins village anymore by foot. Dwarf - offers to sell you three crystals for 5, 7, and 10 Fairy Coins. After you buy all three, he will give you some information about the Dwarves. Notes: The archway to the right leads to Tiralin East. The area through the archway to the left is still part of Tiralin West. Talk to all three of the characters near the fountains. Go towards the archway to the left. When you do, Seamus will appear and challenge you to a Fairy Battle. (He finally got some fairies.) He's got four Stone fairies. Unfortunately for him, only one of the Stone Fairies has a passive spell. All of the offensive spells on the fairies are the slow charging "Small Stone" spell. If you've got a half way decent Water and Nature fairy, you should have no troubles taking these fairies. Continue through the archway to the Dwarf at the far door. Talk to him. His name is Eirik and he will challenge you to another fairy battle. Make sure your fairies are healed from your last battle before accepting. Eirik specializes in Water fairies. He has three Water fairies, two Tadanas and one Aquana. The Aquana is pretty tough, but the other two fairies are easy. If you defeat him, Eirik will tell you about some perfect fairy combination. Turn around and enter the building behind you. **** The Shop **** Items Available: Catacomb Key - in the chest / casket at the top of the stairs to the cellar. Characters: Elf - get rid of the Pixie in the cellar and this elf will sell you some unique items. Notes: There's a Pixie in the cellar of this building. Talk to the elf. The elf will tell you that there is a Pixie in his basement. Catch the Pixie then talk with the elf again. Talk to the Elf a second time and you can buy some items from him. You really don't need any of these items right now, with the exception of some Mana Potions, maybe. Don't spend too much money here, because we've got more important things to spend it on soon. Leave the shop, go back under the archway, and enter Town Hall. It's the large building on your left, when you walk through the archway. ******************* **** Town Hall **** ******************* Items Available: Map of the Enchanted Forest - in a chest at the top of the stairs. 2 Small Healing Potion - on railing on the second floor Medium Healing Potion - on railing on the second floor Big Healing Potion - on railing on the second floor Small Healing Potion - near statue behind the female elf Garlic Atomizer - near statue behind the female elf. Wild Fairies: None Exits: Exit to Tiralin West Characters: Male Elf - Mayor - He doesn't tell you anything useful. Female Elf - tells you about how bad humans are. Notes: The Book on the top level with tells you about the Fairy Card of Nature. It's located in the swamp, near Dunmore. When you find this card, you will be able to get by Prickly Bushes. Gather all of the stuff and leave Town Hall. Take the only archway you haven't gone through to get to Tiralin East. ********************** **** Tiralin East **** ********************** Items Available: Mana Potion - near the Catacombs Mana Potion - near gates to EF-2 Golden Sphere - in an alley, behind some boxes, near the gates to EF-2 Wild Fairies: None Exits: Exit to EF-2, the Enchanted Forest Exit to Tiralin West Exit to the Catacombs (locked) need Catacomb Key to enter Characters: Male Swamp Goblin - talks to you when you enter Tiralin East. He asks you to save his town of Dunmore. He tells you that there is a rune that will take you to Dunmore. Female Swamp Goblin - doesn't tell you anything useful. Elf - He is initially prejudiced against human and dwarves. Later, he becomes ambivalent to humans. Notes: Tiralin East has a Tavern, a Magic Shop, and a Dwarf Exchange Booth. Tiralin East is the destination of the Rune of Tiralin. Tiralin East is also the location of most of the shops in Tiralin. **** Tavern **** Items Available: Healing Herbs - under the staircase Small Healing Potion - at the end of the second floor landing Characters: Female Elf behind bar - She tells you gossip about Zanzarah for money. Her gossip tells you about the four shops in Tiralin. She will also trade Silver Spheres for items. Her items are typically a waste of good Silver Spheres just like her gossip is a waste of coins. Male Elf near bar - challenges you to a checker like game for 10 Fairy Coins. If you win, he will give you 15 Fairy Coins. I don't have a method for winning this game consistently. Try your luck if you want, but don't waste too much money. Male Elf on second floor - offers to trade you a Fygaery for a JumRock. This is the only way you can get a Fygaery Nature. Collect the loot and leave. There's not much you can do here right now. **** Magic Shop **** Items Available: Medicine - in a chest / casket on the second floor Characters: Female Elf behind desk - She will sell you the Swamp Rune (to Dunmore) for 5 crystals. She also sells Fairy Healing items. Once you purchase the Swamp Rune, she will offer to trade you a Segbuzz for a Suane. This is the only way you can get a Segbuzz. Male Elf near desk - He sells you Silver, Golden, and Crystal Spheres. Spell Merchant - sells you Nature, Water, and Stone spells I'd buy a few Golden Spheres and Silver Spheres after you get your 5 crystals from the Dwarf Exchange Booth. **** Dwarf Exchange Booth **** Items Available: Small Healing Potion - in chest / casket Characters: Dwarf - sells 1 crystal to you for 10 Fairy Coins or buys 1 crystal from you for 5 Fairy Coins. You need a total of 5 Crystals to buy the Swamp Rune. If you bought 3 Crystals from the Dwarf at the entrance, you need to buy 2 more here. Get your 5 crystals and buy the Swamp Rune from the Elf in the Magic Shop. Blow the rest of your money on Silver and Golden Spheres. When you are done, enter the Catacombs, which are near the archway to Tiralin West. ******************* **** Catacombs **** ******************* Items Available: 3 Fairy Coins - on the floor near the entrance Healing Herbs - on in a chest / casket near the Chaos fairy spawning point Healing Herbs - in a chest / casket near the Catacomb Guard 2 Fairy Coins - on the floor near the Catacomb Guard Evolutionary Magic of Fire - in chest / casket near the Catacomb Guard Small Healing Potion - near owl and Magic Merchant 2 Healing Herbs - near owl and Magic Merchant Big Healing Potion - near owl and Magic Merchant Wild Fairies: Chaos Fairies - Skelbo or Rasrow Exits: Exit to Tiralin East Exit to Lower Catabombs (locked) need Heavy Iron Key Characters: Owl - tells you that you need the Heavy Iron Key to go lower in the Catacombs Magic Merchant - sells you the first three Ice and Chaos spells. Notes: A wild Chaos fairy will probably attack you on your way to the Catacomb Guard. Try to capture this fairy to get your fourth fairy type. At the bottom of the Catacombs, on the left side, the Catacomb Guard, a level 34 Dark Fairy, (Manox), will attack you. Your Water fairy is strong against Dark fairies. The Dark fairy will cream your Nature and Stone fairies. Give your Water fairy the Shapeless Power passive spell for a little extra protection. Work your way down the Catacombs until you get the Evolutionary Magic of Fire. Now you've got a choice, you can either go to Dunmore or take a little side trip that will make your life much easier. Follow my recommendation and exit the far side of Tiralin into EF-2, the Enchanted Forest heading to Dunmore. ************************************ **** EF-2, the Enchanted Forest **** ************************************ Items Available: 7 Fairy Coins - in a bag to the right of the exit from Tiralin Medium Healing Potion - to the right of the exit to Dunmore Small Healing Potion - to the left of the exit to Dunmore 7 Fairy Coins - in a bag to the left of the exit to Dunmore Wild Fairies: Nature Fairies - Pfoe, Lana, Viteria, Tinefol, and Corgot Stone Fairies - Vesbat and JumRock Exits: Exit to DC-1, the Mountain Word, blocked by Air Eddies Exit to MS-1, towards Dunmore, block in MS-1 by a Prickly Bush Exit to Tiralin East Characters: None Our goal here is simple, capture a Tinefol. No other Nature fairy is important. Keep running around until you capture a Tinefol. (Make sure you don't use your Chaos fairy against a Nature fairy.) Why am I making such a big deal about the Nature fairy Tinefol? You can evolve a Nature Tinefol fairy into a Fire Tinezard fairy with the Evolutionary Magic of Fire, which we just we found in the Catacombs. Fire Fairies are strong against Nature fairies. Most of the fairies we are fighting right now are Nature fairies. Getting a Tinezard will make many of our future fights much easier. Once you get the Tinezard, go back to Tiralin and buy more Spheres, if you've gotten enough money. Then go to the cottage to get your fairies' mana recharged. Talk to Rafi at the Fairy Gardens and he will tell you to get the Fairy Card of Nature. That's what we are going to do, so it's off to Dunmore. ************************************************************************ ************** PART 4 - GETTING THE FAIRY CARD OF NATURE *************** ************************************************************************ To get the Fairy Card of Nature, we have to navigate through the Misty Swamp to find the protected card. Activate the Rune of Dunmore to get to the Misty Swamp At the start of this section, I had 8 fairies. My 5 active fairies were a level 8 Tinezard, a level 19 Water fairy (Tadana), a level 13 Stone Fairy (Vesbat), and a level 20 Nature fairy (Worgot). I used some extra Silver Spheres to capture 3 other Nature fairies. I did this just to improve my Fairy collection not for any strategic reason. I had captured 9 of the 30 Pixies at this point. A word of warning about the swamp, if you step into the water, Amy will start to sink. When the water reaches Amy's head, she will drown and the game will reload. Amy can't move much while she is in the swamp water. Also, if any coin or item falls in the swamp water, it will probably be gone by the time you regain control of Amy. ***************** **** Dunmore **** ***************** Items Available: 2 Big Healing Potions - behind hut 1 2 Healing Herbs - behind hut 3 2 Mana Potions - behind hut 4 Wild Fairies: Nature Fairies - Abery, Corgot, and Abnobery Exits: Exit to MS-2 blocked by Shadow Elf then by a Prickly Bush then an elf. Exit to MS-3 - towards Fairy Card of Nature Exit to MS-5 - towards Tiralin Characters: Swamp Elf - tells you about the leader of the Shadow Elves, the General The other characters here don't tell you anything useful. Notes: This level contains several small huts and one large hut in the center. This level introduces you to Shadow Elves. Shadow Elves are evil Fairy Masters that block your progress. To get past a Shadow Elf, you have to defeat its fairies in a fairy battle. Most Shadow Elves have Fire and / or Dark fairies. To the left of where you arrive is a Shadow Elf. Approach it and you will enter a fairy battle. The Shadow Elf has 1 level 4 Rasrow (Chaos fairy), 1 level 9 Pix (Fire fairy), and 1 level 7 Skeljaw (Chaos fairy). Your Nature and Fire fairies will be very effective against the Chaos fairies and your Water fairy will be very effective against the Fire fairy. After you win the fight, go to the village and collect all of the stuff outside. Go into each hut, collect all of the items there are talk to all of the people. **** Large Hut **** Items Available: 4 Fairy Coins - on benches Rune of Tiralin - in a chest / casket on a bench. 2 Small Healing Potions - on the follow, near the desk Characters: Mowit - Swamp Goblin - tells you the Shadow Elves stole the Ocean Conch shell. The Ocean Conch shell is used to summon Water fairies. Forest Elf - He says Prickly Bushes invade his home. He tells you the Fairy Card of Nature is in the swamp and that floating lights illuminates the way. **** Small Huts **** I've given the small huts numbers from 1 to 4 going clockwise around the large hut. Hut number 1 is to the right of the large hut, when your back is to the door. Items Available: Mana Potion - on chest in Hut 1 4 Fairy Coins - on the ground of Hut 3 Map of the Dark Swamp - in a chest / casket in Hut 3 Characters: Swamp Goblin in hut 1 - offers to train your fairies for 60 Fairy Coins. If you agree, you will fight 1 level 20 Corgot and 1 level 20 Worgot. These fairies will not fight back. Magic Merchant in hut 2 - sells Water and PSI spells Swamp Goblin merchant in hut 2 - tells you to follow the lights to the Fairy Card of Nature Swamp Goblin in hut 3 - has a cleaning compulsion Female Swamp Goblin in hut 4 - asks you to get rid of the Shadow Elves Male Swamp Goblin in hut 4 - is paranoid about the Shadow Elves. When you defeat all of the Shadow Elves, he will offer you a Big Healing Potion, a Mana Potion, or a Silver Sphere. The Silver Sphere is worth more. Once you've collected all of these items, head down the ramp in front of the Large Hut. A Swamp Goblin will approach you and tell you that the Shadow Elves whipped his fairies. He warns you about the Shadow Elf leader, the General. Go down the ramp and take a right. You will see another Shadow Elf. This one has exactly the same fairies as the last Shadow Elf. There's a second Shadow Elf on this same ring of islands. This elf also has the same fairies. Once you defeat the second elf, take a look around. You should see a few small globes of light. These globes will move around the same place leaving a trail of light. Theses are your guides to the Fairy Card of Nature. Near the second Shadow Elf, there's line of islands. Follow these islands until you get to the next level. ******************************* **** MS-3, the Misty Swamp **** ******************************* Items Available: Medium Healing Potion - on an island of the main path, past the owl 6 Fairy Coins - in a bag, near the Medium Healing Potion 5 Fairy Coins - on an island beyond the Medium Healing Potion Small Healing Potion - on the main path, past the Medium Healing Potion Small Healing Potion - on the first island you jump on to get to the Fairy Card of Nature Medium Healing Potion - on the first island you jump on to get to the Fairy Card of Nature 9 Fairy Coins in a bag - on the first island you jump on to get to the Fairy Card of Nature Small Healing Potion - near the Shadow Elf Silver Sphere - at the base of the island with the Fairy Card of Nature Silver Sphere - at the top of the island with the Fairy Card of Nature, covered by a Prickly Bush Fairy Card of Nature - on the top of an island with large rock projections Wild Fairies: Nature Fairies - Corgot, Abery, Abnobery Exits: Exit to Dunmore, Village of the Goblins Exit to MS-4, the Misty Swamp Characters: Owl - tells you to follow the ghostly lights Owl 2 - tells you about the power of the Fairy Card of Nature Notes: There's a hidden sparkling light on an island near the exit to MS-4. It will toss out 9 Fairy Coins on a nearby island. Follow the land until you get to the owl. If you take a left past the owl, you can get to the next level without any Shadow Elf fights. If you take a right, you will fight a Shadow Elf. The lights take you to the left and so will I. Take the next left at the branch in the island. You will see a small island to your left. This island will take you to the island that has the Fairy Card of Nature. Start island hopping until you reach a large island with large pillar like rocks sticking out on top. Go around the island until you find the way to the top. There's a Shadow Elf guarding the way. This Shadow Elf has four random fairies. She may have some PSI fairies and some Ice fairies. Your Nature and Chaos fairies are strong against the PSI fairies and your Fire fairy is strong against the Ice fairies. This fight can be fairly tough, so save before you start it. Even with a strong Nature fairy, the fight against the PSI fairy can still be hard. Once you defeat the Shadow Elf, go to top of the island and collect the Fairy Card of Nature. With a Nature fairy as your first fairy, approach the Prickly Bush nearby. When you get close enough, your Nature fairy will automatically eliminate the Prickly Bush. Going past the turn off to the Fairy Card of Nature, there is a Shadow Elf. This Shadow Elf has a level 18 Stobat (Stone), a level 21 Sireal (Air), a level 22 Ferix (Fire), and a level 23 Stobat (Stone). You don't have any fairies that are very effective against stone, but your Stone fairy is effective against the Air fairy and your Water fairy is effective against the Fire fairy. If you take the first left past the Shadow Elf, you will get to MS-4. ******************************* **** MS-4, the Misty Swamp **** ******************************* Items Available: There's a bunch of Fairy Coins throughout this level. 2 Silver Spheres - on different islands Silver Sphere - in a tree 2 Small Healing Potions - on different island Golden Carrot - up a tree Crystal Sphere - in a chest / casket Wild Fairies: Nature Fairies - Worgot, Sillia, Abnobery Exits: Exit to MS-3, the Misty Swamp Characters: Notes: There are four Pixies on this level. There is a sparkling light on one of the trees. It throws out eight coins below the tree. This level is sort of a bonus level. There's a bunch of coins, Pixies, and other useful items here. After you finish this area head back to Dunmore. At the bridge from Dunmore, take a left. You should be facing a different looking Shadow Elf. This is the Shadow Elf General. The General always has 5 fairies. My fight against the General featured 3 Chaos fairies, 1 Energy fairy, and 1 Fire fairy. Try to apply your fairies so their strengths match a weakness of one of the General's current fairies. I found this battle to be much easier than the fight near the Fairy Card of Nature. When you win this battle, you get the Ocean Conch. The Ocean Conch will let you summon Water fairies in certain locations. If you hear a click and see an icon of the Water Conch on the top left of the screen, you can press the left mouse button to summon a Water fairy. If you go back up ramp to Dunmore, the Goblin there will challenge you to a friendly fairy duel. He had two fairies when I challenged him, a Stone and Nature fairy. Go back down the ramp, turn left and go past the location where the General. Keep going until you reach area MS-5. ******************************* **** MS-5, the Misty Swamp **** ******************************* Items Available: None Wild Fairies: Nature Fairies - Corgot, Abery, Abnobery, Viteria Water Fairies (Summoned by Ocean Conch) - Cera Exits: Exit to Dunmore, Village of the Swamp Goblins Exit to MS-1, the Misty Swamp Characters: None ******************************* **** MS-1, the Misty Swamp **** ******************************* Items Available: There are Fairy Coins all over this map. 3 Big Healing Potions - under the cliff Wild Fairies: None Exits: Exit to MS-5, the Misty Swamp Exit to EF-2, the Enchanted Forest (blocked by Prickly Bush) Characters: None Other Things of Note: This is another sort of bonus level. There are two Pixies in this level. Collect the Pixies and go to the Cottage. Replenish your fairies' mana and talk to Lucius. He will give you the Key of the Guardian of the Pixies. This key will open up the cellar in this house. **** Cottage Cellar **** Items Available: Crystals - on the ground Evolutionary Magic of Nature - in chest / casket with a lock Crystal Sphere - past the first set of Air Eddies 2 Fairy Coins - past the first set of Air Eddies Crystal Sphere - past the second set of Air Eddies Garlic Atomizer - in a chest, past the second set of Air Eddies Wild Fairies: Chaos fairies - Rasrow, Skelbo Dark fairies - Manox You can't get to the final section of this level, because it is accessible only by jumping air eddies. I've only seen a Dark fairy down here once, but I did catch it while writing this walkthrough. If you want, you can take some time to capture some fairies you don't already have. When you are done, go to Tiralin and buy some more supplies. Buy more Golden Spheres than Silver Spheres, since you won't find as many low level fairies as you were getting. Go back to Fairy Gardens and talk to Rafi. ************************************************************************ ************** PART 5 - GETTING THE FAIRY CARD OF EARTH **************** ************************************************************************ To get the Fairy Card of Earth, we have to find three elemental elevator keys to activate the Dwarf Elevator to the Realm of Clouds. Once up in the Realm of Clouds, we have to search the area for the Fairy Card. Rafi also tells us to visit the Forest Hut. At the start of this level, I had 21 fairies. My 5 active fairies were a level 15 Nature fairy (Viteria), a level 26 Water fairy (Aquana), a level 15 Stone fairy (Vesbat), a level 17 Chaos fairy (Rasrow), and a level 16 Fire fairy (Tinezard). I temporarily retired my level 29 Nature far (Symgot) since it reached its highest evolutionary form. I'm trying to get all of the fairy varieties, so I'm now working on evolving my Viteria to a Boneria. I've caught 21 fairies so far. I've got 9 Nature fairies, 7 Water fairies, 1 Stone fairy, 2 Chaos fairy, 1 Fire fairy, and 1 Dark fairy. With these fairies, I have 16 different fairy varieties. (I caught extra fairies of some types, such as Tadana and Lana, because I plan on evolving one of them to a higher form.) I did catch a Dark fairy, but I'm not going to use it. I think this fairy is rare enough that most of you won't catch it. I'll continue to write this walkthrough using the commonly available fairies instead of the very rare fairies. I had captured 15 of the 30 Pixies at this point. A note about the cliffs in this portion of the game - be careful because you can fall off the edge. You will lose a lot of your fairy duel rewards because they will fly off the cliff. This will happen a lot between now and the end of the game. ********************************************** **** Getting the Elemental Key of Nature **** ********************************************** Now, let's start this mission. Make sure you have a Nature fairy with you. I'm going to the Forest Hut first, to save some backtracking. Go to FG-6, the level just north of Endeva, through the exit Seamus once blocked. Instead of taking a left towards Tiralin, take a right towards the Forest Hut. This will bring us to EF-3. ************************************ **** EF-3, the Enchanted Forest **** ************************************ Items Available: There are Fairy Coins all over this map. Small Healing Potion - on the rock outcropping 2 Big Healing Potions - on the rock outcropping 2 Golden Sphere - on a hidden ledge. Go around the edge of the map, to the right of the exit to the next level. Go through what looks like the entrance to a new level. If you've got the right opening, it will take you to a ledge. At the far corner of the ledge, behind a tree are the two Spheres. Wild Fairies: Nature fairies - Lana, Corgot, Sillia, Tinefol Water fairies - Cera, Goop Exits: Exit to FG-6, the Fairy Gardens Exit to EF-4, the Enchanted Forest Characters: Elf - near the bridge Notes: There's a Pixie on this level, behind the outcropping of stone. The elf near the bridge will challenge you to a fairy duel. He has three Nature fairies. These fairies shouldn't be too much of a challenge for you at this point, especially if you have the Fire fairy. Grab all of the stuff and head to EF-4. ************************************ **** EF-4, the Enchanted Forest **** ************************************ Items Available: There are Fairy Coins all over this map. Small Healing Potion - near exit to Forest Hut Big Healing Potion - near exit to Forest Hut Big Healing Potion - to the right of the entrance Silver Sphere - behind the large rock along the path Mana Potion - on top of a large rock ledge Wild Fairies: Nature fairies - Lana, Corgot, Abery Exits: Exit to EF-3, the Enchanted Forest Exit to the Forest Hut Characters: None Other Things of Note: There is a sparkling light to the right of the level entrance. It will give you 12 Fairy Coins. There's a magic pond in the center of this map. This pond will heal your Nature fairies and restore all of their mana. Collect the items and go on to the Forest Hut. There's a Prickly Bush at the start of this level, so get your Nature fairy out. ************************ **** The Forest Hut **** ************************ Items Available: Garlic Atomizer - behind the Forest Hut Big Healing Potion - under Prickly Bush 4 9 Fairy Coins - in a bag, behind the root that make a fence near the Forest Hut's front door Medium Healing Potion - behind the root that makes a fence near the Forest Hut's front door 3 Fairy Coins - near Prickly Bush 5 3 Medicines - ground floor of the hut 3 Big Healing Potions - under Prickly Bush 2, at the top of the Forest Hut Wild Fairies: Nature fairies - Sillia, Viteria Water fairies - Goop, Tadana Exits: Exit to EF-4, the Enchanted Forest Exit to EF-7 (locked) Characters: Female Forest Elf - offers you the Elementary Key of Nature if you clear out all five Prickly Bushes on this level Go talk to the Forest Elf in front of the tree stump house. She will tell you to remove the Prickly Bushes surrounding her house. The Prickly Bushes are located: 1) In front of the Forest Hut 2) On top of the Forest Hut - you have to climb to the top of the house 3) Behind the Forest Hut 4) To the left of the Forest Hut front door - when exiting the hut 5) Behind a big rock - to the front left of the Forest Hut, when exiting the hut After you clear all five of the Prickly Bushes, she will give you the Elementary Key of Nature. If you talk to her again, she will tell you to inform her husband that all of the Prickly Bushes are clear. Her husband is in the Large Hut in Dunmore. Once he's back, he will offer to convert 2 Small Healing Potions into 1 Big Healing Potion. ********************************************* **** Getting the Elementary Key of Earth **** ********************************************* Go back to the Cottage, recharge your fairies, then go to FG-4. (Don't spend your money buying things. Go to FG-4 first. ***************************************************** **** FG-4, the Garden of the Fairies - Revisited **** ***************************************************** Items Available: 5 Fairy Coins - near the Dwarf and Magic Merchant Wild Fairies: Nature fairies - Worgot and Blumella Stone fairy - Vesbat Exits: Exit to Fairy Garden, FG-5 Exit to Cottage Characters: Dwarf - offers you an Energy fairy (Darbue) for 400 Fairy Coins Magic Merchant - sells all of the Energy Spells Clear the Prickly Bush on the far right side of this map. Buy the Energy fairy from the Dwarf and get any spells you need from the Magic Merchant. Once I got the Energy fairy, I replaced my Chaos Fairy with the Energy fairy. When you set your fairies and restocked your supplies, go to FG-5. Clear the Prickly Bush on the way to the Dwarf Tower. Go through the new opening to MW-1. I think this is the last Prickly Bush in the game. ********************************** **** MW-1, the Mountain World **** ********************************** Items Available: There are a few loose Fairy Coins on this level. 8 Fairy Coins - in a bag near the start of the level 7 Fairy Coins - in a bag near the start of the level Small Healing Potion - just past the Shadow Elf Medium Healing Potion - just past the Shadow Elf Silver Sphere - accessible by stepping into the Sparkling Lights Wild Fairies: Water fairies - Cera Exits: Exit to FG-5, the Fairy Gardens Exit to MW-2, the Mountain World Characters: Shadow Elf Notes: There's a Shadow Elf blocking your path at the start of the level. There are Sparkling Lights on a small ledge, just past the Shadow Elf. These lights will create a ledge to the Silver Sphere, just beyond the lights. The Shadow Elf has three pretty low level fairies. Before you use the lights, save your game. The ledge here is pretty small. If you aren't careful, Amy will fall into the water and drown. ********************************** **** MW-2, the Mountain World **** ********************************** Items Available: There are a few loose Fairy Coins on this level. Healing Herbs - on a rock, between the lights and the Sphere Medium Healing Potion - on a rock, between the lights and the Sphere Silver Sphere - accessible by stepping into the Sparkling Lights 9 Fairy Coins - in a bag, behind a rock, near the level exit Wild Fairies: Stone fairies - Vesbat, Stobat, Gremor Exits: Exit to MW-1, the Mountain World Exit to MW-3, the Mountain World Characters: Shadow Elf Notes: There's a Shadow Elf blocking your path at the start of the level. There are Sparkling Lights to the right of the bridge, inside a plant. These lights will create a ledge to the Silver Sphere, just beyond the lights. The Shadow Elf has four average level fairies (high teens to low 20s). Pick your best fairies and have fun. ********************************** **** MW-3, the Mountain World **** ********************************** Items Available: There are a few loose Fairy Coins on this level. Big Healing Potion - on the stone ledge, near the large stone Small Healing Potion - on the stone ledge around the level 2 Garlic Atomizers - on the ground below the large stone projection Small Healing Potion - on the ground below the large stone projection Silver Sphere - At the far end of the valley 2 Silver Spheres - Created on two platforms by walking into the two sparkling lights. Golden Sphere - On the large stone at the top of this level. Wild Fairies: Stone fairies - Vesbat, Stobat, Gremor, JumJum Nature fairies - Sillia, Viteria, Tinefol Exits: Exit to MW-2, the Mountain World Exit to MW-4, the Mountain World Characters: None Notes: There are some sparking lights on a ledge just below the entrance to the level. These lights create five stone platforms, four in a row plus an addition ledge on the other side of the huge stone. Walk to the lone platform, and you will find another ball of sparkling lights. Stepping into this light will create two Silver Spheres, one on each of the lower two ledges. There's a Pixie in the valley, near the small pine trees. Follow the ledge along to top of the level to the left into the tunnel. Take the left branch in the tunnel and walk into the glowing light. This light will take you to the top of the large stone at the top of this level. Below you there is a Golden Sphere. Hop down the large stone on top of the Golden Sphere and then solid ground. Go back into the tunnel and take the right branch. Follow the tunnel then the ledge until you come to the entrance of a cave. Enter the cave to leave this level. ********************************** **** MW-4, the Mountain World **** ********************************** Items Available: There are a few loose Fairy Coins on this level. 6 Fairy Coins - in a bag to the right of the level entrance Silver Sphere - on a stone among the trees near the entrance to the Dark Caves 5 Fairy Coins - in the far end of the grove of trees, near the edge Big Healing Potion - in the far end of the grove to trees, near the edge Healing Herbs - on a rock, past the Shadow Elf Silver Sphere - behind the tree, past the Shadow Elf, to the right Golden Sphere - on top of rock, past the Shadow Elf, accessible through only Air Eddies Wild Fairies: Stone fairies - Vesbat, Stobat, Gremor, JumJum Nature fairies - Sillia, Viteria, Tinefol Exits: Exit to MW-3, the Mountain World Exit to Tower of the Dwarves Exit to DC-1, the Dark Caves Characters: Shadow Elf - blocking way to MW-5 - has five level 30 fairies - Chaos, Water, Fire, and Air fairies Defeat the Shadow Elf, get the items, then enter the Dark Caves. The Dark Caves are the cave entrance near the grove of trees. ****************************** **** DC-1, the Dark Caves **** ****************************** Items Available: There are a few loose Crystals on this level. 5 Fairy Coins - in a bag along the left passageway 5 Fairy Coins - in a bag along the left passageway Big Healing Potion - in a niche along the left passageway Small Healing Potion - in a niche along the left passage 5 Fairy Coins - in a bag along the right passageway Big Healing Potion - along the right passageway 7 Fairy Coins - in a bag along the right passageway Small Healing Potion - along the right passageway Wild Fairies: PSI fairies - Mentaur, Mencre Exits: Exit to MW-4, the Mountain World Exit to EF-2, the Enchanted Forest, on the other side of the Eddies Characters: None Watch out for the "Quake of Power" spell on the PSI fairies. This spell will damage your fairies every time you hit the PSI fairy. All we are doing here is trying to collect a PSI fairy or two. Once you have a couple of PSI fairies, go back to MW-4, then onto the Tower of the Dwarves. ********************************** **** The Tower of the Dwarves **** ********************************** Items Available: None Wild Fairies: None Exits: Exit to MW-4, the Mountain World Exit to MW-5, the Dwarves' special place Exit to MW-7, towards Monagham and the Ice Caves Exit to RC-1, the Realm of Clouds via the Dwarf Elevator Characters: Owl - tells you that to get to the highest points in Zanzarah, you need to use the dwarves' elevators. You need Elemental Stone Keys to drive the elevators. The elevator near the Dwarves' Tower needs an Air, Earth, and Nature key to run. Dwarf - he blocks one of the exits. He will let you through if you beat him in a fairy duel. You have to have a PSI fairy in you fairy deck before he will agree to fight you. Other Things of Note: The destination spot for the Mountain Rune is here. The elevator to the Realm of Clouds is here. The Dwarves' Tower is here. Enter the Dwarves' Tower. **** Dwarves' Tower - Ground floor **** Items Available: Rune of the Dwarf Tower - The Dwarf Tower is on the floor, between the bookshelves. Characters: Tower Dwarf - He tells you the Elemental Stone of Earth is at the top of the tower. He also says you must beat him in a Fairy Duel to continue up the tower. He's got three PSI fairies of the Mentaur family. **** Dwarves' Tower - Stairs **** Items Available: 2 Small Healing Potions - in the bookshelves to the right of the entrance from the first landing Garlic Atomizer - in the bookshelves to the right of the entrance from the first landing Map of the Mountain World - in a chest / casket, in the room off of the third landing Characters: Tower Dwarf - in the room on the first landing. This is the Dwarf you just defeated. He tells you about the same thing the Owl outside the tower said. Tower Dwarf - on the second landing - He challenges you to the second Fairy Duel. He's got 3 Stone fairies in the Grem family. Watch out for the "Unintentional Movement" passive spell. This will take every hit point the Stone fairy does to you and restore that many hit points to the Stone fairy. When you defeat him, he will tell you about the books you've been finding in the game. Tower Dwarf - on the third landing - He challenges you to yet another Fairy Duel. He's got two Stone fairies and two PSI fairies. When you defeat him, he will tell you the Realm of the Clouds. Notes: There is Book in the room off the second landing that tells you about the elevator and the Elementary Keys to use the elevators. **** Dwarves' Tower - Top Level**** Items Available: 3 Fairy Coins - next to the chest Elemental Key of Earth - in the chest / casket - you have to remove all of the red squares before you can open the chest Characters: Tower Dwarf - Challenges you to the last Fairy Duel of the Tower. He's got three Stone fairies and one Fire fairy. When you defeat him, you can take the Elemental Key of Earth. When you defeat him, he will tell you a little bit about the plot. ****************************************** **** Getting the Elemental Key of Air **** ****************************************** Two keys down, one to go. Take this time to go back to London and add a PSI fairy to your deck. Replenish your items and Spheres at Tiralin. When you are done, use to Mountain Rune to get back to the Tower of the Dwarves. At the end of this phase, my fairy deck was 1 level 26 Energy Fairy (Bue), 1 level 8 Water Fairy (Cera), 1 level 11 PSI Fairy (Mentaur), 1 level 6 Nature Fairy (Lana), and 1 level 17 Fire fairy (Tinezard). I've temporarily retired my level 33 Nature fairy (Boneria), level 32 Water fairy (Oceana), and my level 22 Stone fairy (Vesbat). Do this is going to make the next few levels more difficult, since I'll be using much weaker fairies than the levels expect. Doing this will help me get more of the fairy varieties, which is my goal. I didn't realize that I could catch wild fairies in all of the Cera fairy's evolutionary form. If I had, I would not have used the Cera. I have 36 fairies caught right now in 24 different fairy varieties. I have duplicates of some fairies so that I can eventually evolve them into other fairy varieties while still keeping the original variety. I currently have caught 17 Pixies. Once you are back at the Dwarf tower, go talk to the Dwarf that is blocking the path at the far end of the level. If you have a PSI fairy, you can get into a fairy duel with the Dwarf. The Dwarf has three PSI fairies of the Mencre family and two Stone fairies. Nature and Energy fairies are very effective against PSI fairies and PSI fairies are strong against Stone fairies. Again, be careful of the "Quake of Power" spell on the PSI fairies. This spell will quickly kill any of your fairies that are strong against PSI fairies. When you defeat the Dwarf, follow him into the stone passageway to ********************************** **** MW-5, the Mountain World **** ********************************** Items Available: 6 Fairy Coins - on the bridge 2 Small Healing Potion - near the light at the entrance to this level 8 Fairy Coins - near the light at the entrance to the level Golden Sphere - It's on top of a rock pile, the far end of the bridge. You are supposed to have to wait to get the Fairy Card of Air to get this Sphere, but you don't have to. If you time it just right, you can jump on to the rock face that is closest to the bridge, right next to the rope. Golden Sphere - hidden behind the rock to the Dwarf's right side. (The opposite side of the more visible Golden Sphere) Big Healing Potion - on the same ledge as the destination for the transporting light Silver Sphere - on a ledge below the Golden Sphere - You can fall of rock with the Golden Sphere on to this rock, but I haven't figured out how to get off this rock. If you save your game, when you fall to your death, the game will be restored with you holding the Silver Sphere. Wild Fairies: None Exits: Exit to the Tower of the Dwarves Characters: Dwarf - Tells you that he is guarding access to a rare Dwarf treasure. You need to show him some of Forgotten Tools of the Dwarves before he will give you access to the treasure. The treasure is the chest floating out in space. Notes: There is one of the transporting lights near the entrance to this level. This light dumps you out just below the far of bridge. The only point of going to this level now is to get a couple of extra Spheres. Get the Spheres then go back to the Tower of the Dwarves. Take the exit in the middle of the level. This is the only exit we haven't taken yet. This will take us to MW-6. ********************************** **** MW-6, the Mountain World **** ********************************** Items Available: There are Fairy Coins in various spots across this level 2 Moulding (Molding) Magics - in a chest / casket - keep taking right turns on this level, until you get to a small room with a pillar in the middle. The chest for the Moulding Magic is here. (This really should be Molding Magic, but let's not be too picky.) Medium Healing Potion - near the signpost to the Mountain Peak Healing Herbs - near the boulder blocking the path to Monagham Wild Fairies: Stone fairies - Vesbat Exits: Exit to the Tower of the Dwarves Exit to MW-7, towards the Mountain Peak Exit towards Monagham, Village of the Dwarves (blocked by a boulder) Characters: Leader of the Shadow Elves - Blocks your path at the start of the level - He has three Fire fairies, two from the Pix family and one from the Dracwin family. Your water fairy should have fun here. Notes: There's a Pixie on this level. It's near the exit to MW-7. This one's a pain to catch, because it's hard to corner it. ********************************** **** MW-7, the Mountain World **** ********************************** Items Available: There are several Fairy Coins on this level Small Healing Potion - in a niche, to the left of the Pixie plateau Medium Healing Potion - in a niche to the left of the Pixie plateau Healing Herbs - near the exit of the level Silver Sphere - in a cave, on the right branch 2 Healing Herbs - accessible by using the Sparkling Lights Wild Fairies: Stone fairies - Vesbat, Stobat, Grem, Gremor Nature fairies - Sillia, Viteria, Tinefol Exits: Exit to MW-6, towards the Mountain Peak Exit to DC-2, the Dark Caves Characters: Dwarf - Challenges you to a fairy duel - He has a Tinefol, a Tinerog, a Tinezard, and a Tineves. When you beat him, he talks about evolving Tinefols. Notes: There's a Pixie on this level. It's on top of a stone plateau. You won't be able to capture this Pixie until you get the Fairy Card of Air. There are also some sparkling lights on this level. These lights will create stone platforms from the wooden overlook near the level's exit to a stone ledge below the plateau. I've only found the Grem fairy once on this level. It spawned near the Sparkling lights. Collect the items if you want, then continue on towards the Mountain Peak. ****************************** **** DC-2, the Dark Caves **** ****************************** Items Available: There are a few loose Crystals on this level. Healing Herbs - in a chest, found by following the left wall Big Healing Potion - in a chest found by following the left wall Wild Fairies: PSI fairies - Mentaur, Mencre Exits: Exit to MW-7, the Mountain World Exit to MP-1, the Mountain Peaks Characters: Shadow Elf - blocks your way to the Mountain Peak. He has Chaos, Water, Ice, Fire, and Air fairies. This can be a fairly tough fight. You really have to be quick changing your fairies, so you can always have a strong fairy out against the Shadow Elf's fairies. Watch out for the "Quake of Power" spell on the PSI fairies. This spell will damage your fairies every time you hit the PSI fairy. ********************************** **** MP-1, the Mountain Peaks **** ********************************** Items Available: There are loose Coins all around this level. Silver Sphere - There's a narrow ledge at the end of the rock wall to your right. Follow the ledge and you will find the Sphere. Silver Sphere - This Sphere is floating in the air to the right of the path. You can get some platforms to the Sphere by stepping into the Sparkling lights. You are supposed to near the Fairy Card of Air to get the Sphere, but if you jump on the last platform, you can reach the Sphere. Wild Fairies: Ice fairies - Feez, Greez Exits: Exit to DC-2, the Dark Caves Exit to MP-2, the Mountain Peaks Exit to MP-3, the Mountain Peaks Characters: None Notes: There are some sparkling lights near the first Silver Sphere. These lights make the stone platforms to the second Silver Sphere, as well as giving you a way to get out off of the stone ledge. Take the exit to the left of the level entrance. There's nothing you can do on the right exit until you get the Fairy Card of Air. ********************************** **** MP-2, the Mountain Peaks **** ********************************** Items Available: There are loose Coins all around this level. Golden Sphere - in the trees, before the bridge Small Healing Potion - in the trees, before the bridge 5 Fairy Coins - at the end of the bridge 3 Small Healing Potions - near the entrance to the Dark Caves Wild Fairies: Ice fairies - Feez, Greez Exits: Exit to MP-1, the Mountain Peaks Exit to DC-3, the Dark Caves Characters: None Notes: The destination of the Mountain Rune is on this level. Get the stuff and collect a few Ice fairies. When you are done, enter the Dark Caves. ****************************** **** DC-3, the Dark Caves **** ****************************** Items Available: There are Crystals all around this level. Rune of the Ice World - To get the Mountain Rune, follow the left wall from the entrance to the room with this rune. Wild Fairies: PSI fairies - Mencre, Mentaur Exits: Exit to MP-2, the Mountain Peaks Exit to the Ice Caves Characters: None Notes: There's a Pixie on this level *********************** **** The Ice Caves **** *********************** Items Available: There are Crystals all around this level. Big Healing Potion - in a chest near Lasse Elemental Key of Air - Lasse will give you this when you rescue him. Wild Fairies: Water fairies - Tadana PSI fairies - Mentaur Exits: Exit to DC-3, the Dark Caves Characters: None Notes: The Sparkling Lights near Lasse will create a stone disc. These discs allow you to reach one of the four fairies. This level is very small. It consists of one, single large room. Talk to Lasse. He will tell you to defeat four fairies so he can escape. The will give you the Elemental Key of Air when you help him. ***************************************** **** Getting the Fairy Card of Earth **** ***************************************** Finally, we have all the keys we need to get to the Realm of Clouds. This means we can finally go after the Fairy Card of Stone. Replenish your items and Spheres at Tiralin. Go back to London and make sure you have one Stone fairy with you. (We are trying to get the Fairy Card of Stone, so it might be nice to have a fairy that can actually use the card. Also, we are going up to the Realm of Clouds where there might be Air fairies - hint, hint). When you are done, use to Mountain Rune to get back to the Tower of the Dwarves. At the end of this phase, my fairy deck had 1 level 12 Ice fairy (Greez), 1 level 21 Water fairy (Amnis), 1 level 32 PSI Fairy (Clum), 1 level 30 Energy fairy (Bue), and 1 level 22 Stone fairy (Vesbat). I've temporarily retired my level 22 Nature fairy (Liana) and my level 20 Fire fairy (Tinezard). My Ice fairy will take of the Fire fairy's job for pretty much the rest of the game. Through the past section, I've grown to strongly dislike the Cera Water fairy. It seems like every time I take this fairy out, it gets killed before it can fire off two shots. After a bunch of painful training, I finally grew the Cera into an Anmis. I think I'm going to like the Amnis a lot more, seeing that it actually has some hit points. I have 42 fairies caught right now in 31 different fairy varieties. I have duplicates of some fairies so that I can eventually evolve them into other fairy varieties while still keeping the original variety. I currently have caught 19 Pixies. In case you are wondering how I'm advancing my fairies so quickly, it's because I'm taking time out to train them. I'm not talking about training them against one of the two Fairy Master trainers. What I mean is that I run around a level to the various spawn points of wild fairies. When you fight against one wild fairy, all of the other wild fairies in the level potentially re-spawn. This means you can run back and forth between two or three different spawn points and keep fighting fairy battles. Do this will fairly rapidly raise your fairies experience level. This works best if your fairy is strong against the spawning fairy's type. This method works much better when you finally get the Fairy Horn, but we've got a ways to go before we can get that item. Once you are back at the Dwarf tower, go to the elevator to the left of your arrival point. You should see a triangular platform with a glowing pedestal at each point. (If one of the points is not glowing, then you are missing one of the elevator keys.) When you climb onto the circular shape in the middle of the triangular platform, the elevator will take you to the Realm of the Clouds. Through the magic of Zanzarah, the centrifugal force of the spinning platform won't actually have any effect on Amy, so she won't go flying off into space. Anyway, the elevator will take you to RC-1, the Realm of Clouds. A note about the Realm of Clouds, if you walk off the edge of the land, you will die. A number of the rewards from wild fairy duels will be thrown off the land. There's nothing you can do to get these rewards. *********************************** **** RC-1, the Realm of Clouds **** *********************************** Items Available: There are Fairy Coins all around this level. Big Healing Potion - near an obelisk Map of the Realm of Clouds - in a chest near exit to RC-3 Silver Sphere - on a rocky hill near the chest that holds the "Map of the Realm of Clouds" - you can climb up to this Sphere Wild Fairies: Nature fairies - Sillia, Viteria, Tinefol Air fairies - Airia, Luria, Sirael Exits: Exit to RC-2, the Realm of Clouds (the walkway) Exit to RC-3, the Realm of Clouds (the spiral transporter) Characters: Owl - tells you about the Realm of Clouds *********************************** **** RC-2, the Realm of Clouds **** *********************************** Items Available: There are Fairy Coins all around this level. 2 x 8 Fairy Coins - in a bag near the exit towards the White Cathedral Medium Healing Potion - near the exit towards the White Cathedral 4 Fairy Coins - in a bag near the exit towards the White Catehedral Medium Healing Potion - near the exit to East Pavilion Wild Fairies: Air fairies - Airia, Luria Exits: Exit to RC-1, the Realm of Clouds (the walkway) Exit to East Pavilion (exit - the spiral transporter) Exit to RC-4 the Realm of the Clouds (towards the White Cathedral) Characters: Shadow Elf - blocks the way to all other exits - He has one Fire fairy, two Water fairies, one Chaos fairy, and one Stone fairy. Shadow Elf - blocks the exit to East Pavilion - He has one Dark fairy, one Ice fairy, one Nature fairy, and two Water fairies. Notes: The destination for the Rune of the Realm of Clouds is here, in the center of the level. Also, you can climb on top of the hill near the exit to the White Cathedral. ************************ **** East Pavilion **** ************************ Items Available: There are Fairy Coins all around this level. Rune of the Realm of the Clouds - to the left of the entrance Golden Sphere - under a boulder, to the right of the pavilion Silver Sphere - to the left of the pavilion - need the Fairy Card of Air to reach it Evolutionary Magic of Nature - This stone is on top of one of the pillars on the right side of this level. You will need the Fairy Card of Air to reach this stone. Wild Fairies: Nature fairies - Tinefol, Sillia, Viteria Air fairies - Sirael, Gorael Stone fairies - Stobat, Gremor Exits: Exit to RC-2, the Realm of Clouds Characters: Magic Merchant - sells Air and low level Light spells White Druid (temporary) - tells you to defeat two Shadow Elves that are pestering him. When you do, he gives you the Fairy Card of Stone. Talk to the Druid. He will tell you to defeat the two Shadow Elves that appear on this level. The first Shadow Elf, on the bridge, has two Chaos fairies, one Ice fairy, and one Nature fairy. The second Shadow Elf has two Chaos fairies, one Ice fairy, and one Fire fairy. Defeat these Shadow Elves then talk to the White Druid. He will give you the Fairy Card of Earth. With the Fairy Card of Earth and a Stone fairy in as your active fairy, you can blow up boulders blocking your path. Sometimes, boulders are cover useful items. Collect all of the items, then go back to the Dwarf elevator on RC-1. When you get there, take the other exit to RC-3. ************************************************************************ *************** PART 6 - GETTING THE FAIRY CARD OF AIR ***************** ************************************************************************ The next Fairy Card on the list is the Fairy Card of Air. There's a much shorter path to this card than the last card, but we still need to make a couple of detours. At the end of this section, in my fairy deck I have a 1 level 21 Ice fairy (Greez), 1 level 22 Water fairy (Amnis), 1 level 34 PSI Fairy (Clum), 1 level 30 Energy fairy (Bue), and 1 level 21 Stone fairy (Gremor). I've retired my level 33 Stone fairy (Garbat). The Amnis is definitely better than the weak Cera. I don't have to worry about losing my Amnis every time I bring it out. I have 48 fairies caught right now in 36 different fairy varieties. I have duplicates of some fairies so that I can eventually evolve them into other fairy varieties while still keeping the original variety. I currently have caught 20 Pixies. *********************************** **** RC-3, the Realm of Clouds **** *********************************** Items Available: There are Fairy Coins all around this level. Wild Fairies: Nature fairies - Sillia, Viteria, Tinefol Air fairies - Sirael, Gorael Exits: Exit to RC-1, the Realm of Clouds Exit to the Arena Characters: Notes: There's a Pixie on the hill to your left, when you first enter the level. There are some Sparkling Lights on a narrow ledge behind the hill. These lights create some stone discs that will allow you to get to the top of the hill and catch the Pixie. There are some more Sparkling Lights behind another hill, near the exit to the Arena. These lights will give you five Fairy Coins. ******************* **** The Arena **** ******************* Items Available: None Wild Fairies: None Exits: Exit to RC-3, the Realm of Clouds Characters: The Druid (temporary) - he tells you a Shadow Elf is guarding the Arena. Shadow Elf General - set battle - gives you Quilin's Staff of Rule when you win the battle. Suane - Keeper of the Arena - She will follow you wherever you go if you defeat a Chaos fairy for her. She will only talk to you after you defeat the Shadow Elf General. The fight against the General is actually a set battle. You will fight against one Chaos fairy and six Dark fairies. You will fight against four Dark fairies and the one Chaos fairy at the same time. Try as best as possible to keep only one fairy in view at a time. If you have multiple fairies hitting you at the same time, you will quickly lose whatever fairy you have. You might think that with all those Dark fairies, you should bring a deck full of Water fairies. Unfortunately, the one Chaos fairy will quickly eliminate you Water fairies. The easiest way I found to win the battle was to bring my PSI and Energy fairies out first. I equipped each one with their corresponding "opponent receives same damage inflicted" spells. (That's "Quake of Power" for the PSI fairy and "Homesickness" for the Energy fairy.) With both of these fairies, I concentrated on hitting the Chaos fairy. Both of these fairies ended up being defeated, but the damage they caused getting beaten up eliminated two of the Dark fairies and seriously weakened the Chaos fairy and one additional Dark fairy. The rest of my fairies could quickly mop up the remaining fairies. Once you defeat these fairies, you will see a Light fairy, Suane, left in the center of the Arena. Talk to the fairy and she will ask you to defeat a Chaos fairy that is pestering her. Once you do this, she will agree to join your fairy collection. After you get the Suane, go to Tiralin. Enter Town Hall and talk to the Mayor. He will decide that Quilin is the traitor who is behind all of the problems in Zanzarah. He will organize a Fairy Master tournament at the Great Tree in the Misty Swamp. The winner of the tournament will go after Quilin. The Mayor wants you to participate in the tournament. Before we can go to the tournament though, we need to get access to the Great Tree. There is an elf blocking our access to the Great Tree. The elf wants a Segbuzz Chaos fairy before he leaves. There's only one way to get a Segbuzz. Go to the Herb Shop in Tiralin East. Trade your Suane for the Shopkeeper's Segbuzz. This really isn't the best trade to have to make, since the Suane is a better fairy than Segbuzz, but we must have the fairy to go on. (To trade a fairy, the fairy must be in the active, 1st, position in your fairy deck. To get the Suane, you will need to go back to London. If you haven't cleared out the Prickly Bush in front of the elf asking for a Segbuzz, make sure you pick up a Nature fairy when you are in London.) With your Segbuzz and a Nature fairy, if needed, in your fairy deck, use the Rune of Dunmore. Head away from the Village of Dunmore on the wooden bridge. This will take you to MS-2. ******************************* **** MS-2, the Misty Swamp **** ******************************* Items Available: There are several Fairy Coins throughout this level Golden Sphere - under the Prickly Bush 2 Healing Herbs - on an island accessible by walking into the Sparkling Lights 1 Big Healing Potion - on an island accessible by walking into the Sparkling Lights Wild Fairies: Nature Fairies - Corgot, Abery, Abnobery, Sillia, Viteria Exits: Exit to Dunmore, Village of the Swamp Goblins Exit to the Great Tree Characters: Elf (temporary) - wants a Segbuzz fairy Notes: There are some Sparkling Lights under the far side of the bridge. These lights will give you access to an island on the left side. There's a Pixie past the bridge. Clear the Prickly Bush, if you haven't already. Talk to the elf. Give him your Segbuzz. Yeah, we take a nice Suane after two trades, end up with a worthless Corgot. Oh well, take the opportunity to go back to London. Make the strongest fairy deck you can out of your current fairies. Try to have at least one fairy in your deck is strong against every fairy type. I used my strongest Nature, Energy, Ice, PSI, and Water fairies. When you are done creating your deck, come back to MS-2. Don't worry about taking evolving your weakest fairies right now. You need your strongest fairies for the upcoming set battles. There's another Prickly Bush between you and the Great Tree. You can jump around this Bush if you want, but there's a Sphere under it. ************************ **** The Great Tree **** ************************ Items Available: There are three bags on an island, south of the Great Tree. They are on the path to the Shadow Realm. I can't reach the island without drowning, so I don't know what is in the bags. Wild Fairies: Nature Fairies - Corgot, Abery, Abnobery, Sillia, Viteria Exits: Exit to MS-2, the Misty Swamp, towards Dunmore Exit to MS-6, towards the entrance to the Shadow Realm. Characters: Swamp Goblin - tells you about the Fairy Tournament **** Tournament at the Great Tree - Round 1 **** Opponent: Seamus the Great, the Invincible - (he's back) Seamus's Fairies: - all Stone fairies (again) Stone fairies - Grem (level 30), Gremor (level 35), Stobat (level 33), and Garbat (level 40) Items Available after Defeating Seamus: There is a Book here that describes the Fairy Card of Air. Notes: Seamus is just as easy here as he was before. Your PSI fairy should eliminate all of these fairies without breaking a sweat. **** Tournament at the Great Tree - Round 2 **** Opponent: Eirik - the Dwarf Fairy Master from Tiralin Eirik's Fairies: - Water fairies - Tadana (level 35), Aquana (level 41), and Tadana (level 29) Ice fairy - Feez (level 31) Items Available after Defeating Eirik: A Swamp Goblin gives you 4 Medium Healing Postions. Notes: This fight is pretty easy too. My Ice fairy defeated all of the Water fairies and my PSI fairy beat the Ice fairy. **** Tournament at the Great Tree - Round 3 **** Opponent: Janus, the Elf - you gave him the Segbuzz fairy earlier Janus's Fairies: - Nature fairies - Blumella (level 30) and Symgot (level 37) Stone fairy - Stobat (level 33) Chaos fairy - Segbuzz (level 38) - How did he get this fairy to gain some many levels so quickly? Items Available after Defeating Janus: Janus will give you the Segbuzz back. Garlic Atomizer - in a casket / chest Notes: This fight was slightly more challenging than the other two were. It still wasn't too hard. My Ice fairy defeated two Nature fairies, but nearly died from the poison it got from the first one. The other two fairies were easy to defeat. **** Tournament at the Great Tree - Final Round **** Opponent: Swamp Goblin Swamp Goblin's Fairies: - Nature fairies - Lana (level 24), Tinefol (level 19) and Tinerog (level 14) Air fairy - Fathrael (level 29) Water fairy - Cera (level 26) Items Available after Defeating the Swamp Goblin: Fairy Card of Air - available after you talk with the White Druid Notes: I thought this fight was easier than the last one. My Ice fairy defeated all of the fairies except the Water fairy. My Energy fairy defeated that one with two shots. --- A Note about the Fairy Card of Air --- The Fairy Card of Air is the most difficult Fairy Card to use successfully. When you jump on an Air Eddy, Amy gets launched into the air. You have a little bit of control over Amy while she's in the air, but not a whole lot. It's really easy to fly Amy in the wrong place then have her fall to her death. Some places have multiple Air Eddies in a row. These can be very challenging to navigate. To hit an Air Eddy, you have to land almost right on top of it. If you go too far, you might not trigger the Air Eddy, causing Amy to fall. So, any time you have to navigate Air Eddies over a chasm, you should save your game before you make your attempt. ************************************************************************ ************* PART 7 - FINDING THE KEY TO THE IRON GATES *************** ************************************************************************ Getting the key to all of the iron gates or the Heavy Iron Key is a fairly simply task. You will need an Air fairy in your deck to complete this task. At the end of this section, in my fairy deck I have a 1 level 28 Ice fairy (Greez), 1 level 23 Water fairy (Amnis), 1 level 36 PSI Fairy (Clumaur), 1 level 31 Energy fairy (Bue), and 1 level 33 Nature fairy (Boneria). Starting out on this section, I replaced my Clumar with a level 10 Mencre and my Boneria with a level 10 Gorael. I have 50 fairies caught right now in 38 different fairy varieties. I have duplicates of some fairies so that I can eventually evolve them into other fairy varieties while still keeping the original variety. I currently have caught 21 Pixies. When you are ready and you have your air fairy, use the Rune of the Realm of the Clouds. From here, take the exit towards the White Cathedral. This will take you to RC-4. *********************************** **** RC-4, the Realm of Clouds **** *********************************** Items Available: There are Fairy Coins near the front of the White Cathedral. Golden Sphere - on a hill, near the level entrance - You can reach the top of this hill by jumping up the side of the hill farthest from the entrance. You can also use the Sparkling Lights on the far side of the Eddies to create a path to the top. 2 Small Healing Potions - on a hill, near the level entrance Medium Healing Potion - on a hill, near the level entrance Garlic Atomizer - on a hill, near the level entrance Silver Sphere - to the right of the White Cathedral 6 Fairy Coins - in a bag to the right of the White Cathedral 8 Fairy Coins - in a bag to the right of the White Cathedral Medium Healing Potion - to the left of the White Cathedral 9 Fairy Coins - in a bag to the left of the White Cathedral 2 Big Healing Potions - to the left of the White Cathedral 6 Fairy Coins - in a bag to the left of the White Cathedral Wild Fairies: Nature fairies - Sillia, Viteria, Tinefol Air fairies - Sirael, Gorael, Sirella Exits: Exit to RC-2, the Realm of Clouds Exit to White Cathedral Characters: Shadow Elf - blocking the entrance to the White Cathedral - There seems to be a lot of Shadow Elves in the Realm of Clouds, doesn't there? This Shadow Elf has four Air fairies and one Chaos fairy. Notes: You can only get to the back half of this level by jumping on the Air Eddies. There are some Sparkling Lights on the hill across the Eddies. These lights will create a stone disc path to the top of the hill near the entrance. Cross the Air Eddy, defeat the Shadow Elf, and enter the White Cathedral. ***************************** **** The White Cathedral **** ***************************** Items Available: There are Fairy Coins near the front of the White Cathedral. Golden Carrot - in front of the entrance to the right side room Garlic Atomizer - in front of the entrance to the right side room Golden Sphere - to the right of the "altar" - You have to jump over the opening in the floor to get the Sphere. Garlic Atomizer - on the left path to the "altar" Wild Fairies: None Exits: Exit to RC-3, the Realm of Clouds Characters: White Druid (temporary) - Tells you he caught Lasse breaking into the Cathedral and trapped him in an impenetrable magic barrier. If you talk to the White Druid after his speech, he will try to convince you of the Dwarves' guilt. He also says that he won't let anyone disturb the peace of his White Cathedral. Magic Merchant - spells Light fairy spells. Lasse (temporary) - He claims he entered the White Cathedral to search for his father, Quilin. He gives you the "Key to Dwarf Factory" in Monagham. He claims you will find the truth there. So, we need to go to Monagham. We'll need a Stone fairy to open the pathway to the city. When you've got a Stone fairy and re-stocked your supplies, use the Rune to the Dwarf Tower. Go to MW-7, blow up to boulder blocking your way to Monagham, and enter the newly created passageway. This will take you to the Dark Caves, DC-4. ****************************** **** DC-4, the Dark Caves **** ****************************** Items Available: None Wild Fairies: None Exits: Exit to MW-7, the Mountain World Exit to Monagham, Village of the Dwarves Characters: Owl - tells you about the Dwarves ****************************************** **** Monagham, Village of the Dwarves **** ****************************************** Items Available: None Wild Fairies: None Exits: Exit to DC-4, the Dark Caves Exit to the Old Dwarf Factory Exit to LC-1, the Lava Caves Characters: Dwarf - tells about the Fairy Card of Fire Dwarf Smith - wants to relearn the ancient art of the dwarves - He tells you that if you find some of the Forgotten Tools of the Dwarves, he will be able to recreate the Magic of Metal. If you show him these tools, he will sell you all of the Metal fairy spells. This is the only Magic Merchant that does not look like the weird red creature. Also, the Dwarf Smith will never have any blanks in his selection. Notes: There are several houses you can enter in Monagham. The destination for the Rune of the Cave World (Monagham) is on this level. **** First House **** Characters: Dwarf - Offers to trade you a Violectra Energy fairy for a Fatheral Air fairy. This trade isn't worth it, since we will be able to capture a wild Violectra really soon. Items Available: Big Healing Potion - in a chest in the back room of the house Rune of the Cave World (Monagham) - in the back room of the house **** Second House **** Characters: Dwarf - gives you a bag of 15 Crystals for removing the boulder that blocked the path to Monagham. He also will tell you about the Dwarves' machines and Fire fairies. He reminds you that you can create a Fire fairy from a Tinefol, if you have the Evolutionary Stone of Fire. Items Available: Mana Potion - near the stairs 2 Big Healing Potions - near the stairs Golden Sphere - in the chest **** Third House **** Characters: Jani - tells you to rescue Lasse Items Available: None **** Fourth House **** Characters: None Items Available: None Notes: Contains the elevator to the Lava Caves. You need to pull the lever to open the door. You need the Forgotten Tools of the Dwarves to pull the lever. **** Fifth House - Shop **** Characters: Dwarf - sells you items for Crystals Magic Merchant - sells fairy spells Items Available: 3 Healing Herbs - throughout the store Explore Monagham and then enter the Forgotten Dwarf Factory. *************************** **** Old Dwarf Factory **** *************************** Items Available: None Wild Fairies: Metal fairies - Minari Exits: Exit to Monagham Characters: Quilin - tells you what is happening in Zanzarah and what you need to do. He gives you the "Heavy Iron Key", which will open all of the Dwarves' gates in Zanzarah. Notes: When you approach the stairs, you will trigger a set battle. The battle is against 3 Metal fairies, two Minari and one Gigarex. This can be a fairy tough battle, since Metal fairies can damage even highly resistant fairies. There is a book here that talks about the Guard of Zanzarah and your destiny. The Metal fairies will sometimes give the Forgotten Tools of the Dwarves as rewards for defeating them in a duel. ************************************************************************ ************** PART 8 - ENTERING THE LAVA CAVES, PART 1 **************** ************************************************************************ *********************************************** **** Getting an Evolutionary Stone of Fire **** *********************************************** According to Rafi, we should be looking for a magical stone behind a beautiful waterfall. This will take us to an area near the Cottage. We will need a Stone fairy for this mission. At the end of this past section, in my fairy deck I have a 1 level 30 Ice fairy (Greez), 1 level 31 Water fairy (Ceramnis), 1 level 13 PSI Fairy (Mencre), 1 level 32 Energy fairy (Bue), and 1 level 29 Stone fairy (Gremor). I replaced the Ceramnis with a level 13 Air fairy (Gorael) before starting this mission. I have 54 fairies caught right now in 40 different fairy varieties. I have duplicates of some fairies so that I can eventually evolve them into other fairy varieties while still keeping the original variety. I currently have caught 21 Pixies. When you are ready and you have your Stone fairy, use the Cottage Rune. From here, go to FG-4 then FG-5. Blow up the boulder on the top level of FG-5 and enter the new area. ********************************** **** MW-8, the Mountain World **** ********************************** Items Available: None Wild Fairies: Water fairies - Tadana, Amnis, Ceramnis Exits: Exit to FG-5, the Fairy Gardens Exit to DC-5, the Dark Caves Characters: Elf - challenges you to a fairy duel - This elf has all Ice fairies. When you defeat the Elf, he gives you the Key to Town Hall. ****************************** **** DC-5, the Dark Caves **** ****************************** Items Available: There are some Crystals on the floor of the caves 8 Fairy Coins - in a cave room 5 Fairy Coins - in a cave room Medium Healing Potion - in a cave room Evolutionary Magic of Fire - in a cave room Golden Sphere - on a bridge Wild Fairies: PSI fairies - Mencre, Beltaur, Mentaur Exits: Exit to MW-8, the Mountain World Characters: None ************************************************************************ ********************** PART 9 - SOME SIDE QUESTS *********************** ************************************************************************ Rafi wants us to get the Fairy Card of Fire from the garden near the Forest Hut. There are some other things we can do now that we've got certain keys and Fairy Cards. These side options are optional as far as the game is concerned, but they give us access to some special fairies, items and Pixies. You don't have to complete any of these tasks to finish the game, however. At the end of this past section, in my fairy deck I have a 1 level 33 Ice fairy (Greez), 1 level 38 Air fairy (Fathrael), 1 level 27 PSI Fairy (Mencre), 1 level 45 Energy fairy (Lighbue), and 1 level 30 Stone fairy (Gremor). I spent some extra time at the waterfalls of MW-8 training my Air, Energy, and Chaos fairies. (I wanted a little break from writing...) I have 55 fairies caught right now in 44 different fairy varieties. I have duplicates of some fairies so that I can eventually evolve them into other fairy varieties while still keeping the original variety. I currently have caught 21 Pixies. To do this next section, you will need an Air fairy plus a pretty balanced deck. I'm going to take you to several different places in Zanzarah. You might want to adjust your fairy deck before going to a new place. When you have the deck you want to start with, head to Tiralin. ******************************** **** Finding the Cloverleaf **** ******************************** First on our list is finding the Cloverleaf. The Cloverleaf will help us with the Magic Merchants. With the Cloverleaf, the Magic Merchants will have a lower chance of creating a blank when they generate spells. This means you will have a better chance of getting the spell you want. Finding the Cloverleaf is easy. Go to the Town Hall of Tiralin. Near the Mayor is a locked door. The key to the door is the "Key to Town Hall", which the elf at MW-8 just gave us. Open the door and then open the chest in the room beyond the door. The chest holds the Cloverleaf. ******************************* **** Town Hall - Revisited **** ******************************* Items Available: * - Cloverleaf - in a chest, behind the locked door * - Big Healing Potion - in a chest, behind the locked door * - Garlic Atomizer - in a chest, behind the locked door Map of the Enchanted Forest - in a chest / casket at the top of the stairs. 2 Small Healing Potion - on railing on the second floor Medium Healing Potion - on railing on the second floor Big Healing Potion - on railing on the second floor Small Healing Potion - near statue behind the female elf Garlic Atomizer - near statue behind the female elf. Wild Fairies: None Exits: Exit to Tiralin West Characters: Male Elf - Mayor - He will now tell you to fulfill the prophecy Female Elf - tells you about how bad humans are. Notes: The Book on the top level with tells you about the Fairy Card of Nature. * - A new item available behind the door opened with the "Key to Town Hall". ******************************** **** Finding the Fairy Horn **** ******************************** Next on our list is the Fairy Horn. The Fairy Horn is similar to the Ocean Conch, but it works on all fairies. The Fairy Horn will allow you to summon a fairy from a spawn point, if the fairy doesn't automatically attack you. Every level that has wild fairies features certain fairy spawn points. At each spawn point, a wild fairy can attack you. If a fairy doesn't attack you at a spawn point, then the fairy is sleeping. You can use the Fairy Horn to wake a sleeping fairy, forcing it to attack you. The Fairy Horn is also located in Tiralin. This horn is behind the locked doors of the Catacombs. Enter the catacombs and go to the locked door (near the owl and the Magic Merchant.) Open the locked door with the "Heavy Iron Key" and proceed to the Lower Catacombs. ************************* **** Lower Catacombs **** ************************* Items Available: There are Fairy Coins scattered about this level. Golden Sphere - found by following the left wall 3 Fairy Coins - found to the right of the entrance 8 Fairy Coins - found by taking your first right then a left 2 Small Healing Potions - found by taking a right then a left 5 Fairy Coins - found by taking a right then a left 2 Crystal Spheres - found near the chest with the Fairy Horn Fairy Horn - in a chest, found in a blue tinted room 2 Golden Spheres - found by following the right wall from the entrance Wild Fairies: Energy fairies - Violectra Dark fairies - Manox, Turnox Chaos fairies - Rasrow, Akritar Exits: Exit to Catacombs Characters: None *************************************** **** Finding the Fairy Card of PSI **** *************************************** The next item on the list is the Fairy Card of PSI, however the wild fairies we'll encounter on the way to getting the card are more important than the card itself. With the Fairy Card of PSI, a PSI fairy in the active fairy slot will face the closest wild fairy. The caveat to this is that you may not be able to activate the wild fairy that the PSI fairy finds. Sometimes the PSI fairy will look at a pillar or tree and you won't find any wild fairy, even with the Fairy Horn. The Fairy Card of PSI is located in the Ruins in the Forest. The gate to the Ruins in the forest is on the far end of Tiralin West. The gate is locked, but you can open it with the "Heavy Iron Key". Unlock the gate and enter the road to the Ruins in the Forest, EF-5 ************************************ **** EF-5, the Enchanted Forest **** ************************************ Items Available: There are Fairy Coins scattered about this level. Crystal Sphere - to the left of the road Golden Sphere - to the left of the bridge Mana Potion - behind a large rock, to the right of the bridge Golden Carrot - to the left of the ruins Small Healing Potion - to the right of the far side of the bridge Medium Healing Potion - to the right of the far side of the bridge Wild Fairies: Nature fairies - Tinefol, Pfoe Dark fairies - Manox, Turnox Energy fairies - Violectra Exits: Exit to Tiralin West Exit to the Ruins in the Forest Characters: None Notes: There is a Pixie on top of some ruins here. You need an Air fairy to reach the Pixie. There are some Sparkling Lights near some of the ruins before the Pixie. These lights will create a stone disc you need to reach the Pixie. ********************************* **** The Ruins in the Forest **** ********************************* Items Available: There are Fairy Coins on the pathway to the ruins. Evolutionary Magic of Nature - to the left of the pathway to the ruins Evolutionary Magic of Nature - to the right of the pathway to the ruins Healing Herbs - on the left side of the ruins Small Healing Potion - on the left side of the ruins Crystal Sphere - behind the ruins 6 Fairy Coins - behind the ruins 7 Fairy Coins - on the right side of the ruins Healing Herbs - inside the ruins, on the left side Fairy Card of PSI - in the center of the ruins Wild Fairies: Nature fairies - Tinefol, Pfoe Light fairies - Lighane, Driane Energy fairies - Darbue Exits: Exit to EF-5, the Enchanted Forest Characters: None ********************************* **** Getting a Missing Pixie **** ********************************* When we were going to the Ice Caves, we missed a Pixie in MW-7, because we didn't have the Fairy Card of Air. Now that we have this card, go back and fetch the Pixie. MW-7 is between the Dwarf Tower and the Mountain Peaks. Use either rune and get the Pixie. *********************************************** **** Getting the Evolutionary Magic of Air **** *********************************************** Go to MP-1, the first snow world outside of the Dark Cave. Instead of taking a left towards the Ice Caves, take a right. This will lead you to a level separated by Air Eddies, MP-3. ********************************* **** MP-3, the Mountain Pass **** ********************************* Items Available: Evolutionary Magic of Air - on the far portion of this level Wild Fairies: Ice fairies - Greezloc, Glacess Exits: Exit to MP-1, the Mountain Pass Characters: None Notes: There is a Pixie on the far part of the level. ********************************************************* **** Tying Up Some Loose Ends in the Realm of Clouds **** ********************************************************* With an Air fairy, we can get another Evolutionary Magic of Nature. There is one on top of a pillar in the East Pavilion. Jumping on top of the first pillar will throw you on some Sparkling Lights. These lights will create a stone disc pathway to the Evolutionary Magic. You can also get a Silver Sphere on the opposite side of this level. When you are done collecting items or you decide you don't want these items, go back to the White Cathedral. When you enter the Cathedral, you will automatically confront someone there. The Leader of the Shadow Elves will appear as a result of this confrontation. Talk to this Shadow Elf and challenge him to a fairy duel. When I fought this duel, the Shadow Elf had a Akitar Chaos fairy, a Pix Fire fairy, a Pfoe Nature fairy, a Taze Nature fairy, and a Ceramnis Water fairy. After you defeat the Shadow Elf, talk to the imprisoned character. This will free the character. The now freed character will tell you to go to the Shadow Realm to defeat the Guard. We can't finish this task yet, because we first need to go to the Lava Caves. So, let's get back to our quest to enter the Lava Caves. ************************************************************************ ************** PART 10 - ENTERING THE LAVA CAVES, PART 2 *************** ************************************************************************ **************************************** **** Getting the Fairy Card of Fire **** **************************************** The next step to entering the Lava Caves is to find the Fairy Card of Fire. This card is located in a garden next to the Forest Hut. At the end of this past section, I have 75 fairies caught right now in 70 different fairy varieties. I'm missing five Fire fairies, Suane, the highest Light fairy, and one Metal fairy. I found some Forgotten Tools of the Dwarves in the Forgotten Dwarf factory. With these tools, I was able to evolve one of my Metal fairies. I didn't have enough tools to evolve the other fairy. I currently have caught 24 Pixies. To get the Fairy Card of Fire, we are going to have to fight a pretty nasty set battle against several Nature fairies. Some of the Nature fairies will invariably have "Oak Skin" or "Thorn Armour", which will make our first five attacks against them ineffective. Since all the only fairies you will fight getting to this battle will be Nature fairies, feel free put five fairies that are strong against Nature fairies. I'm going to bring my strongest Energy fairy, a LighBue, and give it the "Homesickness" spell. This spell will give back any damage my Energy fairy gets, including Poison damage. I'm also going to arm my highest PSI fairy with the "Quake of Power" spell, which does the same thing as the Homesickness" spell. I'll give the PSI fairy a Fire Attack spell, so it can actually do some damage against the Nature fairies. My plan is to use the Energy fairy and the PSI fairy to weaken the opposing Nature fairies. I will then use the Ice, Fire and Metal fairies in my deck to deal with the survivors. At worst, I may end of losing my Energy and PSI fairies, but I should still be able to win this fight fairly easily. When you have the fairy deck of your choice, go to the Forest Hut. Take the other exit to enter EF-7. (If you've talked to the Forest Elf in Dunmore after clearing all of the Prickly Bushes around the Forest Hut, the Forest Elf will be here. This elf will convert two Small Healing Potions into one Big Healing Potion. If you've got extra Small Healing Potions, this is a really good deal.) ************************************ **** EF-7, the Enchanted Forest **** ************************************ Items Available: There are eight Fairy Coins leading to the set battle location. Fairy Card of Fire - high in the air, accessible by stone discs created when you defeat the Keeper. Wild Fairies: Nature fairies - Tinefol, Pfoe Exits: Exit to the Forest Hut Characters: Keeper of the Fairy Card - a Blumella Nature fairy that challenges you to a fairy duel. Defeat her and her friends and you will gain access to the Fairy Card of Fire. You will end up fighting six Nature fairies, four Pfoes and two Blumellas. Notes: There is a Pixie near the entrance to this level. Defeat the fairies and get the Fairy Card of Fire. **************************************************** **** Getting the Elemental Elevator Key of Fire **** **************************************************** After getting the Fairy Card of Fire, go back to London and get balanced fairy deck, making sure you include a Stone fairy. Then, use the Fairy Garden Rune to go to Rafi's Cave. From there, blow up the boulder blocking the exit to the right of the cave. This opens the way to FG-7. ********************************* **** FG-7, the Fairy Gardens **** ********************************* Items Available: None Wild Fairies: None Exits: Exit to Rafi's Cave Exit to RC-5, the Realm of the Clouds (Junkyard in the Sky) Characters: None Notes: There is a Pixie near the elevator. Take the elevator to the Junkyard in the Sky. ********************************************************* **** RC-5, the Realm of Clouds (Junkyard in the Sky) **** ********************************************************* Items Available: 3 Fairy Coins - to the right from the elevator 3 sets of 2 Tools of the Dwarves - one set of two in each chest Golden Sphere - in the air, accessible by stepping into the Sparkling lights to the right of the Sphere Wild Fairies: Metal fairies - Minari Exits: Exit to FG-7, the Fairy Gardens Characters: None Notes: There are Sparkling Lights to the right of the Golden Sphere. Stepping in the lights will create a couple of stone discs that you can use to reach the Golden Sphere. One of the discs will be moving up and down. Save before you try to Golden Sphere. You may run into one of the bugs in this game. Sometimes when you are on a moving disc, you will end up following through the disc. This usually happens when the disc changes directions from down to up. I've noticed that if you jump straight up right when the disc stops going down, you will usually avoid this bug. In front of you are three chests. When you approach the chest, you will trigger a set battle with four Metal fairies. This battle is similar to the one you've already fought in the Forgotten Dwarf Factory. Once you get the Forgotten Tools of the Dwarves, use the Dwarf Tower rune. Go through the opening, which use to be blocked by a Dwarf. This will take you back to MW-5. ********************************************** **** MW-5, the Mountain World - Revisited **** ********************************************** Items Available: Elemental Key of Fire - in the chest on the floating stone disc Wild Fairies: None Exits: Exit to the Tower of the Dwarves Characters: Dwarf - Tells you that he is guarding access to a rare Dwarf treasure. Talk to him and he will create four moving discs that lead you to the chest. The treasure is the chest floating out in space. Notes: There is one of the transporting lights near the entrance to this level. This light dumps you out just below the far of bridge. Use this light to get to the moving stone discs that lead you to the chest. Talk to the Dwarf and he will create a series of moving stone discs to the chest. Take your time making your way across the moving stones. You have to be at the edge of the disc to make it to the next disc. If you die, you will be recreated near the lower transporting light. The moving discs will disappear when you reload, so you have to go back to the Dwarf and get him to recreate the moving discs. ********************************* **** Entering the Lava Caves **** ********************************* Now that we have the Elemental Key of Fire, the Fairy Card of Fire, and at least one Evolutionary Stone of Fire. If you haven't already made a Tinezard, by evolving a Tinefol with an Evolutionary Stone of Fire, do so now. When you have a Tinezard, add it to your fairy deck. You will also need at least one fairy that is strong against Fire fairies. Finally, you will need one Air fairy to get over some Air Eddies. Once you have these items, take the Monagham Rune. ****************************************************** **** Monagham, Village of the Dwarves - revisited **** ****************************************************** Talk to the Dwarf Smith near the Monagham rune destination. Now that you have some Forgotten Tools of the Dwarves, he thank you the first time you talk to him. After this, the Smith will be able to sell you Metal fairy spells. The Smith is just like a Magic Merchant, except the Smith never seems to have any blanks in his spell selection. He will sell you all of the Metal fairy spells, except the lowest level attack spell. While you are in Monagham, you can go down to some of the lower huts to talk with some Dwarves that have newly arrived. All these dwarves tell you are that you should destroy the Guard in the Shadow Realm. This really isn't important, so you can ignore all of the lower houses for now. When you're done in Monagham, go to the house to the right of the Monagham rune destination. The door is locked, but if you have some Forgotten Tools of the Dwarves, you can pull the lever outside. Pulling the lever will open the door. Inside the building is an elevator. With the Elemental Key of Fire, you can use the elevator to enter the Lava Caves. The only thing you need to do in the Lava Caves is capture a Pix fire fairy. ****************************** **** LC-1, the Lava Caves **** ****************************** Items Available: Wild Fairies: None Exits: Exit to Monagham - via the elevator Exit to LC-2, the Lava Caves Characters: None This is actually called the Dark Caves by the game, but the Lava Caves is really more accurate. Cross the Air Eddies to the far caves. Be careful, because these Air Eddies are one of the hardest sets in the game to use. ****************************** **** LC-2, the Lava Caves **** ****************************** Items Available: There are Crystals all over the ground here. Wild Fairies: Fire fairies - Dracwin Exits: Exit to LC-1, the Lava Caves Exit to LC-3, the Lava Caves Characters: None Follow the stepping stones to LC-3. ****************************** **** LC-3, the Lava Caves **** ****************************** Items Available: There are Crystals all over the ground here. Wild Fairies: Fire fairies - Dracwin Exits: Exit to LC-2, the Lava Caves Exit to LC-4, the Lava Caves (the two exits along the top of this level, not including exit near the exit to LC-2) Exit to LC-5, the Lava Caves (the exit along the bottom of this level and the exit near the exit to LC-2) Characters: None The exits off of the ramps on this level will take you to one of the other Lava Cave levels. ****************************** **** LC-4, the Lava Caves **** ****************************** Items Available: There are Crystals all over the ground here. 2 Evolutionary Magics of Fire - in a small cave off to the side of the main path Silver Sphere - in a chest next to the Evolutionary Magics of Fire Golden Carrot - in a chest next to the Evolutionary Magics of Fire Wild Fairies: Fire fairies - Dracwin, Pix, Ferix Exits: Exit to LC-3, the Lava Caves Characters: None Notes: You will need a Fire fairy as your active fairy to survive on this level for more than a couple of seconds. ****************************** **** LC-5, the Lava Caves **** ****************************** Items Available: There is one Crystal on the ground here. Evolutionary Magic of Fire - behind a stone near the entrance to the level Wild Fairies: Fire fairies - Dracwin, Pix, Ferix Exits: Exit to LC-3, the Lava Caves Characters: None Notes: You will need a Fire fairy as your active fairy to survive on this level for more than a couple of seconds. The only thing you need to do while you are in the Lava Caves is catch a Pix Fire fairy. Don't leave the Lava Caves until you catch a Pix fairy. Be careful, because Pix fairies are really fast. Once you weaken a Pix enough to capture it, you may have to quickly maneuver yourself to catch it before you flee. ************************************************************************ ******* PART 11 - TRAINING AND COMPLETING YOUR FAIRY COLLECTION ******** ************************************************************************ At this point in the game, you have the potential to have a complete collection of all the 77 different fairy varieties. The only section of the game that is left, the Shadow Realm, has the same fairies that you can catch elsewhere. If you are missing some fairies, then you either need to train some of your existing fairies up until they evolve to a higher form or catch some different wild fairies. If you want to complete your fairy collection, take the time now to finish it. If you need to capture some more fairies, look through the walkthrough levels above or in the fairy lists below to find out where you can capture one. If you need to give your fairies more experience, then you need to start training your fairy. To train your fairy, go to some area where there are wild fairies that your fairy is strong against. For example, if you are trying to raise a Stone fairy, go to the Realm of Clouds and fight a bunch of Air fairies. You will have to use the Fairy Horn or the Ocean Conch to get the maximum impact from your training sessions. Also, to reach some of the higher levels, you need a lot of experience points. Use some of your spare Fairy Coins to buy some Golden Carrots. Golden Carrots will give your fairy one experience point less than the amount your fairy needs to get to the next level. Some of the places that I've found are good to train fairies are: The Waterfalls of MW-8, near the Cottage is a great place to find Water fairies. This is a good place to train Air, Energy, Ice, and Chaos fairies. Water fairies don't really have any spells that should cause you any troubles. The Mountain Peaks, MW-2, at the Mountain rune destination, is a good place to find Ice fairies. Ice fairies will give you a bunch of experience with minimal risk to resistant fairies. The Mountain Peaks are a good place to train PSI and Fire fairies. The Forgotten Dwarf Workshop in Monagham has two Metal fairy spawn points. You have to be somewhat careful training with Metal fairies, since they seem to be able to damage even resistant fairies. The Forgotten Dwarf Workshop is a good place to train Air, Water, Energy, and Ice fairies. The Dark Caves in DC-1, is a good place to find some PSI fairies. PSI fairies are somewhat dangerous to train with, because of the "Quake of Power" spell. This spell will cause you damage every time you attack the PSI fairy. If this spell is active on the PSI fairy, you will see a blue shield above the fairy in the arena. When I see this spell active on a PSI fairy, I usually just run for the exit. Fighting a PSI fairy with this defensive spell will quickly burn through your supplies of Healing Potions and Healing Herbs. The Dark Caves are a good place to train Nature, Air, Energy, Dark, Chaos, and Metal fairies. The pillars in RC-2, in the Realm of the Clouds, are a good place to find Air fairies. The Air fairies here don't really give you a lot of experience, but this is a pretty safe place to train. The worst thing an Air fairy can do to you is slow down your spell-charging rate. The Realm of Sky is a good place to train Stone, Ice, Fire, and Dark fairies. This leaves us looking for a place to train our Light fairies. There are two good places to train Light fairies. The best place is in the Shadow Realms, but the Lower Catacombs in Tiralin are also a good place to train. Training Light fairies can be dangerous. The Light fairy, Driane, doesn't have a whole lot of hit points when you first catch her. The fairies in the two above places can cause a bunch of damage to your Light fairy until you train it to a high enough level. At the end of this past section, I had caught 80 fairies, with 75 different fairy types. I was missing a Daemonex Fire fairy and a Suane Light fairy. I raised a Ferix and a Driane to a Daemonex and a Suane before I started the next section. I had caught 26 Pixies at this point. ************************************************************************ ********************* PART 12 - THE SHADOW REALM *********************** ************************************************************************ In the Shadow Realm, there are wild Dark and Chaos fairies. There are a large number of set and Fairy Master duels, so you will need a balanced fairy deck. You will need to swap out fairies in your deck a couple of times before finishing the Shadow Realm. You will need an Air fairy in your deck for the first part of the Shadow Realm to get past some Air Eddies. I'm going to take a set deck of four fairies, plus one fairy that I'll change, depending on where I am. My set deck will have one level 47 Ice fairy (Greezloc), one level 36 PSI fairy (Clumaur), one level 40 Dark fairy (Dredanox), and one level 38 Light fairy (Suane). I'll start out with an Air fairy as my extra fairy.) Once you've selected your fairy deck, stock up on supplies and charge up your fairies' mana. Then, take the Dunmore Rune to get to the Misty Swamp. Go to the Great Tree level. Behind the great tree is a series of small islands you can hop across. Cross these and you will end up in MS-6. ******************************* **** MS-6, the Misty Swamp **** ******************************* Items Available: None Wild Fairies: None Exits: Exit to the Great Tree in the Misty Swamp Exit to SR-1, the Shadow Realm Characters: Owl - tells you that you are on your own in the Shadow Realm Open the gate with the Heavy Iron Key and proceed through the level. Enter the Shadow Realm. ******************************** **** SR-1, the Shadow Realm **** ******************************** Items Available: 2 Big Healing Potions - near the entrance to the level 5 Fairy Coins - in a bag, at the bottom of the ramp 3 Fairy Coins - in a bag, at the bottom of the ramp Golden Carrot - on a ledge to the right of the level - You have to jump on two moving discs to get to this item. Wild Fairies: Chaos Fairies - Rasrow, Akritar Exits: Exit to MS-6, the Misty Swamp Exit to SR-2, the Shadow Realm Characters: Shadow Elf - blocking the bottom of the sloped ramp into this level. When I fought this Shadow Elf, it had one Water fairy, one Ice Fairy, one PSI fairy, one Dark fairy, and one Chaos fairy. All the fairies were level 45 or higher. Shadow Elf 2 - This elf is blocking the bottom of a bridge, just past the Pixie. When I fought this Shadow Elf, it a had one Fygaery Nature fairy, one Fathrael Air fairy, one JumRock Stone fairy, one Tinezard Fire fairy, and one Goop Water fairy. All of the fairies where level 47 or higher, with most of them being in the fifties. Notes: There are some Sparkling Lights just to the left of the first left turn in this level. These lights generate 13 Fairy Coins, although some of the coins may get stuck on top of the broken arch. There is a Pixie on this level. To get to the Pixie, you need an Air fairy. Jump on the two Air Eddies on the opposite side of main walkway as the Pixie. These Eddies will drop you onto some Sparkling Lights. These lights will create a path for you to reach the Pixie. You will have to walk behind a broken wall and along a narrow ledge to reach these Air Eddies. ******************************** **** SR-2 the Shadow Realm ***** ******************************** Items Available: Small Healing Potion - near the entrance of this level Medium Healing Potion - near the entrance of this level Path of Fairy coins - in the big room - This path of coins leads to the area where you can find the Red Bone Key. Step into the Sparkling Lights, then follow the discs to the chest with the Red Bone Key. Big Healing Potion - on the way to the chest with the Red Bone Key Red Bone Key - in a chest, on a ledge 3 Fairy Coins - in a bag, behind the door locked by the Red Skull 5 Fairy Coins - in a bag, behind the door locked by the Red Skull There are 3 Fairy Coins behind the Green Skull door. Wild Fairies: Chaos Fairies - Rasrow, Akritar Dark Fairies - Manox Exits: Exit to SR-1, the Shadow Realm Exit to SR-3, the Shadow Realm Characters: Leader of the Shadow Elves - He is blocking the access to the back portion of this level. When I fought this Shadow Elf, he had one Skelrath Chaos fairy, one Lighbue Energy fairy, one Glacess Ice fairy, one Psyrow Chaos fairy, and one JumRock Stone fairy. These fairies' levels where from the high twenties to the mid-forties. Notes: Behind the Leader of the Shadow Elves is a room with three locked exits. You will need a different colored Bone Key to open these locks. This area is also the destination of the Shadow Rune. There are some sparkling lights near the back of this room. These lights create a path to the chest that holds the Red Bone Key. Get the Red Bone Key and open the door locked by the Red Skull. Follow the walkway behind the Red Skull's door until you reach SR-3. ******************************** **** SR-3, the Shadow Realm **** ******************************** Items Available: There are Fairy Coins along the walkway of this level Rune of the Shadow Realm - accessible by jumping on two moving discs - This Rune in on your right when you enter this level. Golden Sphere - accessible by jumping on three moving platforms on the left side of this level Big Healing Potion - on a small platform, along the way to the Magic Merchant Garlic Atomizer - on a small platform, along the way to the Magic Merchant Small Healing Potion - in front of the Magic Merchant Green Bone Key - in a chest / casket near the Magic Merchant Wild Fairies: Chaos Fairies - Rasrow, Akritar Dark Fairies - Manox Exits: Exit to SR-2, the Shadow Realm Characters: Magic Merchant - sells Ice, Fire, Dark, and Chaos fairy spells Grab the Green Bone Key and the Rune of the Shadow Realm. Return to the room in SR-2 with the three gates. Open the Green Skull with the Green Bone Key. For the next section, you will only need an Air fairy if you want to get a Silver Sphere, a Golden Sphere, and some Healing Herbs. If this seems worth it to you, bring an Air fairy. If this doesn't seem worth the effort to you, go back to London and trade your Air fairy for a Pix Fire fairy. (If you don't bring a Pix Fire fairy to the next section, you will have to do some backtracking later.) Follow the newly opened passage to SR-4. ******************************** **** SR-4 the Shadow Realm ***** ******************************** Items Available: Map of the Shadow Realm - in chest between the two wooden bridge paths. 3 Fairy Coins - in a bag, near the chest with the Map of the Shadow Realm 5 Fairy Coins - in a bag, near the chest with the Map of the Shadow Realm Medium Healing Potion - near the chest holding the Map of the Shadow Realm There are several Fairy Coins on the wooden walkway to the second Shadow Elf. Golden Sphere - This Sphere is accessible by jumping over three Air Eddies into a Sparkling Light. The Sparkling Lights will then create three moving stone discs plus an additional stone disc under the Sphere. It's really not worth the effort to get this sphere. The Air Eddies and the Golden Sphere are to the right of this level. Silver Sphere - This Sphere is accessible by jumping over two sets of two Air Eddies. The Air Eddies are located next to this level's exit. This Sphere is really not worth the effort to collect. Healing Herbs - located next to the Silver Sphere. Wild Fairies: Chaos Fairies - Rasrow, Akritar Dark Fairies - Manox Exits: Exit to SR-2, the Shadow Realm Exit to SR-5, the Shadow Realm Characters: Shadow Elf - A Shadow Elf is blocking the access to most of this level. When I fought this Shadow Elf, it had one Fathrael Air fairy, one Psyrow Chaos fairy, one Greezloc Ice fairy, one Goop Water fairy, and one JumRock Stone fairy. These fairies' levels where from the mid-forties to the mid-fifties. Shadow Elf 2 - This Shadow Elf is guarding the far end of the left wooden walkway. When I fought this Shadow Elf, it had two Greezloc Ice fairy, one Clumaur PSI fairy, one Goop Water fairy, and one Turnox Dark fairy. All of these fairies had levels in the mid to upper forties. ******************************** **** SR-5 the Shadow Realm ***** ******************************** Items Available: There are Fairy Coins all along the walkways of this level. Garlic Atomizer - on the first platform of this level Golden Carrot - on the first platform of this level Golden Sphere - accessible by jumping on two moving discs to the right side of this level 2 Golden Spheres - accessible by jumping on three moving discs at the back of this level, near the throne 2 Golden Carrots - near the two Skeletons Wild Fairies: Chaos Fairies - Rasrow, Akritar Dark Fairies - Manox Exits: Exit to SR-4, the Shadow Realm Characters: Skeleton - tells you about his friend behind him. He says his friend wants to find a Fire fairy. Skeleton 2 - He wants to see a Pix fairy. If you show him a Pix Fire fairy, he will give you the Blue Bone Key in return. You won't lose your Pix Fire fairy in this exchange, since the Skeleton only wants to see the fairy. If you have a Pix Fire fairy, show it to the second Skeleton. If you don't have a Pix Fire fairy, you will have to go back to London and add a Pix Fire fairy to your deck. If you haven't caught a Pix Fire fairy yet, then you have to go back to the Lava Caves. Sections 7 and 9 in the walkthrough above describe how you get into the Lava Caves and catch a Pix Fire fairy. Once you show the second Skeleton your Pix Fire fairy, you no longer need it. Go back to London and make the strongest fairy deck you can. When you are done, use the Rune of the Shadow Realm. Open the door locked by the Blue Skull with the Blue Bone Key. Proceed through the walkway to SR-6. For this part of the walkthrough, I am using a level 55 Light fairy, Suane, a level 33 Water fairy, Oceana, a level 39 PSI fairy, Clumaur, a level 44 Dark fairy, Dredanox, and a level 52 Ice fairy, Greezloc. I've pumped up my Light fairy over the last few levels. She has been doing all of the fighting against the wild fairies. I've also given her about four carrots to help her advance. I'm doing this more to fill out the experience charts than out of a real need for a better fairy. Already, my Light fairy can defeat all of the wild fairies in one shot. (She's using "Light Arrow" and "Lucky Dip" as her primary offensive and passive spells. ******************************** **** SR-6 the Shadow Realm ***** ******************************** Items Available: None Wild Fairies: None Exits: Exit to SR-2, the Shadow Realm Exit to SR-7, the Shadow Realm Characters: None Notes: There is a Pixie in the middle of this level. ******************************** **** SR-7 the Shadow Realm ***** ******************************** Items Available: Small Healing Potion - just past the end of the bridge at the start of the level There are Crystals on some of the platforms in this level. Garlic Atomizer - to the left of the level entrance - accessible by jumping on the rotating disc. Golden Sphere - This Sphere is accessible by jumping over two sets of rotating discs, plus three moving discs. This Sphere is definitely not worth the effort. If you do decide to get the Sphere, save your game after getting it. You can then jump off the ledge and automatically restart your game on the wooden bridge. There's no point going through those jumps again to get back to the bridge. Small Healing Potion - on the second platform to the left - the first left hand platform that is accessible by a bridge Healing Herbs - behind the second platform 2 Garlic Atomizers - on the third platform to the left Big Healing Potion - on the third platform to the left 2 Forgotten Tools of the Dwarves - on a chest accessible from the third platform on the left via to moving discs Small Healing Potion - next to the chest with the 2 Forgotten Tools of the Dwarves Small Healing Potion - on a disc, accessible by hopping over two moving discs from the platform with the chest There are two Fairy Coins on the bridge to the third platform on the right. Wild Fairies: Energy Fairies - Violectra Dark Fairies - Manox, Turnox Exits: Exit to SR-6, the Shadow Realm Exit to the Dark Cathedral Characters: The General and a Shadow Elf - The General is blocking the bridge that leads to the exit of this level. When you approach the General, another Shadow Elf appears behind you. You have to fight both Shadow Elves at the same time to defeat them. When I fought these Shadow Elves, they had one Manox Dark fairy, one Segbuzz Chaos fairy, one Turnox Dark fairy, one Taze Nature fairy, and one Amnis Water fairy, one Rasrow Chaos fairy, one Maulrow Chaos fairy, one Dracwin Fire fairy, and one Flagwin Fire fairy. Most fairies' levels where from the mid- forties to the mid-fifties. There were a few fairies that were in the high twenties through low thirties. The final battle on this level is especially difficult because you have two Fairy Masters. They work together pretty well, so you will probably end up with a situation where your fairy is strong against one of the fairies and weak against the other. I had level 59 Suane Light fairy as my lead fairy. She was able to defeat the first five fairies by herself. My Water fairy defeated the two Fire fairies and my Ice fairy took care of the rest. Since you probably won't have fairies that are quite as high as the ones I was using, this fight will be much more challenging. The first time I did this fight, I won with one fairy left with about five hit points. Again, this is probably the hardest fight in the game. After defeating these two Shadow Elves, continue across the bridge and enter the Dark Cathedral. ***************************** **** The Dark Cathedral ***** ***************************** Items Available: 2 Healing Herbs - on the ground floor, around the statue 3 Big Healing Potions - on the ground floor, around the statue Mana Potion - on the ground floor, around the statue Healing Herbs - on the railing on the second floor walkway Big Healing Potion - on the railing on the second floor walkway Mana Potion - on the railing on the second floor walkway Wild Fairies: None Exits: Exit to SR-7, the Shadow Realm Characters: The bad character - This character confronts you when you enter the Dark Cathedral. This character will tell you some more about the Guard and then will challenge you to a fairy duel. You will fight one Mencre PSI fairy, one Stobat Stone fairy, one JumRock Stone fairy, one Gremrock Stone fairy, and one Ceramnis Water fairy. After the last battle, this duel is a piece of cake. The bad character, round 2 - The second time around, this character has one Suane Light fairy, one Lighane Light fairy, one Turnox Dark fairy, one Daemonex Fire fairy, and one Ceramnis Water fairy. This battle is slightly harder than the last one, but it is still not too challenging. Notes: The final two Pixies are at the top of this level. To save spoiling the plot for everyone, I won't refer to the final character you fight by name. If you've gotten this far, you should know whom you are going to face. Anyway this character will challenge you to a fairy duel when you enter the Dark Cathedral. Win this fairy duel and the bad character will appear on the top level of the Cathedral. Enter the door to the left of the statue. Follow the ramp up to the top of the Cathedral and challenge the bad character to another fairy duel. This one is a little more challenging than the last one, but it is still pretty easy. Once you defeat the character a second time, you can fight the Guard. However, fighting the Guard will end the game. So, if you want to do anything else, like drop off the last Pixies or finish your fairy collection, do it now. You might want to give yourself a set of fairies that are strong against Metal fairies. The final battle is against Metal fairies. You can also give some of your stronger fairies spells that are strong against Metal fairies. Do this will make the final battle much easier. The final battle will be in a slightly different style arena. You will only be fighting Metal fairies in this battle. There are five Metal fairies defending the Guard, two Minari, one Megari, and two Gigarex. However, the arena itself has three mounted "guns" that shot powerful Metal spells at you. To beat this arena, you have to defeat all of the Metal fairies and the three metal guns. Personally, I found it easiest to defeat the guns first and then go after the Metal fairies. If a Metal fairy passes in front of me, I will take a shot at it instead of the guns, but I won't actively hunt down the Metal fairies until I've defeated all three guns. I usually back myself up against the middle post on the floor of this level. This gives only one gun a shot at me. I take out the first gun and then back away from the center post until I see the head on top of the level. From here, I hide, charge up my spell, fire at the head, then hide back against the center post. Once I've defeated the head, I go after the final gun, dodging behind the archway, if possible. Once the final gun is defeated, I go after the Metal fairies. One final note, don't bother going after any of the coins that appear during this fight. You won't get a chance to save the game after winning this battle, so you won't get to keep any of the coins. You also won't gain any experience from this battle. When you defeat the Guard, you will get a final cutscene and the game will end. You don't get any special ending or award for capturing all of the fairy varieties, collecting all of the pixies, etc. ************************************************************************ ***************************** THE LISTS ******************************** ************************************************************************ The following lists tell you where the important items are in the game. These are MAJOR SPOILERS, but use them if you are having trouble finding item you need to continue on your way. You will probably need the maps to make the most sense out of the walkthrough section, especially if you don't follow the walkthrough step by step. ************************************************************************ ******************************* THE MAPS ******************************* ************************************************************************ It's rather difficult to give directions in the game. While the maps in the game are helpful, it's hard to actually describe your position relative to the game map. I'm going to try my hand at some ASCII maps and see if that makes things a little clearer. ********************************** **** Map of the Fairy Gardens **** ********************************** to MW-1 (the Mountain World Map) | | | | FG-5 - - - MW-8 - - - DC-5 | | | | FG-4 FG-7 - - - RC-5 (Junkyard in the Sky) | | | | | | | | - - - Cottage Rafi's Cave | | | Cellar | | | | | | FG-3 Endeva - - - FG-6 - to EF-1 (Enchant Forest Map) | | | | | | | | to EF-3 (Enchanted Forest Map) | | FG-2 - - - - FG-1 Walkthrough Section That Describes Each Map Level: Rafi's Cave - Part 1, Finding a Fairy Endeva, Village in the Garden of the Fairies - Part 1, Finding a Fairy FG-1 - Part 2, Getting Out of the Fairy Gardens FG-2 - Part 2, Getting Out of the Fairy Gardens FG-3 - Part 2, Getting Out of the Fairy Gardens The Cottage - Part 2, Getting Out of the Fairy Gardens FG-4 - Part 2, Getting Out of the Fairy Gardens and Part 5, Getting the Fairy Card of Earth -> Getting the Elemental Key of Earth FG-5 - Part 2, Getting Out of the Fairy Gardens FG-6 - Part 3, To Tiralin Cottage Cellar - Part 4, Getting the Fairy Card of Nature MW-8 - Part 8, Entering the Lava Caves, Part 1 DC-5 - Part 8, Entering the Lava Caves, Part 1 FG-7 - Part 10, Entering the Lava Caves -> Getting the Elemental Elevator Key of Fire RC-5 (Junkyard in the Sky) - Part 10, Entering the Lava Caves -> Getting the Elemental Elevator Key of Fire Rune Destinations on this Map: Rafi's Cave - Rune of the Fairy Garden destination Cottage - Cottage Rune destination ************************************ **** Map of the Enchanted Forest**** ************************************ Ruins in the Forest | | | EF-5 | | (Fairy | Garden Map) | FG-6 - - EF-1 - - Tiralin West - - Town Hall | | | | - - - DC-1 (the Mountain World Map) | | | | Tiralin East - - EF-2 - - MS-1 (Misty Swamp Map) | | | | | | | Catacombs | | | | | | | Lower Catacombs | EF-3 - - - - EF-4 - - - - Forest Hut - - - EF-7 Walkthrough Section That Describes Each Map Level: EF-1 - Part 3, To Tiralin Tiralin West - Part 3, To Tiralin Town Hall - Part 3, To Tiralin and Part 9 Some Side Quests -> Finding the Cloverleaf Tiralin East - Part 3, To Tiralin Catacombs - Part 3, To Tiralin EF-2 - Part 3, To Tiralin EF-3 - Part 5, Getting the Fairy Card of Earth -> Getting the Elemental Key of Nature EF-4 - Part 5, Getting the Fairy Card of Earth -> Getting the Elemental Key of Nature The Forest Hut - Part 5, Getting the Fairy Card of Earth -> Getting the Elemental Key of Nature Lower Catacombs - Part 9 Some Side Quests -> Finding the Fairy Horn EF-5 - Part 9 Some Side Quests -> Finding the Fairy Card of PSI The Ruins in the Forest - Part 9 Some Side Quests -> Finding the Fairy Card of PSI EF-7 - Part 10, Entering the Lava Caves -> Finding the Fairy Card of Fire Rune Destinations on this Map: Tiralin East - Rune of the Tiralin destination ******************************* **** Map of the Dark Swamp **** ******************************* (The Enchanted Forest Map) EF-2 - - - MS-1 - - - MS-5 | | | Dunmore - - MS-3 | | | | | | MS-2 MS-4 | | | The Great Tree | | | MS-6 | | | To SR-1 (the Shadow Realm Map) Walkthrough Section That Describes Each Map Level: Dunmore - Part 4, Getting the Fairy Card of Nature MS-3 - Part 4, Getting the Fairy Card of Nature MS-4 - Part 4, Getting the Fairy Card of Nature MS-5 - Part 4, Getting the Fairy Card of Nature MS-1 - Part 4, Getting the Fairy Card of Nature MS-2 - Part 6, Getting the Fairy Card of Air The Great Tree - Part 6, Getting the Fairy Card of Air MS-6 - Part 12, The Shadow Realm Rune Destinations on this Map: Dunmore - Rune of Dunmore destination *********************************** **** Map of the Mountain World **** *********************************** Ice - - - DC-3 - - - MP-2 - - - MP-1 - - - MP-3 Caves | | | LC-4 - - - LC-3 - - LC-5 DC-2 | | | | | | LC-1 - - - LC-2 MW-7 | | | | | | Monagham - - - - DC-4 - - - MW-6 To | | RC-1 (The Realm of Clouds Map) | | | | | | Old Dwarf Factory Tower of the Dwarves - - - MW-5 | | | MW-1 - - - MW-2 - - - MW-3 - - - MW-4 - - - DC-1 - - - EF-2 (The Enchanted Forest Map) Walkthrough Section That Describes Each Map Level: MW-1 - Part 5, Getting the Fairy Card of Earth -> Getting the Elemental Key of Earth MW-2 - Part 5, Getting the Fairy Card of Earth -> Getting the Elemental Key of Earth MW-3 - Part 5, Getting the Fairy Card of Earth -> Getting the Elemental Key of Earth MW-4 - Part 5, Getting the Fairy Card of Earth -> Getting the Elemental Key of Earth DC-1 - Part 5, Getting the Fairy Card of Earth -> Getting the Elemental Key of Earth Tower of the Dwarves - Part 5, Getting the Fairy Card of Earth -> Getting the Elemental Key of Earth MW-5 - Part 5, Getting the Fairy Card of Earth -> Getting the Elemental Key of Air and Part 10, Entering the Lava Caves -> Getting the Elemental Elevator Key of Fire MW-6 - Part 5, Getting the Fairy Card of Earth -> Getting the Elemental Key of Air MW-7 - Part 5, Getting the Fairy Card of Earth -> Getting the Elemental Key of Air DC-2 - Part 5, Getting the Fairy Card of Earth -> Getting the Elemental Key of Air MP-1 - Part 5, Getting the Fairy Card of Earth -> Getting the Elemental Key of Air MP-2 - Part 5, Getting the Fairy Card of Earth -> Getting the Elemental Key of Air DC-3 - Part 5, Getting the Fairy Card of Earth -> Getting the Elemental Key of Air The Ice Caves - Part 5, Getting the Fairy Card of Earth -> Getting the Elemental Key of Air DC-4 - Part 7, Finding the Key to the Iron Gates Monagham, Village of the Dwarves - Part 7, Finding the Key to the Iron Gates Old Dwarf Factory - Part 7, Finding the Key to the Iron Gates MP-3 - Part 9 Some Side Quests -> Getting the Evolutionary Magic of Air LC-1 - Part 10, Entering the Lava Caves -> The Lava Caves LC-2 - Part 10, Entering the Lava Caves -> The Lava Caves LC-3 - Part 10, Entering the Lava Caves -> The Lava Caves LC-4 - Part 10, Entering the Lava Caves -> The Lava Caves LC-5 - Part 10, Entering the Lava Caves -> The Lava Caves Rune Destinations on this Map: Tower of the Dwarves - Rune of the Dwarf Tower destination MP-2 - Rune of the Mountain destination Monagham - Rune of Monagham destination ************************************ **** Map of the Realm of Clouds **** ************************************ The Arena White Cathedral | | | | | | RC-3 RC-4 | | | | | | RC-1 - - - RC-2 - - - East Pavilion | | | To Tower of the Dwarves (The Mountain World Map) Walkthrough Section That Describes Each Map Level: RC-1 - Part 5, Getting the Fairy Card of Earth RC-2 - Part 5, Getting the Fairy Card of Earth East Pavilion - Part 5, Getting the Fairy Card of Earth RC-3 - Part 6, Getting the Fairy Card of Air The Arena - Part 6, Getting the Fairy Card of Air RC-4 - Part 7, Finding the Key to the Iron Gates The White Cathedral - Part 7, Finding the Key to the Iron Gates Rune Destinations on this Map: RC-2 - Rune of the Realm of Clouds destination ********************************* **** Map of the Shadow Realm **** ********************************* The Dark SR-1 Cathedral | | | | | SR-7 - - - SR-6 - - - SR-2 - - - SR-3 | | | SR-4 | | | SR-5 Walkthrough Section That Describes Each Map Level: SR-1 - Part 12, The Shadow Realm SR-2 - Part 12, The Shadow Realm SR-3 - Part 12, The Shadow Realm SR-4 - Part 12, The Shadow Realm SR-5 - Part 12, The Shadow Realm SR-6 - Part 12, The Shadow Realm SR-7 - Part 12, The Shadow Realm The Dark Cathedral - Part 12, The Shadow Realm Rune Destinations on this Map: SR-2 - Rune of the Shadow Realm destination ************************************************************************ ****************************** THE FAIRIES ***************************** ************************************************************************ ************************ **** Fairy Overview **** ************************ This section lists all of the fairies you can capture, separated by fairy type. Within each type, the fairies are listed in the order that they appear in your Book of Fairies. For each Fairy Type, I'll give my opinions of that type, when I think they should be used, and how they should fight. Under this is the list of each fairy of the current type. For each fairy, I'll give list its Hit Points, Dexterity, Jump Ability, and Special, as listed in the Book of Fairies. Each fairy can have one to five dots associated with an ability. I've assigned each level a different name. These names are: One dot: Lowest Two dots: Low Three dots: Average Four dots: High Five dots: Highest Obviously, the higher the ability level, the better the fairy will perform. While a fairy's rating in a particular field gives you an idea of how the fairy performs, the ratings are adjusted slightly for each fairy variety. For example, at level 0, all fairy varieties with Average Hit Points don't actually have the same number of Hit Points. All fairies with Average Hit Points at level 0 will have more Hit Points than a level 0 fairy with Low Hit Points and less fairies Hit Points than a level 0 fairy with High Hit Points. You have to look at these ability guides relative to other fairies. A fairy with a high Jump Ability will jump higher each stroke or have a longer stamina than a fairy with low Jump Ability. I've given my interpretation of the abilities below. Hit Points - The Hit Points Ability determines the fairy's starting hit points at level 0. This ability also determines the number of Hit Points the fairy will gain each time it he or she levels up. The higher the Hit Point Ability the higher the fairy's Hit Point total with be. All fairies will increase their total Hit Points each time they level up. Dexterity - The Dexterity Ability determines how fast the fairy will move forward, backwards, left and right. This could also be viewed as the Speed Ability. The higher the fairy's score, the more agile the Fairy will move in the Arena. Some fairies will increase their movement or Dexterity ability each time they level up. Most fairies with high dexterity will move extremely fast at high experience levels. Jump Ability - The Jump Ability determines how high up the fairy will move each time you press the right mouse button. This ability will also determine the total amount of Jump Energy the fairy has. The higher the fairy's Jump Ability, the better the fairy will perform in the air. A number of fairies will increase their Jump Ability each time they level up. Special - The Special Ability determines how often the fairy will get a Critical Hit on her or his opponent. Critical Hits do extra damage and activate special abilities on some offensive and passive spells. The higher a fairy's Special Ability rating, the more often the fairy will score a Critical Hit. All fairies increase their Special or Critical Hit percentage each time they level up. For each fairy, I also list what other fairy(s) it can evolve into, if applicable. If a fairy can evolve to another fairy, I will also mention what is required to start the evolution. I will also tell you where you can capture or find each fairy. Finally, for each fairy, I list the experience chart it follows. There discovered 11 different experience charts / paths. I've assigned each chart a number based on how easy it is to rise in levels. Fairies using Experience Chart 1 will gain levels much faster than fairies using Experience Chart 11. Typically, the more powerful a fairy can become the higher its Experience Chart number. One thing I've noticed playing the game, it is very difficult to find the highest evolutionary level for most fairies. For example, the first fairy, Sillia, can evolve to a Viteria and then a Boneria. While I've found a lot of Sillias in the game and a slightly less number of Viterias, I've never seen a wild Boneria. In fact, the only highest evolutionary wild fairy I've seen is the Ice fairy, Greezloc and the Water fairy Ceramnis. Most of the time, you will have to grow the highest fairy form through fighting. ********************************************** **** Fairies Strengths and Weakness Chart **** ********************************************** Each fairy type in the game has strengths and weaknesses against some other fairy types. If an attacking fairy is strong against the defending particular fairy type, the attacking fairy will deal substantially more damage to the defender than a normal attack. If the attacking fairy is weak against the defending fairy type, the attacking fairy will deal little to no damage to the defender. You can press the F1 key to view the strengths chart at any time in the game, including the middle of a fairy battle. Note that any damage done by a special or passive ability is not affected by the type of fairy. In the chart below, the Fairy type listed on the left side is the attacking fairy and the fairy type along the top is the defending fairy. The letter 'S' means the attacker is strong against the defender's type and the letter 'W' means the attacker is weak against the defender's type. D E F E N D E R N A W L E P S I F D C M a i a i n S t c i a h e t r t g e I o e r r a t u e h r n e k o a r r t g e s l e y Nature | | | | | | S | | W | W | W | S | Air | | | S | | W | S | W | W | W | W | S | S A Water | | W | | | W | | | W | S | S | | S T Light | | | | | | W | S | | S | S | S | T Energy | | | S | | | S | W | W | | | | S A PSI | W | W | | S | W | | S | S | | W | W | C Stone | | S | | W | S | W | | | | W | | K Ice | S | S | S | | S | W | | | W | | | S E Fire | S | S | W | W | | | | S | | W | S | R Dark | | S | W | W | | S | S | | S | | | Chaos | W | W | S | W | | S | | | W | | | Metal | S | W | W | W | W | S | W | | S | | | You can use this chart to plan the composition of your deck. You should try to aim for having a deck that is strong against the largest variety of fairy types. In situations where you know you are only going to be facing a certain subset of fairy types, you might want to change your deck to excel against these types. If you are trying to make a deck where you have at least one fairy strong against each fairy type, you will have to have a PSI fairy. The reason for this is that PSI fairies are the only fairies strong against Light fairies. The PSI fairy is also strong against Stone and Ice Fairies. This means we need to find some combination of four fairies that are strong against Nature, Air, Water, Energy, PSI, Fire, Dark, Chaos and Metal. Of these remaining types, there are only two types of fairies strong against Energy and another two against Dark. Both Stone and Ice are strong against Energy fairies. The Stone fairy has one other strength, Air, which the Ice fairy also has, and the Stone fairy has three weaknesses. The Ice fairy has four other strengths and two weaknesses. This makes the Ice fairy more flexible than the Stone fairy, so I'll pick the Ice fairy. Both Water and Light fairies are strong against Dark Fairies. Water fairies only have one strength that the Light fairy does not have (Metal) and three weaknesses. Light fairies have two addition strengths different than the Water fairy and only one weakness. This makes the Light fairy more valuable, so I'll pick it. With the PSI, Ice and Light fairies, we have strengths against Nature, Air, Water, Light, Energy, Stone, Ice, Fire, Dark, Chaos and Metal. This leaves us with missing a strength against PSI. Our choices for fairies with this strength are Nature, Air, Dark, Chaos, and Metal. Since you can only get some of the fairies, such as the Light fairy at the end of the game and knowing what I do about the fairies in the final battles, I'd chose a Dark, Air or Energy fairy out of the above set. This leaves one slot left in our deck. Again, knowing what I do about the final battles, I'd chose the Water fairy, to give some extra support to the Light fairy against Dark fairies. This would make my final deck have a PSI, Ice, Light, Water, and Dark fairies, with potentially an Air fairy in place of the Dark fairy. The only reason for carrying around the Air fairy is to get across Air Eddies. For earlier in the game, when most of these fairies aren't available, but you have found a PSI fairy, I'd make my deck as follows. I would pick a PSI fairy for strength against Light, Stone, and Ice, with the last two being the most important. A Water fairy provides strength against Fire, Dark, and Metal fairies. I take the Fire fairy Tinezard for its strength against Nature, Air, Ice, and Chaos fairies. I would take an Energy Fairy (Darbue) for its strength against Water, PSI, and Metal Fairies fairies. This leaves a weakness to Energy fairies. I'd bring a Stone fairy to provide its strength to Energy plus and additional Air strength. So my early deck would have a PSI, Water, Fire, Energy, and Stone fairies. You can have this deck soon after you get your first Fairy Card. When I captured my first Air fairy, I'd replace the Energy fairy with the Air fairy. The Energy Fairy is probably the better fairy of the two, but you need to Air fairy to get over the Air Eddies. Later, when I captured my first Ice fairy, I'd replace my Stone fairy for the Ice Fairy. Finally, when I got the first Light fairy I could keep, I'd dump the Fire fairy for the Light Fairy. **** According to Amaya Mendoza the ultimate fairy combination is: One Light fairy, one Energy fairy, one Ice fairy, one Fire fairy, and one Dark fairy. This combination gives you three fairies that are strong against Air fairies, two fairies that are strong against Nature, Water, PSI, Stone, Fire, Chaos, and Metal fairies. It has one fairy that is strong against Energy, Ice, and Dark fairy. There are no fairies that are strong against Light fairies, but there aren't many Light fairies in the game. ************************ **** Nature Fairies **** ************************ Nature fairies are the most common type of fairy in Zanzarah. There are also more varieties of Nature fairies than there are of any other fairy type. Nature fairies are, for the most part look exactly like you would expect a fairy to look. There still are a few interesting looking fairies in this group. While Nature fairies are very common, they are no pushovers in battle. Nature fairies are pretty average all around, but they will usually have quite a number of Hit Points once they advance far enough. In a fight, Nature fairies have average to fast firing spells that cause a low amount of damage. Their "Light Spurs" spell is an effective offensive spell, which temporarily reduces the opposing fairy's spell recharge rate by 80%. Another effective spell "Falling Tree" will poison the opposing fairy on a critical hit. Their passive spells are mostly defensive in nature. Three of the five passive spells reduce the amount of damage the fairy takes from an opponent's attack, with one spell, "Thorn Armour", completely eliminating all damage for five shots. These passive spells allow the Nature fairy to stay in the fight longer than their Hit Points would suggest they could. Nature fairies have no special strengths or weaknesses against most of the fairies you will find in the beginning of the game. Their ability to attack PSI fairies makes them a valuable member of your deck for the entire game. **** Nature Fairy's Strengths and Weaknesses **** Strong Attack Against: PSI and Chaos Weak Attack Against: Ice, Fire and Dark Strong Defense Against: PSI and Chaos Weak Defense Against: Fire, Ice, and Metal **** Where to find Nature Fairies **** You can find wild Nature fairies in most outdoor plants and trees in Zanzarah, including the trees in the Misty Swamp and in the Realm of Clouds **** Best Nature Fairies **** In my opinion, the Symgot, Fygaery, and Viteria are the three best Nature fairies, in roughly this order. **** Sillia **** Hit Points: Lowest Dexterity: Average Jump Ability: Average Special: Low Evolves to: Viteria Evolves at level: 22 Follows Experience Chart: 3 Where you can trade for a Sillia: Rufus' House - You can pick a Sillia as your starting fairy. Where to find a Sillia: MS-4, EF-3, Forest Hut, MW-3, MW-4, MW-7, RC-1, East Pavilion, RC-3, MS-2, The Great Tree, RC-4 Notes about Sillia: Sillia is a pretty weak fairy, as are most of the lowest evolution fairies. You should try to replace your Sillia with a better Nature fairy as soon as you can. **** Viteria **** Hit Points: High Dexterity: Average Jump Ability: High Special: Highest Evolves to: Boneria Evolves at level: 31 Follows Experience Chart: 3 Where to find a Viteria: EF-2, MS-5, Forest Hut, MW-3, MW-4, MW-7, RC-1, East Pavilion, RC-3, MS-2, The Great Tree, RC-4 Notes about Viteria: Viteria is a huge improvement over the Sillia. Actually, a Viteria is a better fairy than the next evolution, Boneria. **** Boneria **** Hit Points: Average Dexterity: Average Jump Ability: Low Special: Highest Evolves to: N/A Follows Experience Chart: 3 Where to find a Boneria: There are no wild Boneria fairies in the game. You have to evolve a Viteria into a Boneria. Notes about Boneria: Boneria is very weak for a highest evolutionary level fairy. The Boneria is no where near a strong as a Viteria. Only evolve a Viteria into a Boneria to complete your fairy collection. The Viteria fairy is a much better fairy than a Boneria. **** Worgot **** Hit Points: Low Dexterity: High Jump Ability: Average Special: Low Evolves to: Corgot Evolves at level: 21 Follows Experience Chart: 4 Where you can trade for a Worot: MS-2 - An elf will trade you a Worgot for a Segbuzz. You must make this trade to continue on with the game. Where to find a Worgot: Rafi's Cave, FG-1, FG-2, FG-3, FG-4, FG-6, EF-1, MS-4 Notes about Worgot: Worgot is a pretty weak fairy but it is stronger than most low evolutionary fairy forms. You should replace your Worgot with a Corgot as a soon as you can. However, Worgot does have a higher dexterity than the Corgot. **** Corgot **** Hit Points: High Dexterity: Low Jump Ability: High Special: Highest Evolves to: Symgot Evolves at level: 29 Follows Experience Chart: 4 Where to find a Corgot: EF-1, EF-2, Dunmore, MS-3, MS-5, EF-3, EF-4, MS-2, The Great Tree Notes about Corgot: Corgot is a pretty strong Nature fairy. Arguably, the Corgot is better than its next form, Symgot. Corgot has better Jump and Special Abilities than Symgot. **** Symgot **** Hit Points: Highest Dexterity: Highest Jump Ability: Average Special: Lowest Evolves to: N/A Follows Experience Chart: 4 Where to find a Symgot: There are no wild Symgot fairies in the game. The only way to get a Symgot is by evolving a Corgot. Notes about Symgot: Worgot is a strong fairy with a high amount of Hit Points. It has more Hit Points and is more dexterous than the Corgot, but it has a lower Jump and Special Abilities. **** Abery **** Hit Points: Lowest Dexterity: Low Jump Ability: High Special: Average Evolves to: Abnobery Evolves at level: 31 Follows Experience Chart: 5 Where to find an Abery: Dunmore, MS-3, MS-5, EF-4, MS-2, The Great Tree Notes about Abery: Abery is a weak fairy that only excels in Jumping. The Jump Ability is probably the least useful of the four abilities. **** Abnobery **** Hit Points: Average Dexterity: Average Jump Ability: High Special: High Evolves to: N/A Follows Experience Chart: 5 Where to find an Abnobery: Dunmore, MS-3, MS-4, MS-5, MS-2, The Great Tree Notes about Abnobery: Abnobery is better version of an Abery, but it's still not very good. It has more Hit Points and Dexterity than the Abery, but it's still not very strong. The Abnobery is good at getting Critical Hits, but it can not take enough punishment to take advantage of this ability. **** Blumella **** Hit Points: Low Dexterity: Highest Jump Ability: High Special: Low Evolves to: N/A Follows Experience Chart: 4 Where to find a Blumella: Rafi's Cave, FG-1, FG-2, FG-3, FG-4, EF-1 Notes about Blumella: Blumella is a pretty weak fairy but with her high Dexterity and Jump Ability, she can move and dodge attacks very well. **** Pfoe **** Hit Points: Lowest Dexterity: High Jump Ability: Low Special: Highest Evolves to: Taze Evolves with: Elemental Stone of Nature Follows Experience Chart: 8 Where to find a Pfoe: EF-2 (in the tree by itself, just before the crossroads), EF-5, Ruins in the Forest, EF-7 Notes about Pfoe: Pfoe is a pretty weak fairy but it has a good Dexterity. Pfoe also has the best chance to get Critical Hits. **** Taze **** Hit Points: Average Dexterity: High Jump Ability: Average Special: High Evolves to: N/A Follows Experience Chart: 8 Where to find a Taze: There are no wild Taze fairies in the game. To get a Taze, you have to evolve a Pfoe with an Elemental Stone of Nature. Notes about Taze: Taze improves on the Pfoe's weaknesses. These improvements make the Taze a better fairy. Still, there are better Nature fairies in the game than the Taze. **** Tinefol **** Hit Points: Low Dexterity: Low Jump Ability: Average Special: Low Evolves to: Tinerog with Elemental Stone of Nature Evolves to: Tinezard with Elemental Stone of Fire Evolves to: Tineves with Elemental Stone of Air Follows Experience Chart: 10 Where to find a Tinefol: EF-2, EF-3, MW-3, MW-4, MW-7, RC-1, East Pavilion, RC-3, RC-4, EF-5, Ruins in the Forest, EF-7 Notes about Tinefol: Tinefol is a very weak fairy. The only thing it does decently is jump. All of its other abilities are below average. **** Tinerog **** Hit Points: Average Dexterity: Average Jump Ability: Average Special: Average Evolves to: N/A Follows Experience Chart: 10 Where to find a Tinerog: You will never find a wild Tinerog. You must evolve a Tinefol with an Elemental Stone of Nature to get a Tinerog. Notes about Tinerog: Tinerog is as average of a fairy as you can get. Average fairies are not bad however, so you shouldn't completely ignore the Tinerog. **** Fygaery **** Hit Points: High Dexterity: High Jump Ability: Low Special: High Evolves to: N/A Follows Experience Chart: 6 Where you can trade for a Fygaery: Tiralin Pub - You can trade a JumRock for a Fygaery. This is the only way you can get a Fygaery. Notes about Fygaery: Fygaery is very good fairy. The only thing the Fygaery does not excel in is jumping, and jumping is probably the weakest of the four abilities. The only downside to the Fygaery is that you have to trade JumRock to get one. **** Lana **** Hit Points: Average Dexterity: Average Jump Ability: Average Special: Average Evolves to: Liana Evolves at level: 22 Follows Experience Chart: 10 Where to find a Lana: EF-1, EF-2, EF-3, EF-4 Notes about Lana: Lana is an all around average fairy. Average fairies are not bad however, so you shouldn't completely ignore the Lana. **** Liana **** Hit Points: Average Dexterity: Low Jump Ability: High Special: High Evolves to: N/A Follows Experience Chart: 10 Where to find a Liana: You will never find a wild Liana fairy. You must train a Lana until it evolves to a Liana. Notes about Liana: Liana is somewhat better than a Lana. It trades an average Dexterity for an improved Jump and Special Abilities. ********************* **** Air Fairies **** ********************* Air fairies have the most number of weaknesses possible, but they are still important fairies. They share the same strengths and weaknesses as Nature fairies, although they have more of each. You will need an Air fairy with you most of the time, after you catch your first one. The reason for this is that the Air Eddies are the most common obstacles in Zanzarah and you need an Air fairy to cross one. With the exception of Tineves, all of the Air fairies look like light blue humans with wings. Air fairies focus on speed. Speed includes speed of firing spells and speed of movement. The Air fairies spells for the most part focus on increasing their own movement and spell charge rate or reducing their opponent's movement or spell recharge. The Air fairy's spells are typically weak, but all of their spells have 30 shots. This means you can fire off spells quickly without having to worry too much about much about running out of mana. You have to be careful with Air fairies, since there is usually always a nearby fairy that is strong against them. However, their ability to attack PSI and Water fairies makes them a valuable member of your deck. **** Air Fairy's Strengths and Weaknesses **** Strong Attack Against: Water, PSI, Chaos, and Metal Weak Attack Against: Energy, Stone, Ice, Fire, and Dark Strong Defense Against: Water, PSI, Chaos, and Metal Weak Defense Against: Stone, Ice, Fire, and Dark **** Where to find Air Fairies **** You can find wild Air fairies in the pillars, columns, and ruins in the Realm of Clouds. **** Best Air Fairies **** In my opinion, the Fathrael, Laticia, and Tineves are the three best Air fairies, in roughly this order. **** Airia **** Hit Points: Lowest Dexterity: Low Jump Ability: Average Special: High Evolves to: Luria Evolves at level: 22 Follows Experience Chart: 4 Where to find an Airia: RC-1, RC-2 Notes about Airia: Airia is a pretty weak fairy, as are most of the lowest evolution fairies. You should try to replace your Airia with a better Air fairy as soon as you can. **** Luria **** Hit Points: Average Dexterity: High Jump Ability: High Special: Low Evolves to: Laticia Evolves at level: 31 Follows Experience Chart: 4 Where to find a Luria: RC-1, RC-2 Notes about Luria: Luria is a better fairy than Airia, though Luria loses Airia's High chance for Critical Hits. Luria has more Hit Points and is much more maneuverable than the slow Airia. **** Laticia **** Hit Points: High Dexterity: Average Jump Ability: Highest Special: Low Evolves to: N/A Follows Experience Chart: 4 Where to find a Laticia: There are no wild Laticia fairies in the game. You will have to raise a Luria into a Laticia. Notes about Laticia: Laticia has more Hit Points than the Luria, but is not quite as fast. Other than that change, Laticia does not really improve upon the Luria significantly. **** Sirael **** Hit Points: Lowest Dexterity: Average Jump Ability: Low Special: High Evolves to: Gorael Evolves at level: 27 Follows Experience Chart: 8 Where to find a Sirael: RC-1, East Pavilion, RC-3, RC-4 Notes about Sirael: Sirael is a pretty weak fairy, as are most of the lowest evolution fairies. Sirael is almost the same as Airia except the Dexterity and Jump Abilities for these two fairies are swapped. Since Dexterity is more important than the Jump ability, the Sirael is a better fairy than the Airia, although both of these fairies are bad. **** Gorael **** Hit Points: Average Dexterity: Highest Jump Ability: Low Special: High Evolves to: Fathrael Evolves at level: 38 Follows Experience Chart: 8 Where to find a Gorael: East Pavilion, RC-3, RC-4 Notes about Gorael: Gorael is a decent fairy that improves on the Sirael fairy's weaknesses. The Gorael excels at Dexterity and getting Critical Hits. **** Fathrael **** Hit Points: High Dexterity: Low Jump Ability: Highest Special: High Evolves to: N/A Follows Experience Chart: 8 Where to find a Fathrael: There are no wild Fathrael fairies in the game. You will have to evolve a Gorael into a Fathrael. It does take a good deal of fights to get a Gorael to level 38. Notes about Fathrael: Fathrael is a better fairy than a Gorael. Unfortunately, the Fathrael loses the Gorael's Dexterity, but the extra Hit Points on the Fathrael make it a better fairy. **** Sirella **** Hit Points: Lowest Dexterity: Highest Jump Ability: High Special: Average Evolves to: N/A Follows Experience Chart: 2 Where to find a Sirella: RC-4 Notes about Sirella: Sirella is a pretty weak fairy with high maneuverability. The low Hit Point of the Sirella makes it too weak to be effective. **** Tineves **** Hit Points: Average Dexterity: Highest Jump Ability: Highest Special: Low Evolves to: N/A Follows Experience Chart: 10 Where to find a Tineves: There are no wild Tineves in the game. The only way to get a Tineves is to evolve a Tinefol with an Elemental Stone of Air. Notes about Tineves: Tineves is a decent fairy that is highly maneuverable. The average Hit Points on this fairy are a drawback, but it is not bad for an Air fairy. *********************** **** Water Fairies **** *********************** Water fairies are rare fairies to find. While you do get the choice to start the game with a Water fairy, this will be the last Water Fairy you find for some time. The only way to get a Water fairy, with one exception, is to summon it with the Ocean Conch. There aren't too many places you can use the Ocean Conch. Also, if you catch a fairy from one Ocean Conch location, you may never be able to use the Ocean Conch in that location again. Water fairies all look fish-like. Water fairies focus on defense and direct damage. Most of their offensive spells do direct damage on critical hits. (Direct damage is not affected by the type of the fairy.) The direct damage on critical hits tries to compensate for the lack of damage the spell does normally. Most of their defensive spells involve healing or reducing damage. One of their best defensive spells reflects all damage back to the opponent. Water fairies usually attack with relatively fast firing spells. You need to be careful, because most of their offensive spells only have 15 shots. Most of the strengths and weaknesses of the Water fairies involve fairy types you don't find until late in the game. However, their ability to damage Fire, Dark and Metal fairies will increase their value against those later fairies. These strengths also help you in most battles with Shadow Elf Fairy Masters. **** Water Fairy's Strengths and Weaknesses **** Strong Attack Against: Fire, Dark, and Metal Weak Attack Against: Air, Energy, and Ice Strong Defense Against: Fire, Dark, and Metal Weak Defense Against: Air, Energy, Ice, and Chaos **** Where to find Water Fairies **** You can find wild Water fairies near lakes, streams, waterfalls and swamps. Water fairies will hardly ever attack you walking around. You summon a Water Fairy with the Ocean Conch. When you hear a tick noise and see an icon of the Ocean Conch on the screen, you can use the Ocean Conch to summon a Water Fairy. **** Best Water Fairies **** The Ceramnis and the Oceana fairies are the two best Water fairies. Which one you decide is the best depends on whether you would like more Dexterity in Ceramnis more than the extra Hit Points and chance for Critical Hits in the Oceana. **** Tadana **** Hit Points: Low Dexterity: Average Jump Ability: Average Special: Average Evolves to: Aquana Evolves at level: 25 Follows Experience Chart: 3 Where you can trade for a Tadana: Rufus' House - You can pick a Tadana as your starting fairy. FG-2 - You can get a Tadana by by trading a Silver Sphere with a female elf. Where to find a Tadana: Rafi's Cave, FG-3, Forest Hut, Ice Caves, MW-8 Notes about Tadana: Tadana is a pretty weak fairy, as are most of the lowest evolution fairies. Tadana is not horrible as far as most lowest evolution fairies go, but you should try to replace her as soon as possible. **** Aquana **** Hit Points: Average Dexterity: High Jump Ability: Lowest Special: High Evolves to: Oceana Evolves at level: 32 Follows Experience Chart: 3 Where to find an Aquana: There are no wild Aquana fairies in the game. You must evolve a Tadana to get an Aquana fairy. Notes about Aquana: The Aquana is a better fairy than the Tadana, losing only to the Tadana fairy's Jumping Ability. Still, there are better Water fairies than the Aquana. **** Oceana **** Hit Points: Highest Dexterity: Average Jump Ability: High Special: Average Evolves to: N/A Follows Experience Chart: 3 Where to find an Oceana: There are no wild Oceana fairies in the game. You must evolve an Aquana to get an Oceana. Notes about Oceana: Oceana is a strong Water fairy. Her Hit Points are very high and her other skills are good enough. **** Cera **** Hit Points: Lowest Dexterity: Average Jump Ability: High Special: Low Evolves to: Amnis Evolves at level: 21 Follows Experience Chart: 8 Where to find a Cera: FG-2, MS-5, EF-3, MW-1 Notes about Cera: Cera is a very weak fairy, as are most of the lowest evolution fairies. Cera fairies are hard to evolve because they can easily be defeated in one attack. **** Amnis **** Hit Points: Low Dexterity: High Jump Ability: Low Special: Highest Evolves to: Ceramnis Evolves at level: 31 Follows Experience Chart: 8 Where to find an Amnis: MW-8 Notes about Amnis: Amnis is an improvement over the Cera, but it is still pretty weak. **** Ceramnis **** Hit Points: High Dexterity: High Jump Ability: High Special: Low Evolves to: N/A Follows Experience Chart: 8 Where to find a Ceramnis: MW-8 Notes about Ceramnis: The Ceramnis is the only redeeming fairy in the Cera family. This is probably the best Water fairy, although its ability to get Critical Hits is lacking. **** Goop **** Hit Points: Low Dexterity: Lowest Jump Ability: Highest Special: High Evolves to: N/A Follows Experience Chart: 9 Where to find a Goop: FG-3, EF-3, Forest Hut Notes about Goop: Goop is a pretty weak fairy but it excels at getting Critical Hits. There are much better Water fairies than the Goop. *********************** **** Light Fairies **** *********************** Light fairies are an extremely rare find. You won't actually get to catch a wild fairy until the game is almost over. However, the Light fairies are worth the wait. Light fairies look like delicate white skinned fairies. Light fairies focus in on damage and speed. Most of their spells do average or above damage. Their spells also charge relatively fast. Even better, most of the spells do a substantial amount of extra damage with a Critical Hit. The Light fairies passive spells do a good job of protecting her from damage, either by reducing the damage, reflecting the damage, or healing from the damage. The downside to the Light fairies is they take a large amount of experience to advance. In fact, the Light and Dark fairies have the steepest experience requirements to advance of all the fairies in the game. I had to liberally use Golden Carrots on my Light and Dark fairies to get them to advance to their final form. Light fairies have the best combination of strengths and weaknesses compared to the other fairy types. Light fairies have four strengths, including strengths against the strong Fire and Dark fairies, and only one weakness. Light fairies are a strong addition to your deck, once you advance them to a high enough level. Low level Light fairies don't have enough Hit Points to survive an encounter against stronger fairies. **** Light Fairy's Strengths and Weaknesses **** Strong Attack Against: Stone, Fire, Dark, and Chaos Weak Attack Against: PSI Strong Defense Against: Stone, Fire, Dark, Chaos, and Metal Weak Defense Against: PSI **** Where to find Light Fairies **** You can find wild Light fairies only in one place, the Ruins in the Forest. You won't be able to catch a wild Light Fairy until very late in the game. You will temporarily get access to a Light Fairy earlier in the game, but you most give it up to continue the plot. **** Best Light Fairy **** The Suane is the best Light fairy. **** Lighane **** Hit Points: Lowest Dexterity: Lowest Jump Ability: Highest Special: High Evolves to: Driane Evolves at level: 28 Follows Experience Chart: 11 Where to find a Lighane: Ruins in the Forest Notes about Lighane: Lighane is a very weak fairy, as are most of the lowest evolution fairies. Lighane can't survive in a battle long enough to be useful. **** Driane **** Hit Points: Average Dexterity: High Jump Ability: High Special: Low Evolves to: Suane Evolves at level: 38 Follows Experience Chart: 11 Where to find a Driane: Ruins in the Forest Notes about Driane: Driane is a big improvement over the Lighane in terms of durability. It is still not as strong as a Suane, but it will serve you well until you can evolve it into a Suane. **** Suane **** Hit Points: High Dexterity: High Jump Ability: Low Special: High Evolves to: N/A Follows Experience Chart: 11 Where you can trade for a Suane: Arena in the Realm of Clouds - You can get a Suane by defeating the General in the Arena and then by defeating the Segbuzz that is pestering the Suane. After winning these two battles, the Suane will join your collection. Where to find a Suane: There are no wild Suane fairies in the game. You will have to evolve a Driane into a Suane. Notes about Suane: Suane is a great fairy. The only thing she lacks is a good Jumping Ability, but this is really the weakest of the four abilities. She has high Hit Points, good maneuverability, and a high chance to get Critical Hits. She is by far the best Light fairy. ************************ **** Energy Fairies **** ************************ Energy fairies are a rare find. You can get one Energy fairy relatively early in the game, but you won't find any more until almost the end. Energy fairies are weird looking humanoids. They have very bright colors and strange wings. The male Energy fairies are shades of blue and the female Energy fairies are violet. Energy or Electrical fairies deliver average to high damage at an average to fast rate. The specials on the offensive spells focus on slowing down the attacker either by reducing the attacker's movement speed or spell recharge rate. Most of Energy fairies' passive spells deal with increasing the damage inflicted on the opposing fairy. The Energy fairies do some special spells. They have a passive spell that shares the damage they are dealt with the attacker and they have an active spell that leaves the target burnt. The Energy Fairy is, in a way, a stronger form of Chaos Fairy. The Energy fairy has both Strengths of the Chaos Fairy (Water and PSI) plus it has the additional strength against Metal Fairies. Energy Fairies also only have two Weaknesses instead of the Chaos Fairies' four. Energy Fairies trade the weakness against the common Stone Fairy for the Chaos Fairy's weakness against the more common Nature Fairy. **** Energy Fairy's Strengths and Weaknesses **** Strong Attack Against: Water, PSI, and Metal Weak Attack Against: Stone and Ice Strong Defense Against: Air, Water, PSI, and Metal Weak Defense Against: Stone and Ice **** Where to find Energy Fairies **** You can find the male Energy fairies in the Ruins in the Forest. You can find female Energy fairies in the Shadow Realm and in Catacombs. **** Best Energy Fairies **** Biolectra and LighBue are the two best Energy fairies, with Biolectra being the better one of the two. **** Violectra **** Hit Points: Average Dexterity: Low Jump Ability: Highest Special: High Evolves to: Biolectra Evolves at level: 32 Follows Experience Chart: 8 Where you can trade for a Violectra: A House in Monagham - A female Dwarf will trade you a Violectra for a Fathrael. Where to find a Violectra: Lower Catacombs of Tiralin, EF-5, SR-6 Notes about Violectra: Violectra is pretty strong for a lowest evolution fairy. Violectra has a decent amount of Hit Points and a good chance to get Critical Hits. The only thing a Violectra is lacking is good mobility. **** Biolectra **** Hit Points: High Dexterity: Average Jump Ability: Low Special: Highest Evolves to: N/A Follows Experience Chart: 8 Where to find a Biolectra: There are no wild Biolectra fairies in the game. You will have to raise a Violectra into a Biolectra. Notes about Biolectra: Biolectra is a stronger fairy than Violectra. Biolectra has more Hit Points, better mobility, and a higher chance to get a Critical Hit. The only thing that Biolectra loses over Violectra is her Jumping Ability. **** Darbue **** Hit Points: Lowest Dexterity: Highest Jump Ability: High Special: Low Evolves to: Bue Evolves at level: 24 Follows Experience Chart: 8 Where you can trade for a Darbue: FG-4 - A dwarf will give a Darbue for 400 Fairy Coins. Where to find a Darbue: Ruins in the Forest Notes about Darbue: Darbue is a very weak fairy, which is typical of most of the lowest evolution fairies. Darbue can't survive in a battle long enough to be really useful. **** Bue **** Hit Points: Average Dexterity: Average Jump Ability: Average Special: High Evolves to: LighBue Evolves at level: 45 Follows Experience Chart: 8 Where to find a Bue: There are no wild Bue fairies in the game. You must evolve a Darbue into a Bue. Notes about Bue: Bue fairies are average in everything except for their chance to get a Critical Hit. **** LighBue **** Hit Points: High Dexterity: Low Jump Ability: High Special: High Evolves to: N/A Follows Experience Chart: 8 Where to find a LighBue: There are no wild LighBue fairies in the game. You must evolve a Bue into a LighBue. Notes about LighBue: LighBue is a good fairy, except it is lacking in mobility. The Darbue family loses Dexterity on every evolution. However, LighBue has above average statistics in all other categories, so it is still a strong fairy. ********************* **** PSI Fairies **** ********************* PSI Fairies are the cave dwellers of Zanzarah. They are interesting looking bunch of creatures. The PSI Fairy Clumor has the distinction of requiring the most number of evolutions to reach. PSI fairies have weaknesses to a large number of fairy types, but surprising they don't seem to suffer too much for it. PSI fairy's offensive spells are typically weak but fast charging, with a couple of slow exceptions. The special abilities of both the PSI fairy's offensive and defensive spells are so varied that you can adapt a PSI fairy to fight with many different styles. PSI fairies can teleport their opponent with critical hits, reduce their movements, or prevent them from flying. With their passive abilities, they can increase their movement speed, charge their speed faster, or share all damage they take with their opponent. Still, the PSI fairy is a limited use fairy. Its strengths help it take on the powerful fairy types of Light and Ice. However its weakness to the common Nature, Air and Chaos fairies limit its effectiveness in general situations. Overall, a PSI fairy is an invaluable member of your fairy deck, even if can't use it in all battles. **** PSI Fairy's Strengths and Weaknesses **** Strong Attack Against: Light, Stone and Ice Weak Attack Against: Nature, Air, Energy, Dark, and Chaos Strong Defense Against: Light, Stone, and Ice Weak Defense Against: Nature, Air, Energy, Dark, Chaos, and Metal **** Where to find PSI Fairies **** You will find PSI fairies in the Dark Caves scattered throughout Zanzarah. **** Best PSI Fairies **** Clum is the best PSI fairy, followed by the Clumaur fairy. **** Mencre **** Hit Points: Average Dexterity: Low Jump Ability: High Special: High Evolves to: Mensek Evolves at level: 38 Follows Experience Chart: 1 Where to find a Mencre: DC-1, DC-2, DC-3, DC-5 Notes about Mencre: Mencre is a decent fairy for a lowest evolution level fairy. Mencre fairies have an average amount of Hit Points but low mobility. **** Mensek **** Hit Points: Average Dexterity: High Jump Ability: Low Special: High Evolves to: N/A Follows Experience Chart: 1 Where to find a Mensek: There are no wild Mensek fairies in the game. You must raise a Mencre to a Mensek. Notes about Mensek: Mensek fairies are practically identical to Mencre fairies. The only difference between these two fairies is that the Dexterity and Jump Abilities are swapped on these two fairies. As such, the Mensek fairy is more maneuverable and thus a better fairy, although only marginally so. **** Beltaur **** Hit Points: Lowest Dexterity: Highest Jump Ability: Lowest Special: High Evolves to: Mentaur Evolves at level: 23 Follows Experience Chart: 2 Where to find a Beltaur: DC-5 - Interestingly enough, Beltaurs are not as common in the wild a Mentaurs. Notes about Beltaur: Beltaur is a very weak fairy, as are most of the lowest evolution fairies. Beltaur can't survive in a battle long enough to be useful. **** Mentaur **** Hit Points: High Dexterity: Low Jump Ability: High Special: Average Evolves to: 28 Evolves at level: Clum Follows Experience Chart: 2 Where to find a Mentaur: DC-1, DC-2, DC-3, Ice Caves, DC-5 Notes about Mentaur: Mentaur is a good fairy, but it has low mobility. Still, a Mentaur is better than Mencre or Mensek. **** Clum **** Hit Points: Highest Dexterity: Highest Jump Ability: High Special: Low Evolves to: Clumor Evolves at level: 35 Follows Experience Chart: 2 Where to find a Clum: There are no wild Clum fairies in the game. You will have to evolve a Mentaur into a Clum. Notes about Clum: Clum is a very powerful fairy that only suffers on its chance to get Critical Hits. Clum has a lot of Hit Points and is highly maneuverable. **** Clumaur **** Hit Points: High Dexterity: High Jump Ability: Low Special: High Evolves to: N/A Follows Experience Chart: 2 Where to find a Clumaur: There are no wild Clumaur fairies in the game. You will have to raise a Clum to a Clumaur to get this fairy. Notes about Clumaur: Interestingly enough, the Clumaur fairy is weaker than the Clum fairy. Clumaur does have a better chance at getting Critical Hits than a Clum, but in all other statistics, the Clum it better. *********************** **** Stone Fairies **** *********************** Stone Fairies, surprisingly enough, live in large rocks. What is interesting is that Stone Fairies only like outside rocks. Stone fairies leave the rocks inside caves for the PSI fairy. Stone fairies come in the squat, troll looking Grem family, the humanoid Vesbat family and the rock with wings JumJum family Stone fairy offensive spells are typically slow and powerful. Almost all of the offensive special abilities and the passive spells focus on making the Stone fairy's strong offensive spells even stronger. The "Unintentional Movement" spell, which gives the Stone fairy a life steal attack, will keep the Stone fairy around against the strongest of opponents. Stone fairy's strong attacks can somewhat compensate for the lack of strength against useful fairy types. I personally find the Stone fairy spells charge up a little to slowly for my playing style, especially the first two spells that have the slowest charge time. The Stone fairy has no natural passive spell to increase their spell charge rate. Stone fairies, along with Nature fairies, are the most common fairies in Zanzarah. While the Stone fairies have are decent enough fairies, their strengths and weaknesses are not very effective. They are not strong against any of the common fairy types. Stone Fairies are weak against Light, PSI, and Dark, three of the strongest fairy types in the game. Their two strengths against Air and Energy fairies are of limited use, since both these fairy types are limited to relatively small or isolated areas. Still, you may want to pull out your Stone fairy when you journey to the Realm of Clouds. I usually don't use Stone fairies much past the middle of the game since Stone fairies can't do anything that the Ice fairies can't do better. **** Stone Fairy's Strengths and Weaknesses **** Strong Attack Against: Air and Energy Weak Attack Against: Light, PSI, and Dark Strong Defense Against: Air and Energy Weak Defense Against: Light, PSI, and Dark **** Where to find Stone Fairies **** You can find Stone fairies in any large outdoors rock in Zanzarah. **** Best Stone Fairies **** Garbat and Gremrock are the two best Stone fairies. These fairies have identical statistics. **** Grem **** Hit Points: Lowest Dexterity: Average Jump Ability: Average Special: High Evolves to: Gremor Evolves at level: 30 Follows Experience Chart: 3 Where you can trade for a Darbue: Rufus' House (picked as your first fairy) Where to find a Grem: MW-7 (in a rock near the exit - I've only found this fairy here once.) Notes about Grem: Grem is a very weak fairy, as are most of the lowest evolution fairies. Grem fairies can't survive in a battle long enough to be useful, although he will be fine at the beginning of the game when you first pick him. **** Gremor **** Hit Points: Low Dexterity: Highest Jump Ability: Average Special: Low Evolves to: Gremrock Evolves at level: 35 Follows Experience Chart: 3 Where to find a Gremor: MW-2, MW-3, MW-4, MW-7, East Pavilion Notes about Grem: Gremor is also a weak fairy, though it is much more mobile than the Grem fairy. It's best to try to evolve this fairy to a Gremrock as quickly as possible. **** Gremrock **** Hit Points: High Dexterity: High Jump Ability: High Special: Low Evolves to: N/A Follows Experience Chart: 3 Where to find a Gremrock: There are no wild Gremrock fairies in the game. You will have to raise a Gremor to level 35 to get a Gremrock. Notes about Gremrock: Grem is strong fairy that is very agile. **** Vesbat **** Hit Points: Lowest Dexterity: High Jump Ability: Highest Special: Low Evolves to: Stobat Evolves at level: 27 Follows Experience Chart: 6 Where to find a Vesbat: FG-1, FG-2, FG-3, FG-4, EF-1, EF-2, MW-2, MW-3, MW-4, MW-6, MW-7 Notes about Vesbat: Vesbat is a very weak fairy, as are most of the lowest evolution fairies. Vesbat fairies can't survive in a battle long enough to be useful, although it is very agile. **** Stobat **** Hit Points: Average Dexterity: High Jump Ability: Highest Special: Lowest Evolves to: Garbat Evolves at level: 33 Follows Experience Chart: 6 Where to find a Stobat: MW-2, MW-3, MW-4, MW-7, East Pavilion Notes about Stobat: Stobat is a much-improved Vesbat that only loses a little in its chance to get Critical Hits. **** Garbat **** Hit Points: High Dexterity: High Jump Ability: High Special: Low Evolves to: N/A Follows Experience Chart: 6 Where to find a Garbat: There are no wild Garbat fairies in the game. The only Garbat you can get is through evolving a Stobat into a Garbat. Notes about Garbat: Garbat is a strong and agile fairy, which is identical in statistics to the Gremrock. The only negative to the Garbat is its low chance of getting Critical Hits. **** JumJum **** Hit Points: Lowest Dexterity: High Jump Ability: Low Special: High Evolves to: JumRock Evolves at level: 38 Follows Experience Chart: 8 Where to find a JumJum: EF-2, MW-3, MW-4 Notes about JumJum: JumJum is a very weak fairy, as are most of the lowest evolution fairies. JumJum fairies can't survive in a battle long enough to be useful. **** JumRock **** Hit Points: Average Dexterity: Lowest Jump Ability: High Special: Highest Evolves to: N/A Follows Experience Chart: 8 Where to find a JumRock: There are no wild JumRock fairies. This is unfortunate, because you need two to complete your fairy collection. You need to trade one for a rare fairy and the other for your collection. You need to raise a JumJum to level 38 to get a JumRock. Notes about JumRock: JumRock fairies are marginally better than a JumJum. It has more Hit Points than a JumJum, but has no mobility. The only thing a JumRock can do to avoid another fairy is jump. This really isn't an effective way to fight. ********************* **** Ice Fairies **** ********************* Ice fairies are one of my favorite fairy types. The are two different variety of Ice fairies, the flying polar bear and the Ice Queen. The polar bears are the most common and probably the better of the two types. Ice fairies rely on slowing down their opponents. Most of the Ice fairy's spells are slow charging with weak damage. Almost all of the offensive Ice spells slow down the opposing fairy or flat out freeze it. All Ice fairies have High dexterity, which makes them more maneuverable. Most of their passive spells focus on recharging their Jump Energy faster, to make the Ice fairies even more maneuverable. The best passive spell though, in my opinion, is the "Absorb Mana" spell. This spell will increase the Spell Charging rate by 100%, making the Ice fairy even more effective. The biggest strength of the Ice fairy is its strengths against other fairies. The Ice fairy is strong against most of the common fairy types including Nature and Air. It can also deal with the some of the problematic fairy types, such as Water, Energy and Metal. Their weaknesses to PSI and Fire are easy to deal with in the wild, since these type fairies are only found in Caves and in the Lava Pit. You do have to be careful with the Ice fairies in Fairy battles, since most Fairy Masters have a PSI or a Fire fairy, especially the Shadow Elves. **** Ice Fairy's Strengths and Weaknesses **** Strong Attack Against: Nature, Air, Water, Energy, and Metal Weak Attack Against: PSI and Fire Strong Defense Against: Nature, Air, Water, Energy, and Metal Weak Defense Against: PSI and Fire **** Where to find Ice Fairies **** You can find wild Ice fairies on the Mountain Peaks. This probably sounds obvious, but if you see snow on the ground, all you are going to get attacked by is Ice Fairies. **** Best Ice Fairy **** The best Ice fairy is a Greezloc. **** Feez **** Hit Points: Lowest Dexterity: High Jump Ability: Low Special: High Evolves to: Greez Evolves at level: 25 Follows Experience Chart: 8 Where to find a Feez: MP-1, MP-2 Notes about Feez: Feez is a very weak fairy, as are most of the lowest evolution fairies. Feez fairies can't survive in a battle long enough to be useful. Luckily, the Greez fairy is just as easy to catch as a Feez, so you never have to use this fairy. **** Greez **** Hit Points: Average Dexterity: High Jump Ability: Highest Special: Low Evolves to: Greezloc Evolves at level: 45 Follows Experience Chart: 8 Where to find a Greez: MP-1, MP-2 Notes about Greez: Greez is a much-improved fairy compared to the Feez. It loses the Feez fairy's high chance to get Critical Hits, but it gains in both Hit Points and Jumping Ability. The Jumping Ability, combined with the High Dexterity makes the Greez a very maneuverable fairy. **** Greezloc **** Hit Points: High Dexterity: High Jump Ability: Low Special: High Evolves to: N/A Follows Experience Chart: 8 Where to find a Greezloc: MP-3 Notes about Greezloc: Greezloc is a great fairy. It has good Hit Points, Dexterity and a good chance for Critical Hits. Add these abilities to the strength of the Ice spells and you have a very potent fairy. **** Glacess **** Hit Points: Average Dexterity: High Jump Ability: Low Special: High Evolves to: N/A Follows Experience Chart: 8 Where to find a Glacess: MP-3 Notes about Glacess: Glacess is fairly strong for a fairy that does not have any other evolutionary forms. She has slightly lower Hit Points than the Greezloc does, but otherwise has the same statistics. The Glacess would be a good fairy to use, except that you can catch a Greezloc on the same level that you can find a Glacess. ********************** **** Fire Fairies **** ********************** There are two basic groups of Fire fairies, the Pix demon group and the Dracwin dragon group. The Pix group goes from a cute little devil looking creature to a scary looking Demon, Daemonex. The final Tinefol form, the Tinezard is also Fire Fairy. The Tinezard will be the first Fire Fairy you can get. Fire fairy spells are slow charging but hard hitting. Most of the specials associated with the Fire spells focus on either hurting the opposing fairy or making the opposing fairy more susceptible to future attacks. Fire fairies also have the every popular share the damage passive special, which makes the attacking fairy receive the same amount of damage that the Fire fairy gets. If you morph a Tinefol into a Tinezard early enough, you will find the Fire fairies very useful. The strength against Nature fairies makes life easier at the beginning of the game. By the time you reach the Lava Caves, I think the usefulness of the Fire fairy has long past. You will already have strong fairies that provide the same strengths to Nature, Air, Ice and Chaos fairies. The last part of the game is filled with Dark fairies, with some Water and Light fairies on some of the Fairy Masters. This seriously limits the effectiveness of the Fire fairies. I know there are characters in the game that they you to get the Fire fairies, but I would leave them at home once you find your first Ice fairy. **** Fire Fairy's Strengths and Weaknesses **** Strong Attack Against: Nature, Air, Ice, and Chaos Weak Attack Against: Water, Light, and Dark Strong Defense Against: Nature, Air, Ice, and Chaos Weak Defense Against: Water, Light, Dark, and Metal **** Where to find Fire Fairies **** You can find wild Fire fairies in the Lava Caves. **** Best Fire Fairy **** The best Fire fairy is a Flagwin fairy. All other Fire fairies are too slow are don't have enough Hit Points. **** Pix **** Hit Points: Lowest Dexterity: Highest Jump Ability: High Special: Average Evolves to: Ferix Evolves at level: 23 Follows Experience Chart: 7 Where to find a Pix: LC-4, LC-5 Notes about Pix: Pix is a very weak fairy, as are most of the lowest evolution fairies. Pix fairies can't survive in a battle long enough to be useful, although the Pix is a very maneuverable fairy. This can make capturing a Pix difficult, since it moves so fast. **** Ferix **** Hit Points: Average Dexterity: High Jump Ability: High Special: Low Evolves to: Daemonex Evolves at level: 30 Follows Experience Chart: 7 Where to find a Ferix: LC-4, LC-5 Notes about Ferix: Ferxi is a more durable fairy than the Pix fairy, but it loses some Dexterity and some chance to make a Critical Hit. The added durability makes the Ferix a better fairy, however, since it can survive in a fight long enough to inflict some damage. **** Daemonex **** Hit Points: Highest Dexterity: Lowest Jump Ability: Average Special: High Evolves to: N/A Follows Experience Chart: 7 Where to find a Daemonex: There are no wild Daemonex in the game. You will have to create a Daemonex by evolving a Ferix. Notes about Daemonex: Daemonex is a much stronger fairy than a Ferix, but it loses almost all of the Ferix fairy's mobility. The resulting Daemonex fairy can take a lot of damage, but it can't move much. **** Dracwin **** Hit Points: Low Dexterity: High Jump Ability: Low Special: Highest Evolves to: Flagwin Evolves with: Elemental Stone of Fire Follows Experience Chart: 7 Where to find a Dracwin: LC-2, LC-3, LC-4, LC-5 Notes about Dracwin: Dracwin is a pretty weak fairy, as are most of the lowest evolution fairies. Dracwin fairies can't survive in a battle long enough to be useful. **** Flagwin **** Hit Points: High Dexterity: High Jump Ability: Highest Special: Low Evolves to: N/A Follows Experience Chart: 7 Where to find a Flagwin: There are no wild Flagwin in the game. You will have to make a Flagwin by giving a Dracwin the Evolutionary Stone of Fire. Lucky there are a couple of Evolutionary Stones of Fire in the Lava Caves, just waiting for you to use them on a Dracwin. Notes about Flagwin: Flagwin is a strong fairy that is both maneuverable and durable. These attributes make the Flagwin fairy the best Fire fairy. The low chance to get Critical Hits is some cause for concern. However, the Flagwin is the only Fire fairy with a High amount of Hit Points that still has mobility. **** Tinezard **** Hit Points: Average Dexterity: Average Jump Ability: Low Special: High Evolves to: N/A Follows Experience Chart: 10 Where to find a Tinezard: There are no wild Tinezard fairies in the game. You will have to make a Tinezard by giving a Tinefol the Evolutionary Stone of Fire. Notes about Tinezard: Tinezard is the easiest Fire fairy to get. You can actually get a Tinezard pretty early in the game, when a Fire fairy is the most useful. Overall, the Tinezard is a pretty average fairy, with no really strengths or weaknesses. ********************** **** Dark Fairies **** ********************** Dark fairies are evil, cadaver looking fairies. They have rotting or torn skin and a throaty, gurgling voice. Dark fairies are probably the most disturbing looking fairies in the game. Dark fairies are quick and agile. They all have the highest dexterity possible plus a high Jump skill. Their spells, for the most part, are slow charging but pack a significant punch. Their special spell abilities are focused on increasing the damage of their attack or increasing their attack speed. The downside to the Dark fairies is their significant experience requirements for advancement. Dark fairies and Light fairies share the distinction of being the most expensive fairies to promote. Dark fairies have one less strength and one more weakness than Light fairies. Dark fairies are good fairies for the most part. Unfortunately, by the time you can actually catch one, the only strengths the have that are useful are the Strengths against PSI and Fire. Still, the strength against the PSI fairies is important and the Dark fairies are strong enough that you won't go wrong by including one in your fairy deck. **** Dark Fairy's Strengths and Weaknesses **** Strong Attack Against: Air, PSI, Stone, and Fire Weak Attack Against: Water and Light Strong Defense Against: Air, PSI, Stone, and Fire Weak Defense Against: Water and Light **** Where to find Dark Fairies **** You can find wild Dark fairies on the road to the Ruins in the Forest and in the Shadow Realm. You can also find Dark fairies any place you can find Chaos fairies. It's very rare to find a Dark fairy outside of the Ruins or the Shadow Realm. **** Best Dark Fairy **** The best Dark fairy is Dredanox. **** Manox **** Hit Points: Lowest Dexterity: Highest Jump Ability: High Special: Average Evolves to: Turnox Evolves at level: 30 Follows Experience Chart: 11 Where to find a Manox: Cottage Cellar, Lower Catacombs of Tiralin, EF-5, SR-2, SR-3, SR-4, SR-5, SR-6 Notes about Manox: Manox is a pretty weak fairy, as are most of the lowest evolution fairies. Manox fairies can't survive in a battle long enough to be useful. **** Turnox **** Hit Points: Average Dexterity: Highest Jump Ability: High Special: Average Evolves to: Dredanox Evolves at level: 40 Follows Experience Chart: 11 Where to find a Turnox: Lower Catacombs of Tiralin, EF-5, SR-6 Notes about Turnox: Turnox are fairly tough fairies. While they have an average number of Hit Points, they are very agile. This makes Turnox useful while you are trying to get it to evolve to the better Dredanox fairy. **** Dredanox **** Hit Points: High Dexterity: Highest Jump Ability: Highest Special: Low Evolves to: N/A Follows Experience Chart: 11 Where to find a Dredanox: There are no wild Dredanox fairies in the game. Given the steep experience requirements for each Dark Fairy level, getting a Dredanox will be time consuming. The Dredanox fairy requires the second highest amount of experience points to obtain. Notes about Dredanox: Dredanox is by far the best Dark fairy. It is highly maneuverable and very durable. The Dredanox is definitely worth the effort that it takes to evolve it from a Turnox fairy. *********************** **** Chaos Fairies **** *********************** Chaos fairies are warped looking creatures. They include the strange, birdlike Rasrow family, the skeletal Skelbo family, and the deformed insects Akritar and Segbuzz. Chaos fairies are pretty average fairies, although they never seem to have quite enough Hit Points to stay around long enough. This may be due to their weakness against several of the most common fairies in the wild and on Fairy Masters. Chaos fairies' offensive spells are slow charging but generally strong damaging spells. Their spell special effects are rather eclectic mix, doing everything from messing up the opposing fairy's controls, to reducing the opposing fairy's movement, to increasing their own attack strength. Chaos Fairies are somewhat of a mixed blessing, especially when you can first capture them. Chaos Fairies are vulnerable against Nature Fairies, which are the most common fairies in the game. Chaos Fairies are the only fairies strong against Water Fairies, up until you get your first Energy fairy. When you get an Energy fairy, you can trade four weaknesses and two strengths, for two different weaknesses and a single additional strength. **** Chaos Fairy's Strengths and Weaknesses **** Strong Attack Against: Water and PSI Weak Attack Against: Nature, Air, Light, and Fire Strong Defense Against: PSI Weak Defense Against: Nature, Air, Light, and Fire **** Where to find Chaos Fairies **** You can find wild Chaos fairies in underground Catacombs and in the Shadow Realm. **** Best Chaos Fairies **** The best Chaos fairies are Skelrath and Psyrow, in that order. Skelrath has most of the same statistics as the Psyrow, but it has a better chance at getting a Critical Hit than the Psyrow. **** Rasrow **** Hit Points: Low Dexterity: Low Jump Ability: High Special: Highest Evolves to: Maulrow Evolves at level: 35 Follows Experience Chart: 1 Where to find a Rasrow: Catacombs below Tiralin, Cottage Cellar, Lower Catacombs of Tiralin, SR-1, SR-2, SR-3, SR-4, SR-5 Notes about Rasrow: Rasrow is a pretty weak fairy, as are most of the lowest evolution fairies. Rasrow fairies can't survive in a battle long enough to be useful, although you have to use them since you can't find a wild Maulrow. **** Maulrow **** Hit Points: Average Dexterity: High Jump Ability: Highest Special: Average Evolves to: Evolves at level: 40 Follows Experience Chart: 1 Where to find a Maulrow: There are no wild Maulrow fairies in the game. You will have to raise a Rasrow until it evolves into a Maulrow. Notes about Maulrow: Maulrow is a better fairy than Rasrow, but it only has an average number of Hit Points. The added mobility of the Maulrow is a big plus for this fairy. **** Psyrow **** Hit Points: High Dexterity: Highest Jump Ability: High Special: Low Evolves to: N/A Follows Experience Chart: 1 Where to find a Psyrow: There are no wide Psyrow fairies in the game. You will have to raise a Maulrow until it evolves into a Psyrow. Notes about Rasrow: Psyrow fairies a strong fairies with a lot of durability and mobility. Psyrow is one of the best Chaos fairies available. **** Skelbo **** Hit Points: Lowest Dexterity: Low Jump Ability: High Special: Average Evolves to: Skeljaw Evolves at level: 22 Follows Experience Chart: 7 Where to find a Skelbo: Catacombs below Tiralin, Cottage Cellar Notes about Skelbo: Skelbo is a pretty weak fairy, as are most of the lowest evolution fairies. Skelbo fairies can't survive in a battle long enough to be useful although you have to use them, since you can't find a wild Skeljaw. **** Skeljaw **** Hit Points: Average Dexterity: High Jump Ability: Low Special: High Evolves to: Skelrath Evolves at level: 49 Follows Experience Chart: 7 Where to find a Skeljaw: There are no wild Skeljaw fairies in the game. You will have to evolve a Skelbo into a Skeljaw. Notes about Skeljaw: The Skeljaw loses the Skelbo's jump ability, but improves upon the Skelbo in every other way. The average Hit Points of the Skeljaw are somewhat of the drawback, but they do make the Skeljaw much more durable than the Skelbo. **** Skelrath **** Hit Points: High Dexterity: Highest Jump Ability: Average Special: Average Evolves to: N/A Follows Experience Chart: 7 Where to find a Skelrath: There are no wild Skelrath in the game. You will have to evolve a Skelbo into a Skeljaw and then into a Skelrath. With Skeljaw's having the distinction of requiring highest level and experience point total to evolve, you will be fighting for a while before you get a Skelrath. Notes about Skelrath: It takes a long fight to get a Skelrath, but after the battle, you get a strong fairy. Skelrath has good mobility and durability, plus it has a decent chance of getting a Critical Hit. These abilities make the Skelrath the best Chaos fairy available. **** Akritar **** Hit Points: Lowest Dexterity: Low Jump Ability: High Special: Highest Evolves to: N/A Follows Experience Chart: 9 Where to find a Akritar: Lower Catacombs of Tiralin, SR-1, SR-2, SR-3, SR-4, SR-5 Notes about Akritar: Like most fairies that can not evolve into another form, the Akritar is a very weak fairy. While it has a great chance to score a Critical Hit, its low Hit Points make the Akritar a liability in a fairy duel. **** Segbuzz **** Hit Points: Average Dexterity: Low Jump Ability: Average Special: Highest Evolves to: N/A Follows Experience Chart: 10 Where you can trade for a Segbuzz: Magic Shop of Tiralin East - You can trade a Suane Light fairy to a female elf in Tiralin to get a Segbuzz. You will later trade the Segbuzz for a Worgot. Eventually you will get your Segbuzz back. Notes about Segbuzz: There is only one Segbuzz in the game and it isn't anything special. Segbuzz fairies have an average amount of Hit Points, but their low Dexterity means they can't dodge any attacks. *********************** **** Metal Fairies **** *********************** Metal fairies are mechanical fairies with piercing blue eyes. The have the distinction of being the only fairy type that doesn't evolve through experience. The only way to evolve a Metal fairy is by using the forgotten Tools of the Dwarves on them. All of the Metal fairies' spells are fast firing and with low damage. Most of the specials attached to the Metal fairies' spells focus on increasing the amount of damage they deal. Metal fairies are surprisingly agile, with all the varieties having high or the highest dexterity. Metal fairies are weak against a number of fairly common fairy types, but even so, they are never pushovers in a fight. With their rapid firing spells, they can cause significant damage to fairies they are weak against while using their high dexterity to keep from getting hit. One wild Metal fairy shouldn't give you too much trouble, but a group of Metal fairies can cause even your most experienced and resistant fairy troubles. Metal fairies tend to attack in groups. You will fight three different set battles against multiple Metal fairies. **** Metal Fairy's Strengths and Weaknesses **** Strong Attack Against: Nature, PSI and Fire Weak Attack Against: Air, Water, Light, Energy, and Stone Strong Defense Against: Nothing Weak Defense Against: Metal, Water, Energy, and Ice **** Where to find Metal Fairies **** You can find wild Metal fairies in the Junkyard in the Sky and in the forgotten Dwarf Workshop. **** Best Metal Fairies **** The best Metal fairy is Gigarex. **** Minari **** Hit Points: Lowest Dexterity: Highest Jump Ability: High Special: Low Evolves to: Megari Evolves with: the Forgotten Tools of the Dwarves Follows Experience Chart: 8 Where to find a Minari: The Old Dwarf Factory, RC-5 (Junkyard in the Sky) Notes about Minari: Minari is a pretty weak fairy, as are most of the lowest evolution fairies. Minari fairies can't survive in a battle long enough to be useful. **** Megari **** Hit Points: Average Dexterity: High Jump Ability: High Special: Average Evolves to: Gigarex Evolves with: the Forgotten Tools of the Dwarves Follows Experience Chart: 8 Where to find a Megari: There are no wild Megari fairies in the game. You have to evolve a Minari using the Forgotten Tools of the Dwarves. Luckily you will find the Forgotten Tools of the Dwarves the same time you are able to capture your first Metal fairy. Notes about Megari: Megari is an improvement over the Minari, but it still doesn't have quite enough Hit Points to be great. The final form of the Metal fairies, Gigarex, is superior to Megari. **** Gigarex **** Hit Points: High Dexterity: Highest Jump Ability: Highest Special: Low Evolves to: N/A Follows Experience Chart: 8 Where to find a Gigarex: There are no wild Gigarex fairies in the game. You have to evolve a Megari using the Forgotten Tools of the Dwarves. Luckily you will find the Forgotten Tools of the Dwarves about the same time you are able to capture your first Metal fairy. Notes about Gigarex: Gigarex is the best Metal fairy in the game. It has a lot of Hit Points and is highly maneuverable. The low chance to get a Critical Hit is a drawback to a Gigarex, but its other statistics make up for its lacking in the Special Ability. ********************************* **** Fairy Experience Charts **** ********************************* Experience levels go from 0 to 60. The game will identify the amount of experience required for you to get to the next level, up to level 59. The game will not tell you how much experience you need to get to level 60, but it is 15,000 for all fairies. Once you reach level 60, your fairies will stop gaining experience. For all the different fairy experience charts, the amount of experience required to rise to the next level increases with each level you gain. The amount of the experience increase stays relatively constant until you get to the mid-forties to mid-fifties. At these levels, the amount to experience required to get to the next level will rapidly grow quite large. A set of fairies that are evolved forms of each other will all have the same experience point levels. For example, Sillias can evolve to Viterias, which can evolve to Bonerias. All three of these fairies will have the same experience levels. Experience charts can be used by multiple different fairies. In the charts below, the experience points listed are the number of experience points required to reach a particular level. The experience charts are listed in order of difficulty from easiest to hardest. Fairies using Experience Chart 1 will advance much faster than fairies using Experience Chart 11. **** Experience Chart 1 ***** Experience chart for fairies: Mencre, Mensek, Rasrow, Maulrow, and Psyrow Level Level Level Level 1 = 1 16 = 184 31 = 1661 46 = 6187 2 = 1 17 = 225 32 = 1846 47 = 6647 3 = 1 18 = 272 33 = 2045 48 = 7130 4 = 1 19 = 325 34 = 2259 49 = 7637 5 = 2 20 = 386 35 = 2488 50 = 8169 6 = 7 21 = 454 36 = 2733 51 = 8727 7 = 12 22 = 530 37 = 2995 52 = 9310 8 = 19 23 = 614 38 = 3273 53 = 9920 9 = 27 24 = 708 39 = 3569 54 = 10,558 10 = 39 25 = 811 40 = 3883 55 = 11,224 11 = 53 26 = 924 41 = 4216 56 = 11,919 12 = 71 27 = 1048 42 = 4569 57 = 12,643 13 = 92 28 = 1183 43 = 4942 58 = 13,398 14 = 118 29 = 1330 44 = 5335 59 = 14,183 15 = 148 30 = 1489 45 = 5750 60 = 15,000 **** Experience Chart 2 ***** Experience chart for fairies: Sirella, Beltaur, Mentaur, Clum, and Clumaur Level Level Level Level 1 = 1 16 = 242 31 = 1905 46 = 6539 2 = 1 17 = 292 32 = 2104 47 = 6994 3 = 2 18 = 349 33 = 2316 48 = 7469 4 = 4 19 = 413 34 = 2543 49 = 7966 5 = 7 20 = 485 35 = 2784 50 = 8485 6 = 12 21 = 565 36 = 3040 51 = 9027 7 = 19 22 = 653 37 = 3312 52 = 9592 8 = 28 23 = 750 38 = 3600 53 = 10,180 9 = 40 24 = 857 39 = 3904 54 = 10,792 10 = 56 25 = 973 40 = 4225 55 = 11,429 11 = 75 26 = 1100 41 = 4564 56 = 12,091 12 = 99 27 = 1238 42 = 4921 57 = 12,779 13 = 127 28 = 1386 43 = 5297 58 = 13,493 14 = 159 29 = 1547 44 = 5691 59 = 14,233 15 = 198 30 = 1720 45 = 6105 60 = 15,000 **** Experience Chart 3 ***** Experience chart for fairies: Sillia, Viteria, Boneria, Grem, Gremor, Gremrock, Tadana, Aquana, and Oceana. Level Level Level Level 1 = 1 16 = 274 31 = 2028 46 = 6706 2 = 1 17 = 329 32 = 2233 47 = 7157 3 = 2 18 = 391 33 = 2451 48 = 7629 4 = 5 19 = 461 34 = 2683 49 = 8121 5 = 9 20 = 538 35 = 2930 50 = 8633 6 = 14 21 = 623 36 = 3191 51 = 9167 7 = 23 22 = 718 37 = 3467 52 = 9723 8 = 34 23 = 821 38 = 3759 53 = 10,300 9 = 48 24 = 934 39 = 4066 54 = 10,901 10 = 66 25 = 1057 40 = 4391 55 = 11,524 11 = 88 26 = 1191 41 = 4732 56 = 12,171 12 = 115 27 = 1335 42 = 5090 57 = 12,841 13 = 146 28 = 1490 43 = 5466 58 = 13,536 14 = 183 29 = 1657 44 = 5861 59 = 14,256 15 = 225 30 = 1837 45 = 6274 60 = 15,000 **** Experience Chart 4 ***** Experience chart for fairies: Worgot, Corgot, Symgot, Blumella, Airia, Luria, and Laticia Level Level Level Level 1 = 1 16 = 344 31 = 2274 46 = 7021 2 = 2 17 = 409 32 = 2490 47 = 7466 3 = 3 18 = 482 33 = 2719 48 = 7929 4 = 7 19 = 562 34 = 2961 49 = 8410 5 = 13 20 = 650 35 = 3216 50 = 8910 6 = 21 21 = 748 36 = 3486 51 = 9429 7 = 33 22 = 854 37 = 3770 52 = 9967 8 = 48 23 = 969 38 = 4068 53 = 10,524 9 = 67 24 = 1095 39 = 4381 54 = 11,101 10 = 90 25 = 1230 40 = 4710 55 = 11,699 11 = 118 26 = 1376 41 = 5054 56 = 12,317 12 = 152 27 = 1533 42 = 5414 57 = 12,956 13 = 190 28 = 1700 43 = 5791 58 = 13,616 14 = 235 29 = 1880 44 = 6184 59 = 14,297 15 = 286 30 = 2071 45 = 6594 60 = 15,000 **** Experience Chart 5 ***** Experience chart for fairies: Abery, and Abnobery Level Level Level Level 1 = 1 16 = 382 31 = 2396 46 = 7171 2 = 2 17 = 452 32 = 2617 47 = 7612 3 = 4 18 = 530 33 = 2851 48 = 8071 4 = 9 19 = 616 34 = 3097 49 = 8547 5 = 16 20 = 710 35 = 3357 50 = 9040 6 = 26 21 = 813 36 = 3630 51 = 9551 7 = 39 22 = 925 37 = 3917 52 = 10,080 8 = 56 23 = 1046 38 = 4218 53 = 10,628 9 = 78 24 = 1177 39 = 4534 54 = 11,195 10 = 104 25 = 1319 40 = 4864 55 = 11,780 11 = 135 26 = 1470 41 = 5209 56 = 12,384 12 = 172 27 = 1633 42 = 5570 57 = 13,009 13 = 215 28 = 1806 43 = 5946 58 = 13,652 14 = 264 29 = 1991 44 = 6338 59 = 14,316 15 = 319 30 = 2188 45 = 6746 60 = 15,000 **** Experience Chart 6 ***** Experience chart for fairies: Fygaery, Vesbat, Stobat, and Garbat Level Level Level Level 1 = 1 16 = 422 31 = 2518 46 = 7316 2 = 2 17 = 497 32 = 2744 47 = 7753 3 = 5 18 = 580 33 = 2982 48 = 8207 4 = 10 19 = 671 34 = 3232 49 = 8678 5 = 19 20 = 771 35 = 3495 50 = 9165 6 = 30 21 = 879 36 = 3772 51 = 9668 7 = 46 22 = 997 37 = 4062 52 = 10,189 8 = 65 23 = 1124 38 = 4365 53 = 10,728 9 = 89 24 = 1261 39 = 4683 54 = 11,283 10 = 119 25 = 1408 40 = 5014 55 = 11,857 11 = 154 26 = 1566 41 = 5360 56 = 12,449 12 = 194 27 = 1734 42 = 5721 57 = 13,059 13 = 241 28 = 1913 43 = 6097 58 = 13,687 14 = 294 29 = 2103 44 = 6487 59 = 14,334 15 = 354 30 = 2305 45 = 6894 60 = 15,000 **** Experience Chart 7 ***** Experience chart for fairies: Pix, Ferix, Daemonex, Dracwin, Flagwin, Skelbo, Skeljaw, and Skelrath Level Level Level Level 1 = 1 16 = 507 31 = 2759 46 = 7590 2 = 3 17 = 592 32 = 2993 47 = 8020 3 = 7 18 = 685 33 = 3239 48 = 8465 4 = 15 19 = 787 34 = 3497 49 = 8925 5 = 26 20 = 897 35 = 3766 50 = 9399 6 = 41 21 = 1017 36 = 4049 51 = 9889 7 = 61 22 = 1146 37 = 4343 52 = 10,393 8 = 86 23 = 1284 38 = 4651 53 = 10,914 9 = 116 24 = 1432 39 = 4971 54 = 11,449 10 = 152 25 = 1590 40 = 5304 55 = 12,001 11 = 194 26 = 1758 41 = 5651 56 = 12,568 12 = 243 27 = 1936 42 = 6011 57 = 13,152 13 = 298 28 = 2126 43 = 6385 58 = 13,752 14 = 360 29 = 2326 44 = 6772 59 = 14,368 15 = 429 30 = 2537 45 = 7174 60 = 15,000 **** Experience Chart 8 ***** Experience chart for fairies: Pfoe, Taze, Sirael, Gorael, Fathrael, Cera, Amnis, Ceramnis, Violectra, Biolectra, Darbue, Bue, Lighbue, JumJum, JumRock, Feez, Greez, Greezloc, Glacess, Minari, Megari, and Gigarex Level Level Level Level 1 = 1 16 = 551 31 = 2879 46 = 7720 2 = 4 17 = 641 32 = 3116 47 = 8147 3 = 9 18 = 740 33 = 3366 48 = 8587 4 = 18 19 = 847 34 = 3626 49 = 9041 5 = 31 20 = 963 35 = 3899 50 = 9510 6 = 48 21 = 1088 36 = 4183 51 = 9992 7 = 70 22 = 1222 37 = 4480 52 = 10,489 8 = 98 23 = 1365 38 = 4789 53 = 11,001 9 = 131 24 = 1518 39 = 5110 54 = 11,527 10 = 171 25 = 1681 40 = 5444 55 = 12,068 11 = 216 26 = 1855 41 = 5790 56 = 12,624 12 = 269 27 = 2038 42 = 6150 57 = 13,195 13 = 328 28 = 2232 43 = 6523 58 = 13,782 14 = 395 29 = 2437 44 = 6908 59 = 14,383 15 = 469 30 = 2652 45 = 7308 60 = 15,000 **** Experience Chart 9 ***** Experience chart for fairies: Akritar, and Goop Level Level Level Level 1 = 1 16 = 598 31 = 2997 46 = 7846 2 = 4 17 = 693 32 = 3238 47 = 8269 3 = 11 18 = 796 33 = 3491 48 = 8705 4 = 21 19 = 908 34 = 3754 49 = 9154 5 = 35 20 = 1029 35 = 4029 50 = 9616 6 = 55 21 = 1159 36 = 4316 51 = 10,092 7 = 80 22 = 1299 37 = 4614 52 = 10,581 8 = 111 23 = 1447 38 = 4924 53 = 11,084 9 = 147 24 = 1606 39 = 5246 54 = 11,601 10 = 190 25 = 1774 40 = 5580 55 = 12,132 11 = 240 26 = 1952 41 = 5926 56 = 12,677 12 = 296 27 = 2140 42 = 6285 57 = 13,237 13 = 360 28 = 2338 43 = 6656 58 = 13,810 14 = 432 29 = 2547 44 = 7040 59 = 14,398 15 = 511 30 = 2767 45 = 7437 60 = 15,000 **** Experience Chart 10 ***** Experience chart for fairies: Lana, Liana, Segbuzz, Tinefol, Tinezard, Tineves, and Tinerog Level Level Level Level 1 = 2 16 = 796 31 = 3458 46 = 8312 2 = 8 17 = 910 32 = 3711 47 = 8719 3 = 20 18 = 1034 33 = 3974 48 = 9136 4 = 38 19 = 1165 34 = 4246 49 = 9564 5 = 60 20 = 1306 35 = 4528 50 = 10,004 6 = 90 21 = 1456 36 = 4821 51 = 10,454 7 = 127 22 = 1614 37 = 5124 52 = 10,915 8 = 171 23 = 1782 38 = 5436 53 = 11,386 9 = 222 24 = 1958 39 = 5759 54 = 11,869 10 = 280 25 = 2144 40 = 6093 55 = 12,363 11 = 346 26 = 2339 41 = 6436 56 = 12,868 12 = 420 27 = 2544 42 = 6790 57 = 13,385 13 = 502 28 = 2758 43 = 7155 58 = 13,912 14 = 592 29 = 2969 44 = 7530 59 = 14,451 15 = 689 30 = 3215 45 = 7915 60 = 15,000 **** Experience Chart 11 ***** Experience chart for fairies: Lighane, Driane, Suane, Manox, Turnox, and Dredanox. Level Level Level Level 1 = 44 16 = 2271 31 = 5840 46 = 10,263 2 = 117 17 = 2476 32 = 6111 47 = 10,583 3 = 208 18 = 2687 33 = 6385 48 = 10,906 4 = 314 19 = 2902 34 = 6664 49 = 11,232 5 = 431 20 = 3123 35 = 6946 50 = 11,561 6 = 560 21 = 3348 36 = 7231 51 = 11,893 7 = 697 22 = 3578 37 = 7520 52 = 12,227 8 = 844 23 = 3813 38 = 7812 53 = 12,564 9 = 998 24 = 4052 39 = 8107 54 = 12,904 10 = 1160 25 = 4295 40 = 8405 55 = 13,247 11 = 1330 26 = 4543 41 = 8707 56 = 13,593 12 = 1506 27 = 4794 42 = 9012 57 = 13,941 13 = 1688 28 = 5050 43 = 9320 58 = 14,291 14 = 1876 29 = 5310 44 = 9631 59 = 14,645 15 = 2071 30 = 5573 45 = 9946 60 = 15,000 ************************************************************************ ****************************** THE SPELLS ****************************** ************************************************************************ ************************ **** Spell Overview **** ************************ This section lists all of the possible fairy spells in the game. The spells grouped by the fairy type of the spell. The spells are listed in the order that they appear in the offensive and passive spell tabs. The order the spells appear in is somewhat important since some Spell Merchants will only sell the first two or three spells of a certain type. Each fairy type has five offensive spells and five passive spells. Passive spells have a required spell level, a mana cost, and a special ability attributes. Offensive spells have all of the Passive spells attributes plus Damage and Fire Rate ratings. The spell requirement level consists of a number of colored squares or boxes next to the spell. The circles represent the offensive spell level requirements and square boxes represent passive spell level requirements. The color of a circle or square represents the fairy type your fairy needs to be proficient in to use the spell. Some spells require more than one fairy type to use. Basically, to use a spell, your fairy must have at least the same number and type of circles or squares as the spell you are trying to give your fairy. The Damage, Mana and Fire Rate attributes have a rating between 1 and 5. For the Damage attribute the numeric rating describes how much damage the spell does compared to other spells. I've assigned each of the Damage levels a name. Damage levels from lowest to strongest are: weakest, weak, average, high and highest. The amount of damage done by a spell depends both on the fairy's level and on the spells damage rating. As a fairy advances in level, the fairy will do progressively more damage when it attacks. The Mana attribute's rating tells how many shots or times the spell can be used. The number of shots available per rating, from least to greatest is 5 shots, 15 shots, 30 shots, 40 shots, and 55 shots. No offensive spell has the 55 shot mana cost. The Fire Rate attribute determines how fast a spell can be charged. Fire Rate levels go from slowest, slow, average, fast and fastest. Spells with the slow and slowest Fire Rating take a seemingly long time to charge. If you have a slow firing spell and you get hit the a status effect that slows your spell charging rate even further, you will probably feel like your spell is not charging at all. The Special Abilities of the offensive and passive spells tell what other effects the spell has besides just straight damage. All fairies that you capture will come with the first offensive spell of their type. This means all of your captured fairies will always have an offensive spell available. Not all of the first offensive spells are available for sale from Magic Merchants. This means that capturing wild fairies may be your only way to get multiple copies of some of the first level spells. *********************** **** Nature Spells **** *********************** Nature spells are denoted with a green color. Nature spells of note are "Falling Tree", which will poison the opposing fairy and "Thorn Armour", which blocks all damage from 5 attacks. **** Offensive Spells **** ** Small Quake ** Requires 1 Green (Nature) Spell Level in Offense Damage = Weakest Mana = 30 Shots Fire Rate = Average Specials = none Where you can get this spell: Comes with every Nature fairy you catch ** Falling Tree ** Requires 2 Green (Nature) Spell Levels in Offense Damage = Weakest Mana = 30 Shots Fire Rate = Slow Specials = Status Change - Opponent is poisoned Where you can get this spell: Magic Merchant 1, inside the Cottage ** Razor Blade ** Requires 3 Green (Nature) Spell Levels in Offense Damage = Weakest Mana = 30 Shots Fire Rate = Fast Specials = Critical Hit does 25 points damage Where you can get this spell: Magic Merchant 1, inside the Cottage ** Light Spurs ** Requires 2 Green (Nature) Spell Levels in Offense Damage = Weak Mana = 30 Shots Fire Rate = Fast Specials = Critical Hit reduces opponent's recharge rate by 80% Where you can get this spell: Magic Merchant 2, inside the Magic Shop of Tiralin East ** Large Root ** Requires 1 Green (Nature) and 1 Blue (Water) Spell Levels in Offense Damage = Weak Mana = 30 Shots Fire Rate = Average Specials = Critical Hit makes opponent move 60% slower Where you can get this spell: Magic Merchant 2, inside the Magic Shop of Tiralin East **** Passive Spells **** ** Birch Skin ** Requires 1 Green (Nature) Spell Level in Defense Mana = 40 Shots Increases Defense - hit causes 20% less damage Where you can get this spell: Magic Merchant 1, inside the Cottage ** Oak Skin ** Requires 3 Green (Nature) Spell Levels in Defense Mana = 5 Shots Increases Defense - hit causes 80% less damage Where you can get this spell: Magic Merchant 1, inside the Cottage ** Sharp Eye ** Requires 1 Green (Nature) Spell Level in Defense Mana = 15 Shots Increases Critical Hit probability by 60% Where you can get this spell: Magic Merchant 1, inside the Cottage ** Thorn Armour ** Requires 3 Green (Nature) Spell Levels in Defense Mana = 5 Shots Increased Defense - hit causes no damage Where you can get this spell: Magic Merchant 2, inside the Magic Shop of Tiralin East ** Untouchable ** Requires 2 Green (Nature) Spell Levels in Defense Mana = 15 Shots Increases Defense - prevents all status changes Where you can get this spell: Magic Merchant 2, inside the Magic Shop of Tiralin East ******************** **** Air Spells **** ******************** Air spells are denoted with a dull white color. Most of the offensive spells' special abilities reduce the opposing fairies Spell Recharge rate on a Critical Hit. All of the passive spells focus on increasing the Air fairy's movement or jumping ability. **** Offensive Spells **** ** Storm ** Requires 1 Dull White (Air) Spell Level in Offense Damage = Weakest Mana = 30 Shots Fire Rate = Average Specials = none Where you can get this spell: Comes with every Air fairy you catch ** Powerless Spirit ** Requires 2 Dull White (Air) Spell Levels in Offense Damage = Weak Mana = 30 Shots Fire Rate = Average Specials = Critical hit slows opponent's spell recharge rate 20% Where you can get this spell: Magic Merchant 6, in the East Pavilion of the Realm of Clouds ** Storm Arrow ** Requires 2 Dull White (Air) Spell Levels in Offense Damage = Weakest Mana = 30 Shots Fire Rate = Slowest Specials = Critical hit causes 25 points damage Where you can get this spell: Magic Merchant 6, in the East Pavilion of the Realm of Clouds ** Tornado ** Requires 1 Dull White (Air) and 1 Lavender (Energy) Spell Levels in Offense Damage = Weakest Mana = 30 Shots Fire Rate = Average Specials = Critical hit slows opponent 20% Where you can get this spell: Magic Merchant 6, in the East Pavilion of the Realm of Clouds ** Great Displacement ** Requires 3 Dull White (Air) Spell Levels in Offense Damage = Weak Mana = 30 Shots Fire Rate = Fast Specials = Critical hit slows opponent's spell recharge speed 40% Where you can get this spell: Magic Merchant 6, in the East Pavilion of the Realm of Clouds **** Passive Spells **** ** Storm ** Requires 1 Dull White (Air) Spell Level in Defense Mana = none Assistance - 15% faster movement rate Where you can get this spell: Magic Merchant 6, in the East Pavilion of the Realm of Clouds ** Tornado ** Requires 1 Dull White (Air) and 1 Green (Nature) Spell Levels in Defense Mana = none Assistance - 30% faster movement rate Where you can get this spell: Magic Merchant 6, in the East Pavilion of the Realm of Clouds ** Upward Wind ** Requires 1 Dull White (Air) Spell Level in Defense Mana = none Assistance - 20% faster Jump Energy recharge rate Where you can get this spell: Magic Merchant 6, in the East Pavilion of the Realm of Clouds ** Geyser ** Requires 2 Dull White (Air) Spell Levels in Defense Mana = none Assistance - 40% faster Jump Energy recharge rate Where you can get this spell: Magic Merchant 6, in the East Pavilion of the Realm of Clouds ** Hurricane ** Requires 1 Dull White (Air) and 1 Blue (Water) Spell Levels in Defense Mana = 30 Shots Assistance - Magic Jumping Where you can get this spell: Magic Merchant 6, in the East Pavilion of the Realm of Clouds ********************** **** Water Spells **** ********************** Water spells are denoted with a blue color. Offensive Water spells focus on doing extra damage with Critical Hits. The "Call of the Water" spell will do a full 60% more damage on a critical hit. All of the passive Water spells attempt to protect or heal the Water fairy. I've found the two healing spells to be ineffective. The "Smooth as Glass" passive spell with its Reflect (Life Steal) damage ability is very useful followed by "Sorrow Shared", which will reduce all damage received by 50%. **** Offensive Spells **** ** Small Waves ** Requires 1 Blue (Water) Spell Level in Offense Damage = Weakest Mana = 30 Shots Fire Rate = Fast Specials = none Where you can get this spell: Comes with every Water fairy you catch and from Magic Merchant 2, inside the Magic Shop of Tiralin East ** Hail of Needles ** Requires 1 Blue (Water) Spell Level in Offense Damage = Weakest Mana = 15 Shots Fire Rate = Average Specials = Critical hit does 5 damage points Where you can get this spell: Magic Merchant 1, inside the Cottage and Magic Merchant 2, inside the Magic Shop of Tiralin East ** Hail of Knives ** Requires 2 Blue (Water) Spell Levels in Offense Damage = Weakest Mana = 15 Shots Fire Rate = Slow Specials = Critical hit does 10 points of damage Where you can get this spell: Magic Merchant 1, inside the Cottage ** Slight Insanity ** Requires 1 Blue (Water) and 1 Green (Nature) Spell Levels in Offense Damage = Weak Mana = 30 Shots Fire Rate = Average Specials = Opponent's spell recharge rate reduced by 40% Where you can get this spell: Magic Merchant 2, inside the Magic Shop of Tiralin East and Magic Merchant 4, in Hut 2 of Dunmore ** Call of the Water ** Requires 3 Blue (Water) Spell Levels in Offense Damage = Weakest Mana = 15 Shots Fire Rate = Fastest Specials = Critical hit does 60% more damage Where you can get this spell: Magic Merchant 4, in Hut 2 of Dunmore **** Passive Spells **** ** Slight Healing ** Requires 1 Blue (Water) Spell Level in Defense Mana = no cost Assistance - Heals one damage point. Where you can get this spell: Magic Merchant 1, inside the Cottage and Magic Merchant 2, inside the Magic Shop of Tiralin East ** Healing Power ** Requires 2 Blue (Water) Spell Levels in Defense Mana = no cost Assistance - Heals five damage points. Where you can get this spell: Magic Merchant 1, inside the Cottage and Magic Merchant 2, inside the Magic Shop of Tiralin East ** Shapeless Power ** Requires 1 Blue (Water) Spell Level in Defense Mana = 15 Shots Critical Hits have no effect Where you can get this spell: Magic Merchant 1, inside the Cottage and Magic Merchant 2, inside the Magic Shop of Tiralin East ** Smooth as Glass ** Requires 2 Blue (Water) Spell Levels in Defense Mana = 5 Shots Increased Defense - Reflect - Steals life from your opponent and gives it to your fairy. Where you can get this spell: Magic Merchant 4, in Hut 2 of Dunmore ** Sorrow Shared ** Requires 3 Blue (Water) Spell Levels in Defense Mana = 30 Shots Increased Defense - hit causes 50% less damage Where you can get this spell: Magic Merchant 4, in Hut 2 of Dunmore ********************** **** Light Spells **** ********************** Light spells are denoted with a glowing ivory color. The offensive Light spells seek to damage or incapacitate the opposing fairy. The Damage and Fire Rate abilities are different on all of the offensive spells. Some offensive spells of note are the "Surge of Light" spell, which will dramatically reduce the opposing fairy's ability to attack, and the "Light Arrow" spell, which is fast firing and hard hitting. Most of the passive Light spells focus on protecting the Light fairy from damage of some type. The "Painful Charge" spell will deal damage to your attacker every time you are hit. The downside of this spell is that you have to take damage for this spell to work. This can be a deadly spell if you are attacking a Light fairy. **** Offensive Spells **** ** Reflection ** Requires 1 Glowing Ivory (Light) Spell Level in Offense Damage = Average Mana = 30 Shots Fire Rate = Slow Specials = Critical hit does 20% more damage Where you can get this spell: Comes with every Light fairy you catch and Magic Merchant 6, near the East Pavilion in the Realm of Clouds ** Bundled Light ** Requires 2 Glowing Ivory (Light) Spell Levels in Offense Damage = Average Mana = 30 Shots Fire Rate = Fast Specials = Critical hit does 80% more damage Where you can get this spell: Magic Merchant 6, near the East Pavilion in the Realm of Clouds ** Light Arrow ** Requires 2 Glowing Ivory (Light) Spell Levels in Offense Damage = High Mana = 30 Shots Fire Rate = Fastest Specials = Opponent moves 60% slower with a Critical hit Where you can get this spell: Magic Merchant 6, near the East Pavilion in the Realm of Clouds ** Surge of Light ** Requires 3 Glowing Ivory (Light) Spell Levels in Offense Damage = Average Mana = 30 Shots Fire Rate = Average Specials = Opponent's spells are recharged at an 80% slower rate with a Critical Hit Where you can get this spell: Magic Merchant 7, inside the White Cathedral in the Realm of Clouds ** Enchanted Light ** Requires 2 Glowing Ivory (Light) Spell Levels in Offense Damage = High Mana = 30 Shots Fire Rate = Slowest Specials = Opponent is temporarily blinded with a Critical Hit Where you can get this spell: Magic Merchant 7, inside the White Cathedral in the Realm of Clouds **** Passive Spells **** ** Power of Light ** Requires 1 Glowing Ivory (Light) Spell Level in Defense Mana = 15 Shots Increased Defense - hit causes 50% less damage Where you can get this spell: Magic Merchant 6, near the East Pavilion in the Realm of Clouds ** Kiss of Light ** Requires 2 Glowing Ivory (Light) Spell Levels in Defense Mana = no cost Assistance - heals 10 points of damage Where you can get this spell: Magic Merchant 6, near the East Pavilion in the Realm of Clouds ** Painful Charge ** Requires 3 Glowing Ivory (Light) Spell Levels in Defense Mana = 30 Shots Increased Defense - opponent receives the same amount of damage inflicted on your fairy Where you can get this spell: Magic Merchant 6, near the East Pavilion in the Realm of Clouds ** Lucky Dip ** Requires 2 Glowing Ivory (Light) Spell Levels in Defense Mana = 30 Shots Increased Attack - 60% more damage with a critical hit Where you can get this spell: Magic Merchant 7, inside the White Cathedral in the Realm of Clouds ** Shelter of the Light ** Requires 1 Glowing Ivory (Light) Spell Level in Defense Mana = 5 Shots Increased Defense - prevents status changes Where you can get this spell: Magic Merchant 7, inside the White Cathedral in the Realm of Clouds *********************** **** Energy Spells **** *********************** Energy spells are denoted with a lavender color Most offensive Energy spells focus on slowing down the opposing fairy. The best spells of this type are "Chain Reaction", which temporarily prevent the fairy from moving any direction, except up and down and "Exiled Power", which will reduce the opposing fairy's Spell Recharge rate. "Burning Spear" is possibly the most effective spell, which changes opposing fairy's status to "burnt" on Critical Hits. You need a backup spell if you use "Burning Spear", since it only has 5 shots. Most of the passive Energy spells focus on increasing the damage of the Energy fairy's attack. The lowest level passive spell, "Targeted Damage" guarantees that all your attacks will do an extra 20% more damage. "Homesickness" will damage the attacking fairy with each time the attacking fairy hits the Energy fairy. **** Offensive Spells **** ** No Discharge ** Requires 1 Lavender (Energy) Spell Level in Offense Damage = Average Mana = 15 Shots Fire Rate = Average Specials = None Where you can get this spell: Comes with every Energy fairy you catch ** Chain Reaction ** Requires 3 Lavender (Energy) Spell Levels in Offense Damage = Average Mana = 15 Shots Fire Rate = Average Specials = Critical hit slows opponent's movement by 100% Where you can get this spell: Magic Merchant, in Fairy Garden FG-4 ** Time Shift ** Requires 2 Lavender (Energy) Spell Levels in Offense Damage = High Mana = 15 Shots Fire Rate = High Specials = Opponent moves 80% slower Where you can get this spell: Magic Merchant, in Fairy Garden FG-4 ** Exiled Power ** Requires 2 Lavender (Light) and 1 Dull White (Air) Spell Levels in Offense Damage = Average Mana = 15 Shots Fire Rate = Slow Specials = Opponent's spells are recharged at an 80% slower rate with a critical hit Where you can get this spell: Magic Merchant, in Fairy Garden FG-4 ** Burning Spear ** Requires 1 Lavender (Energy) and one dull white (Air) Spell Levels in Offense Damage = Highest Mana = 5 Shots Fire Rate = Fast Specials = Critical hit changes opponent's status to burnt. Where you can get this spell: Magic Merchant, in Fairy Garden FG-4 **** Passive Spells **** ** Targeted Damage ** Requires 1 Lavender (Energy) Spell Level in Defense Mana = 40 Shots Increased Damage - 20% additional damage per hit. Where you can get this spell: Magic Merchant, in Fairy Garden FG-4 ** Homesickness ** Requires 1 Lavender (Energy) Spell Level in Defense Mana = 15 Shots Defense - Opponent receives the same amount of damages inflicted to fairy. Where you can get this spell: Magic Merchant, in Fairy Garden FG-4 ** Dubious Luck ** Requires 2 Lavender (Energy) Spell Levels in Defense Mana = 5 Shots Critical hit does 60% more damage Where you can get this spell: Magic Merchant, in Fairy Garden FG-4 ** View Enhancer ** Requires 3 Lavender (Energy) Spell Levels in Defense Mana = 30 Shots Increased Attack - probability of a critical hit increased by 80% Where you can get this spell: Magic Merchant, in Fairy Garden FG-4 ** Magic Awakening ** Requires 1 Lavender (Energy) Spell Level in Defense Mana = no cost Assistance - Spell recharge 40% faster Where you can get this spell: Magic Merchant, in Fairy Garden FG-4 ******************** **** PSI Spells **** ******************** PSI Spells are denoted with a teal color. Offensive PSI spells have a wide variety of effects and damages. The PSI fairy has a number of fast firing spells and some slow firing spells as well. The most damaging and fastest spell, "Great Telekinesis" is rather annoying, because you have to hunt for your opponent after every Critical hit. I would say "Small Spirit" and "Insanity" are the two best PSI offensive spells. Most of the passive PSI spells increase the PSI fairy's movement advantage, but the "Quake of Power" spell can keep the PSI fairy deadly even with its many fairy type weaknesses. "Quake of Power" hit the attacking fairy with all the damage it does to the PSI fairy. **** Offensive Spells **** ** Small Spirit ** Requires 1 Teal (PSI) Spell Levels in Offense Damage = Lowest Mana = 15 Shots Fire Rate = Fastest Specials = Critical hit does 10 points damage Where you can get this spell: Comes with every PSI fairy you catch, Magic Merchant 4, in Hut 2 of Dunmore, and Magic Merchant 8, in the shop of Monagham ** Insanity ** Requires 2 Teal (PSI) Spell Levels in Offense Damage = Low Mana = 15 Shots Fire Rate = Slow Specials = Critical hit moves 80% slower Where you can get this spell: Magic Merchant 4, in Hut 2 of Dunmore ** Heavy Thoughts ** Requires 2 Teal (PSI) Spell Levels in Offense Damage = Lowest Mana = 5 Shots Fire Rate = Fastest Specials = Critical hit prevents opponent from jumping Where you can get this spell: Magic Merchant 4, in Hut 2 of Dunmore and Magic Merchant 8, in the shop of Monagham ** PSI Wave ** Requires 3 Teal (PSI) Spell Levels in Offense Damage = Low Mana = 15 Shots Fire Rate = Slow Specials = Critical hit whirls opponent around Where you can get this spell: Magic Merchant 8, in shop of Monagham ** Great Telekinesis ** Requires 1 Teal (PSI) and 1 Lavender (Energy) Spell Levels in Offense Damage = Average Mana = 15 Shots Fire Rate = Fast Specials = Critical hit transports enemy to a random position in the arena Where you can get this spell: Magic Merchant 8, in shop of Monagham **** Passive Spells **** ** Telekinesis ** Requires 1 Teal (PSI) Spell Level in Defense Mana = no cost Assistance - Fairy moves 15% faster Where you can get this spell: Magic Merchant 4, in Hut 2 of Dunmore ** Unwavering Spirit ** Requires 1 Teal (PSI) Spell Level in Defense Mana = 15 Shots Increased Defense - Prevents status changes Where you can get this spell: Magic Merchant 4, in Hut 2 of Dunmore ** Quake of Power ** Requires 2 Teal (PSI) Spell Levels in Defense Mana = 15 Shots Defense - opponent receives same amount of damage inflicted on your fairy. Where you can get this spell: Magic Merchant 4, in Hut 2 of Dunmore ** Migration of Souls ** Requires 3 Teal (PSI) Spell Levels in Defense Mana = no cost Assistance - Fairy moves 60% faster Where you can get this spell: Magic Merchant 8, in shop of Monagham ** Spiritual Power ** Requires 1 Teal (PSI) Spell Level in Defense Mana = no cost Assistance - Spells recharge 20% faster Where you can get this spell: Magic Merchant 8, in shop of Monagham ********************** **** Stone Spells **** ********************** Stone spells are denoted with a dark gray color. The offensive Stone spells are slow charging but usually highly damaging. Most of the passive Stone spells attempt to enhance the damage of the offensive spells. "Unintentional Movement" is highly useful spell, which steals life from the defending fairy and gives it to the attacker. **** Offensive Spells **** ** Small Stone ** Requires 1 Dark Gray (Stone) Spell Level in Offense Damage = Highest Mana = 15 Shots Fire Rate = Slowest Specials = none Where you can get this spell: Comes with every Stone fairy you catch ** Flying Rock ** Requires 2 Dark Gray (Stone) Spell Levels in Offense Damage = Lowest Mana = 40 Shots Fire Rate = Slowest Specials = Critical hit does 60% more damage Where you can get this spell: Magic Merchant 1, inside the Cottage ** Falling Rocks ** Requires 2 Dark Gray (Stone) Spells Level in Offense Damage = High Mana = 15 Shots Fire Rate = Slow Specials = Critical hit does 10 damage points Where you can get this spell: Magic Merchant 1, inside the Cottage and Magic Merchant 2, inside the Magic Shop of Tiralin East ** Hail of Stones ** Requires 2 Dark Gray (Stone) Spell Levels in Offense Damage = Highest Mana = 15 Shots Fire Rate = Slow Specials = none Where you can get this spell: Magic Merchant 2, in the Magic Shop of Tiralin East ** Meteor ** Requires 3 Dark Grey (Stone) Spell Levels in Offense Damage = Average Mana = 15 Shots Fire Rate = Average Specials = Critical hit prevents opponent from jumping Where you can get this spell: Magic Merchant 2, in the Magic Shop of Tiralin East **** Passive Spells **** ** Flying Stones ** Requires 1 Dark Gray (Stone) Spell Level in Defense Mana = 15 Shots Increases damage by of a hit 40% Where you can get this spell: Magic Merchant 1, inside the Cottage ** Stone Spear ** Requires 2 Dark Gray (Stone) Spell Level in Defense Mana = 15 Shots Critical hit does 60% more damage Where you can get this spell: Magic Merchant 1, inside the Cottage ** Stone Skin ** Requires 1 Dark Gray (Stone) Spell Level in Defense Mana = 40 Shots Defense - Hit causes 20% less damage Where you can get this spell: Magic Merchant 1, inside the Cottage ** Magic Guidance ** Requires 1 Dark Gray (Stone) Spell Level in Defense Mana = 30 Shots Increased Attack - 40% higher chance of critical hit Where you can get this spell: Magic Merchant 2, in the Magic Shop of Tiralin East ** Unintentional Movement ** Requires 3 Dark Gray (Stone) Spell Levels in Defense Mana = 15 Shots Increased Defense - Reflect (Life Steal) - This spell will steal Hit Points from your opponent and give them to your fairy. Where you can get this spell: Magic Merchant 2, in the Magic Shop of Tiralin East ******************** **** Ice Spells **** ******************** Ice spells are denoted with a sky blue color The offensive Ice spells usually do a low amount of damage and have a fairly low Firing Rate. Most of the offensive spells slow the opposing fairy down. The best of these spells is the "Ice Arrow" spell, which will actually freeze the opposing fairy. The downside to this spell is that it only has five shots. Most of the passive Ice spells enhance the Ice fairy's jumping ability, which I find to be pretty worthless. The "Absorb Mana" spell doubles the Ice fairy's Spell Recharge rate, eliminating one of offensive spells biggest weakness. **** Offensive Spells **** ** Ball of Ice ** Requires 1 Sky Blue (Ice) Spells Level in Offense Damage = Average Mana = 15 Shots Fire Rate = Slow Specials = Critical hit makes opponent move 20% slower Where you can get this spell: Comes with every Ice fairy you catch and Magic Merchant 3, in the Catacombs below Tiralin ** Ice Arrow ** Requires 2 Sky Blue (Ice) Spells Levels in Offense Damage = Average Mana = 5 Shots Fire Rate = Slow Specials = Critical hit changes opponent's status to frozen. Where you can get this spell: Magic Merchant 3, in the Catacombs of Tiralin ** Frost Ray ** Requires 2 Sky Blue (Ice) Spell Levels in Offense Damage = Low Mana = 15 Shots Fire Rate = Slow Specials = Critical hit make opponent move 40% slower Where you can get this spell: Magic Merchant 3, in the Catacombs of Tiralin ** Frozen Spirit ** Requires 3 Sky Blue (Ice) Spell Levels in Offense Damage = Average Mana = 15 Shots Fire Rate = Average Specials = Attack inverts opponent's controls Where you can get this spell: Magic Merchant 10, in the Shadow Realm ** Great Hail of Ice ** Requires 1 Sky Blue (Ice) and 1 Blue (Water) Spell Levels in Offense Damage = Lowest Mana = 15 Shots Fire Rate = Fast Specials = Critical hit slows opponent down by 100% Where you can get this spell: Magic Merchant 10, in the Shadow Realm **** Passive Spells **** ** Magic River ** Requires 1 Sky Blue (Ice) Spell Levels in Defense Mana = no cost Assistance - 20% faster Jump Energy recharge rate Where you can get this spell: Magic Merchant 3, in the Catacombs of Tiralin ** Magic Support ** Requires 2 Sky Blue (Ice) Spell Levels in Defense Mana = no cost Assistance - 60% faster jump recharge rate Where you can get this spell: Magic Merchant 3, in the Catacombs of Tiralin ** Severity ** Requires 1 Sky Blue (Ice) Spell Level in Defense Mana = 30 Shots Defense - Prevents all status changes Where you can get this spell: Magic Merchant 3, in the Catacombs of Tiralin ** Jump Magic ** Requires 1 Sky Blue (Ice) Spell Level in Defense Mana = 30 Shots Assistance - Magical Jumping Where you can get this spell: Magic Merchant 10, in the Shadow Realm ** Absorb Mana ** Requires 3 Sky Blue (Ice) Spell Levels in Defense Mana = no cost Assistance - Spells recharge 100% faster Where you can get this spell: Magic Merchant 10, in the Shadow Realm ********************* **** Fire Spells **** ********************* Fire spells are denoted with a reddish-orange color. The offensive Fire fairy spells are slow firing spells that cause very high amounts of damage. The amount of damage is usually enhanced by the Special ability of the offensive spell. Note that the "Fire Arrow" spell will actually burn the opposing fairy. The passive Fire fairy spells try to increase the damage of the offensive spells even more. I personally like the "Quick Thinking" passive spell the best, since it will charge up your slow firing spells 40% faster. The "Magic Shield" spell can be deadly against an attacking fairy that is strong against Fire fairies, since this spell will deal damage back to the attacker. **** Offensive Spells **** ** Flame ** Requires 1 Reddish-orange (Fire) Spells Level in Offense Damage = Highest Mana = 15 Shots Fire Rate = Slowest Specials = None Where you can get this spell: Comes with every Fire fairy you catch and Magic Merchant 8, in the shop in Monagham ** Fire Arrow ** Requires 2 Reddish-orange (Fire) Spell Levels in Offense Damage = High Mana = 5 Shots Fire Rate = Slow Specials = Critical hit changes opponent's status to burnt. Where you can get this spell: Magic Merchant 8, in the shop of Monagham ** Ball of Fire ** Requires 2 Reddish-orange (Fire) Spell Levels in Offense Damage = Average Mana = 15 Shots Fire Rate = Slow Specials = Critical hit does 10 points of damage Where you can get this spell: Magic Merchant 8, in the shop of Monagham ** Burning Hands ** Requires 3 Reddish-orange (Fire) Spell Levels in Offense Damage = Highest Mana = 15 Shots Fire Rate = Slowest Specials = Critical hit blocks opponent's defensive spells Where you can get this spell: Magic Merchant 10, in the Shadow Realm ** Burning Souls ** Requires 1 Reddish-orange (Fire) and 1 purple (Dark) Spell Levels in Offense Damage = Average Mana = 30 Shots Fire Rate = Slowest Specials = Critical hit blocks opponent's defensive spells Where you can get this spell: Magic Merchant 10, in the Shadow Realm **** Passive Spells **** ** Magic Breath ** Requires 1 Reddish-orange (Fire) Spell Level in Defense Mana = 30 Shots Increased Attack - 20% more damage with a critical hit Where you can get this spell: Magic Merchant 8, in the shop of Monagham ** Magic Touch ** Requires 1 Reddish-orange (Fire) Spell Level in Defense Mana = 30 Shots Increased Attack - Increase probability of a critical hit by 60% Where you can get this spell: Magic Merchant 8, in the shop of Monagham ** Rusty Shield ** Requires 2 Reddish-orange (Fire) Spell Levels in Defense Mana = 15 Shots Increased Defense - Critical hits have no effect Where you can get this spell: Magic Merchant 8, in the shop of Monagham ** Quick Thinking ** Requires 2 Reddish-orange (Fire) Spell Levels in Defense Mana = no cost Assistance - 40% faster spell recharge rate Where you can get this spell: Magic Merchant 10, in the Shadow Realm ** Magic Shield ** Requires 3 Reddish-orange (Fire) Spell Levels in Defense Mana = 5 Shots Increased Defense - Opponent receives the same amount of damage inflicted on your fairy. Where you can get this spell: Magic Merchant 8, in the shop of Monagham and Magic Merchant 10, in the Shadow Realm ********************* **** Dark Spells **** ********************* Dark Spells are denoted with a purple color. Offensive Dark spells are slow firing, highly damaging spells for the most part. The special abilities of the offensive spells find different ways to increase the damage of the Dark fairy's attack. The passive Dark Spells try to increase the Dark fairy's fighting effectiveness in different ways from increasing the Dark fairy's movement speed to charging his spells up faster. The "Solar Eclipse" offensive spell is a particularly devious spell. It prevents the defending fairy from using any passive spells for defense. **** Offensive Spells **** ** Darkness ** Requires 1 Purple (Dark) Spell Level in Offense Damage = Highest Mana = 30 Shots Fire Rate = Slow Specials = Critical hit drains 40% of opponent's mana Where you can get this spell: Comes with every Dark fairy you catch ** Solar Eclipse ** Requires 2 Purple (Dark) Spell Levels in Offense Damage = High Mana = 30 Shots Fire Rate = Slow Specials = Critical hit blocks opponent's defensive spells Where you can get this spell: Magic Merchant 10, in the Shadow Realm ** Arrow of Darkness ** Requires 2 Purple (Dark) Spell Levels in Offense Damage = Low Mana = 15 Shots Fire Rate = Average Specials = Critical hit does 25 points of damage Where you can get this spell: Magic Merchant 10, in the Shadow Realm ** Ball of Darkness ** Requires 3 Purple (Dark) Spell Levels in Offense Damage = Highest Mana = 5 Shots Fire Rate = Slow Specials = Critical hit does 40% more damage Where you can get this spell: Magic Merchant 10, in the Shadow Realm ** Soul Thief ** Requires 2 Purple (Dark) and 1 Maroon (Chaos) Spell Levels in Offense Damage = Average Mana = 5 Shots Fire Rate = Average Specials = Critical hit causes opponent to receive his / her own damage Where you can get this spell: Magic Merchant 10, in the Shadow Realm **** Passive Spells **** ** Bruiser ** Requires 1 Purple (Dark) Spell Level in Defense Mana = 15 Shots Increased Attack - 40% more damage per hit Where you can get this spell: Magic Merchant 10, in the Shadow Realm ** Magic Support ** Requires 2 Purple (Dark) Spell Levels in Defense Mana = no cost Assistance - Spells recharge 40% faster Where you can get this spell: Magic Merchant 10, in the Shadow Realm ** Frozen ** Requires 1 Purple (Dark) Spell Level in Defense Mana = 40 Shots Increased Defense - Prevents status changes Where you can get this spell: Magic Merchant 10, in the Shadow Realm ** Flying Feet ** Requires 2 Purple (Dark) Spell Levels in Defense Mana = no cost Assistance - Increases movement by 30% Where you can get this spell: Magic Merchant 10, in the Shadow Realm ** Flyweight ** Requires 1 Purple (Dark) Spell Level in Defense Mana = no cost Assistance - Increases Jump Energy recharge rate by 20% Where you can get this spell: Magic Merchant 10, in the Shadow Realm ********************** **** Chaos Spells **** ********************** Chaos spells are denoted with a maroon color. Chaos spells are generally average spells that focus on annoy the attacking fairy or simply causing chaos. Chaos spells attempt to effect your fairy in such a way that it can't attack the way it normally does. **** Offensive Spells **** ** Chaos Lightning ** Requires 1 Maroon (Chaos) Spells Level in Offense Damage = Average Mana = 15 Shots Fire Rate = Slow Specials = Critical hit causes opponent to lose 50% jump energy Where you can get this spell: Comes with every Chaos fairy you catch and Magic Merchant 3, in the Catacombs under Tiralin ** Chaos Arrow ** Requires 2 Maroon (Chaos) Spell Levels in Offense Damage = Low Mana = 15 Shots Fire Rate = Slow Specials = Critical hit causes opponent to not perform critical hits Where you can get this spell: Magic Merchant 3, in the Catacombs under Tiralin ** Spirit of Chaos ** Requires 1 Maroon (Chaos) and one purple (Dark) Spells Level in Offense Damage = High Mana = 5 Shots Fire Rate = Slowest Specials = Opponent's controls are inverted Where you can get this spell: Magic Merchant 3, in the Catacombs under Tiralin ** Burn Out ** Requires 1 Maroon (Chaos) and 1 Reddish-orange (Fire) Spell Levels in Offense Damage = Average Mana = 30 Shots Fire Rate = Slow Specials = Critical hit whirls opponent around Where you can get this spell: Magic Merchant 10, in the Shadow Realm ** Ball of Chaos ** Requires 3 Maroon (Chaos) Spell Levels in Offense Damage = High Mana = 15 Shots Fire Rate = Slowest Specials = Critical hit removes 50% of opponent's jump energy Where you can get this spell: Magic Merchant 10, in the Shadow Realm **** Passive Spells **** ** Dance of Chaos ** Requires 1 Maroon (Chaos) Spell Level in Defense Mana = 55 Shots Increased Attack - Increase damage by 20% per hit Where you can get this spell: Magic Merchant 3, in the Catacombs under Tiralin ** Creeping Chaos ** Requires 1 Maroon (Chaos) Spell Level in Defense Mana = 55 Shots Increased Attack - 20% greater chance of getting a critical hit Where you can get this spell: Magic Merchant 3, in the Catacombs under Tiralin ** Confused Spirit ** Requires 2 Maroon (Chaos) Spell Levels in Defense Mana = no cost Assistance - 20% increase in spell recharge rate Where you can get this spell: Magic Merchant 3, in the Catacombs under Tiralin ** Devil's Wings ** Requires 3 Maroon (Chaos) Spell Levels in Defense Mana = no cost Assistance - Jump Energy recharges 40% faster Where you can get this spell: Magic Merchant 10, in the Shadow Realm ** Heat Shimmers ** Requires 1 Maroon (Chaos) Spell Level in Defense Mana = 15 Shots Increased Attack - 20% more damage with a critical hit Where you can get this spell: Magic Merchant 10, in the Shadow Realm ********************** **** Metal Spells **** ********************** Metal Spells are denoted with a silver color. Metal spells are low damaging spells with a very high fire rate. Most of the special abilities of Metal spells focus on making the Metal fairy's attack even more damaging. The "Old Armour" spell is particularly dangerous, since it will double the amount damage an attack does. This passive spell can make the Metal fairy formidable foe against fairy's that it should be weak against. **** Offensive Spells **** ** Metal Pin ** Requires 1 Silver (Metal) Spell Level in Offense Damage = Low Mana = 30 Shots Fire Rate = Fast Specials = Critical hit does 5 points of damage Where you can get this spell: Comes with every Metal fairy you catch ** Metal Arrow ** Requires 2 Silver (Metal) Spell Levels in Offense Damage = Low Mana = 30 Shots Fire Rate = Fastest Specials = none Where you can get this spell: Magic Merchant 9 - the Dwarf Smith of Monagham ** Pins & Needles ** Requires 3 Silver (Metal) Spell Levels in Offense Damage = Low Mana = 15 Shots Fire Rate = Fastest Specials = Critical hit whirls opponent around Where you can get this spell: Magic Merchant 9 - the Dwarf Smith of Monagham ** Magnetism ** Requires 2 Silver (Metal) Spell Levels in Offense Damage = Low Mana = 30 Shots Fire Rate = Fast Specials = Critical hit prevents opponent from jumping Where you can get this spell: Magic Merchant 9 - the Dwarf Smith of Monagham ** Heavy Metal ** Requires 1 Silver (Metal) and 1 Dark Gray (Stone) Spell Levels in Offense Damage = Low Mana = 30 Shots Fire Rate = Fast Specials = Critical hit does 20% more damage Where you can get this spell: Magic Merchant 9 - the Dwarf Smith of Monagham **** Passive Spells **** ** Liquid Metal ** Requires 1 Silver (Metal) Spell Level in Defense Mana = 15 Shots Increased Attack - 40% more damage per hit Where you can get this spell: Magic Merchant 9 - the Dwarf Smith of Monagham ** Scorching Steel ** Requires 1 Silver (Metal) Spell Level in Defense Mana = 55 Shots Increased Defense - prevents status changes Where you can get this spell: Magic Merchant 9 - the Dwarf Smith of Monagham ** Old Armour ** Requires 2 Silver (Metal) Spell Levels in Defense Mana = 15 Shots Increased Attack - 100% more damage with critical hit Where you can get this spell: Magic Merchant 9 - the Dwarf Smith of Monagham ** Speed of Light ** Requires 1 Silver (Metal) Spell Level in Defense Mana = no cost Assistance - Movement speed increased by 15% Where you can get this spell: Magic Merchant 9 - the Dwarf Smith of Monagham ** Rusty Spear ** Requires 3 Silver (Metal) Spell Levels in Defense Mana = 40 Shots Increased Attack - Probability of a critical hit increased by 60% Where you can get this spell: Magic Merchant 9 - the Dwarf Smith of Monagham ************************************************************************ ******************************* THE ITEMS ****************************** ************************************************************************ ************************ **** Items Overview **** ************************ This section lists all of the items you can find in Zanzarah, broken down by categories. For items you can buy, the price of the item is also listed. ******************** **** Map Pieces **** ******************** There are six different map pieces you can collect, most of which you will find soon after you enter a new map area. The Map Pieces allow you to see your current location, the location of important areas and the area(s) for your current question. Your location is shown by a small picture of you. The location of your current question is shown by a yellow exclamation point on the map. **** Map of the Fairy Garden **** Description: This map segment shows the locations from the Pixie Collector's Cottage to the road to Tiralin. It connects to the Enchanted Forest and Mountain World Map pieces. Where this item is found: Lucius, the Guardian of the Pixies will give you this map once you get your first fairy. The Lucius is the Elf guarding the far exit to the Endeva, in the Fairy Gardens. **** Map of the Enchanted Forest **** Description: This map Tiralin, the Forest Hut and the Ruins in the Forest. It connects to the Fairy Garden, Dark Swamp, and Mountain World map pieces. Where this item is found: This map piece in a chest in Town Hall of Tiralin. **** Map of the Dark Swamp **** Description: This map segment shows the locations of the Goblin town of Dunmore, the Misty Swamp and the Great Tree. It connects to the Enchanted Forest and the Shadow World. Where this item is found: This in the hut 3 in Dunmore, Village of the Swamp Goblins. Hut 3 is the first hut on your left when you enter the Dunmore from the rune transport site. **** Map of the Mountain World **** Description: This map segment shows the locations of the Dwarf Tower, the Dwarf city of Monagham, the Ice Caves, the Lava Caves, and the Mountain Pass. It connects to the Enchanted Forest and the Realm of Clouds. Where this item is found: This map is located inside a chest in the room off the third landing of the Dwarf Tower. **** Map of the Realm of Clouds **** Description: This map segment shows all areas in Realm of Clouds, including the White Cathedral and the Fairy Arena. This map segment connects to the Mountain World. Where this item is found: This map segment is located on RC-1, near the spiral transporter to RC-3. **** Map of the Shadow Realm **** Description: This map segment shows the locations in the Shadow Realm, including the Dark Cathedral. This is the smallest map segment and the last one you will find. It connects to the Dark Swamp. Where this item is found: This segment is located in a chest in the Shadow Realm, SR-4. This segment is behind the door locked by the Green Skull. *************** **** Runes **** *************** There are ten runes found throughout Zanzarah. Each rune allows you to teleport to a set location. You can use the runes to rapidly travel to the distant corners of Zanzarah. There are usually runes near most important areas you will visit. You can use a rune by pressing F2 and selecting the rune you wish to use. **** Rune of the Fairy Garden **** Description: This rune will take you to Rafi's cave next to the Elvin village. This is the first rune and item you will find. Where this item is found: You will find this rune in a chest (or casket as the game calls it) in your attic in London. Using this rune starts your journey. **** Rune of Return **** Description: This rune will return you to your room in London. Where this item is found: You will find this rune in the house of Rufus, the Fairy Master, in the Elvin Village of Endeva. **** Rune of the Cottage **** Description: This rune will bring you to the Pixie Collector's cottage, right next to the scarecrow. Where this item is found: You will find this rune on level past the Pixie Collector's cottage, on level FG-4. Keep following the right wall to reach this rune. **** Rune of Tiralin **** Description: This rune will return you to the shopping district of Tiralin East. Where this item is found: This rune is found in the Large Hut in the center of Dunmore, the Village of the Goblins. **** Rune of Dunmore **** Description: This rune will send you to the Goblin village of Dunmore in the Dark Swamp. Where this item is found: You have to buy this rune from the Female Shopkeeper in the Magic Shop. She will sell the rune to you for 5 Crystals. Initially, this rune is your only means of transportation to Dunmore. A Prickly Bush blocks the land path. **** Rune of the Dwarf Tower **** Description: This rune will take you to the base of the Dwarf Tower and next to the elevator to the Realm of Clouds. Where this item is found: The Rune of the Dwarf Tower is located on the ground floor of the Dwarf Tower. **** Rune of the Mountain **** Description: This rune will take you to the Mountain pass MP-2, just outside the Ice Caves. Where this item is found: This item is found in DC-3, the Dark Caves just past the Mountain Peaks. If you stick to the left wall when you walk through the Ice Caves, you will find the room with this rune. **** Rune of Realm of Clouds**** Description: This rune will transport you to the Realm of Clouds RC-2, near the White Cathedral and the Fairy Arena. Where this item is found: This rune is located in the East Pavilion in the Realm of Clouds. **** Rune of Monagham **** Description: This rune will take you to the Dwarf city of Monagham. It will put you right next to the house that holds the elevator to the Lava Caves. Where this item is found: This rune is located in the back of the first house in Monagham. **** Rune of the Shadow Realm **** Description: This rune will return to the room in SR-2 of the Shadow Realm that has the three gates with the colored Skull locks. Where this item is found: This rune is located on a small platform in SR-3, behind the door locked by the Red Skull. A lot of times, it is more convenient to use this rune that to backtrack through the Shadow Realm. *********************************** **** Elemental (Elevator) Keys **** *********************************** You will need four keys to use the elevators of the Dwarves scattered around Zanzarah. There are three different elevators. Each elevator uses a set of three of the different Elemental keys. **** Elemental Key of Earth **** Where this item is found: You will win if you fight your way to the top of the Dwarf Tower. **** Elemental Key of Air **** Where this item is found: You get this key when you rescue Lasse from the Ice Caves. **** Elemental Key of Nature **** Where this item is found: The female Forest Elf resident of the Forest Hut will give you this key when you clear all five Prickly Bushes from the map. **** Elemental Key of Fire **** Where this item is found: This key is located in MW-5, the Mountain World. You need to defeat a Dwarf to get to this level. Then you need to have some Forgotten Tools of the Dwarves. The dwarf will create some moving discs for you when you have some Tools. The Elemental Key of Fire is located in a chest accessible by jumping across these moving discs. ********************* **** Fairy Cards **** ********************* Fairy Cards are special cards that open up areas of Zanzarah for you to explore. Getting three of the five Fairy Cards is the object of your first three quests. Usually you will have to fight a set battle or a Fairy Master to actually claim a card. **** Fairy Card of Nature **** Description: With this card and a Nature fairy in your first slot, you can remove the prickly bushes that block various paths and cover certain items. Where this item is found: You will find this card in the Dark Swamp on level MS-3. **** Fairy Card of Earth **** Description: With this card and a Stone fairy in your first slot, you can blow up any large boulder you see. Where this item is found: The Druid gives you this card if you defeat two Shadow Elves for him in the East Pavilion of the Realm of Clouds. **** Fairy Card of Air **** Description: With this card and an Air fairy in your first slot, you can jump on an Air Eddy and the Air Eddy will launch you in the air. This Fairy Card is the most difficult one to use. If you miss an Air Eddy, you will most likely fall to your death. Where this item is found: The Druid will give you this card if you fight your way to the top of the Great tree in the Misty Swamp. **** Fairy Card of Fire **** Description: With this card and a Fire fairy in your first slot, you can move in the Lava Caves without running into problems. You need to have this card to get to the final two levels in the Fairy Cave. You need to have this card to catch a Pix or Ferix fairy. Where this item is found: You will find this card in the garden next to the Forest Hut, EF-7. You have to defeat a number of Nature fairies in a set battle to get access to this card. **** Fairy Card of PSI **** Description: With this card and a PSI fairy in your first slot, your PSI fairy will always look at the closest hidden wild fairy. I find this card and ability to be more of a pain than it's worth. Sometimes the PSI fairy will look at some tree, stone, etc. and you can't find a fairy, even with the Fairy Horn and Ocean Conch. Your PSI fairy has a tendency to go off the screen far enough that you have to spin around just to find it and see where it is looking. Where this item is found: This card is in the center of the Ruins in the Forest. ******************************* **** Fairy Evolution Items **** ******************************* There are certain fairies that will only evolve if they are given one of the special Evolutionary items. These fairies will not evolve to another type simply by gaining experience levels. **** Evolutionary Magic of Air **** Description: This stone will evolve a Tinefol into a Tineves. Where this item is found: There is only one Evolutionary Magic of Air in the game. This stone is located in MP-3, the Mountain Peaks. You have to cross two Air Eddies to get this stone. **** Evolutionary Magic of Nature **** Description: This stone will evolve a Tinefol into a Tinerog and a Pfoe into a Taze. Where this item is found: You will find an Evolutionary Magic of Nature in a chest located in the Cellar of the Guardian of the Pixies house (the Cottage). There are two more stones in the Ruins in the Forest. You can find a fourth one of these Stones on top of a pillar in the East Pavilion, in the Realm of Clouds. **** Evolutionary Magic of Fire **** Description: This stone will evolve a Tinefol into a Tinezard and a Dracwin to a Flagwin. Where this item is found: You will find one of these in the Catacombs below Tiralin, guarded by a Dark fariy. You will find another one in a room in the Dark Caves of DC-5. You will find two of these stones in the Lava Cave. **** Forgotten Tools of the Dwarves **** Description: These tools will evolve the Metal fairy Minari to a Megari and a Megari to a Gigarex. Where this item is found: You will find six of these spread over three chests in the Junkyard in the Clouds. You may also get one Tool when you defeat a wild Metal Fairy. Finally, there are two in a chest in the Shadow Realm that you can reach by hopping across moving discs. ************** **** Keys **** ************** Keys in Zanzarah open up locked doors and gates all over the world. There are a lot of keys in Zanzarah. All of the keys, except one, will only open up one specific lock. **** Rufus's House Key **** Description: This key will open door to Rufus's house. Inside Rufus's house, you can pick your first fairy. Where you find this item: Rufus will give you the key to his house, when you talk to him in the Tavern in Endeva. **** Catacomb Key **** Description: This key will open the Catacombs below Tiralin. Where you find this item: This key is in a chest in Tiralin West, near the exit to the Ruins in the Forest. The chest is located at the top of the stairs leading to the cellar of the house. **** Key of the Guardian of the Pixies **** Description: This key will open the door to the cellar in the Pixie Guardian's Cottage. Where you find this item: The Pixie Guardian will give you this key after you collect 10 Pixies. **** Key to Town Hall **** Description: This key will open the door to the left of the entrance in Town Hall. Where you find this item: There is an elf Fairy Master in MW-8, three levels away from the Cottage. The path to him is initially blocked by a boulder. If you defeat him in a fairy battle, he will give you the Key to Town Hall. **** Key to the Dwarves' Factory **** Description: This key will open the locked door to the Forgotten Factory of the Dwarves in Monagham. Where you find this item: Lasse will give you this key when you talk to him in the White Cathedral, on Realm of Clouds. **** Heavy Iron Key **** Description: This key will open up all the locked gates outside of the Shadow Realm. Where you find this item: Quilin will give you this key when you talk to him in the Forgotten Factory of the Dwarves. **** Red Bone Key **** Description: This key will open the Shadow World Gate locked by the Red Skull. Where you find this item: This key is on a ledge in SR-2, the Shadow Realm, near the three locked gates. **** Green Bone Key **** Description: This key will open the Shadow World Gate locked by the Green Skull. Where you find this item: This key is inside a chest near the Magic Merchant at SR-3, the Shadow Realm. You need to unlock the Red Skull to get to this key. **** Blue Bone Key **** Description: This key will open the final Shadow World Gate, locked by the Blue Skull. Where you find this item: You have to show the second skeleton in SR-5 a Pix fairy. When you do this, you will he will give you the Blue Bone Key. Don't worry, you won't lose your Pix fairy when you show him to the skeleton. The skeletons are on the far left path of the final level behind the door locked by the Green Skull. *********************** **** Special Items **** *********************** The special items are unique items that help you more effectively explore and interact with Zanzarah. **** Fairy Bag **** Description: This bag will allow you to carry an unlimited number of items as well as five fairies. Where you find this item: Rafi will give you this bag when you first arrive in Zanzarah. When you get the bag, you gain access to your inventory. **** Pixie Bag **** Description: This bag will allow you to capture pixies. Where you find this item: Lucius, the Guardian of the Pixies will give you the Pixie Bag when talk to him in FG-3. **** Book of Fairies **** Description: This book will allow you to examine the different fairy varieties that you current hold. This book gives a brief description of the fairy plus the fairy's attributes. I used the information in this book to get information about each of the Fairies. Where you find this item: Lasse, the Dwarf, will give you a Book of Fairies when you first attempt to enter Tiralin from EF-1 **** Ocean Conch **** Description: This conch shell will allow you to summon wild Water fairies at certain locations in Zanzarah. Near some bodies of water, you will hear a click and see the icon of the Ocean Conch appear in the upper left-hand corner of the screen. If you press the left button while this icon is displayed, you will summon a Water fairy. Where you find this item: When you first defeat the General outside of the Goblin's Village of Dunmore, you will receive the Ocean Conch. **** Cloverleaf **** Description: The Cloverleaf will increase your odds when you use a Spell Merchant. The Cloverleaf will reduce the number of blanks (or more precisely, the odds of getting a blank) in the Magic Merchant's selection. Where you find this item: The Cloverleaf is in a chest in the Town Hall of Tiralin. You need the Key to Town Hall to get the Cloverleaf. **** Fairy Horn **** Description: Like the Ocean conch, the Fairy Horn will allow you to summon wild Fairies. Unlike the Ocean Conch, the Fairy Horn will summon all types of fairies, each for Water fairies. Where you find this item: The Fairy Horn is located in the Lower Catacombs below Tiralin. You need the Heavy Iron key to get to the area in the catacombs that holds the Fairy Horn. **** Quilin's Staff of Rule **** Description: This item is used to forward the plot. It doesn't give you any special abilities. Where you find this item: You will get this staff by defeating the General inside the Fairy Arena in the Realm of Clouds. ***************************** **** Fairy Related Items **** ***************************** The Fairy Related Items are items you can use to aid you fairies in some way. All fairy related items are available for sale by the various merchant characters. Most of these items can also appear as a reward for defeating a wild fairy. **** Healing Potions **** Healing potions increase the life or Hit Points of your fairy. Small potions give 20 points, medium points give 50 points and big potions give 100 points of life back to your fairy. You can get Healing potions by defeating wild fairies or by buying them from a merchant. **** 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. You can get Herbs by defeating wild fairies or by buying them from a merchant. **** 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 battle. 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. You can get Medicine by defeating wild fairies or by buying them from a merchant. **** 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. You can get Mana potions by defeating wild fairies or by buying them from a merchant. **** Golden Carrot **** A Golden Carrot will give a fairy enough experience points to be one short of the next level. These carrots 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. You can get Golden Carrots from merchant characters, although you will find a couple of Golden Carrots in your journeys. **** Naming Magic **** Naming Magic allows you to name your fairy. You can get Naming Magic from merchant characters, although you will find a few of Naming Magic spells in your journeys. **** 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. You can get Garlic Atomizers from merchant characters, although you will find a couple of Atomizers in your journeys. **** Spheres **** 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. The Golden Sphere can capture a fairy from level 0 to 40. The Crystal Sphere can capture a fairy of any level. The game will automatically chose the lowest level Sphere that is able to capture the current fairy. You can buy or trade for Spheres with Merchant characters. You will find several Spheres throughout your journeys. ********************* **** Other Items **** ********************* The remaining items don't fall into any other category. **** Fairy Coins **** You need Fairy Coins to buy things from all the merchant characters in the game, except for the Dwarves. You will get Fairy Coins by defeating wild fairies. You will also find a lot of Fairy Coins lying around Zanzarah. **** Crystals **** Crystals are the coin of the Dwarf world. There is only one merchant that sells items for Crystals in Monagham. This merchant sells the same items that the merchants in Tiralin use. You will only need five crystals to complete the game. ************************************************************************ **************************** THE MERCHANTS ***************************** ************************************************************************ This section will list all of the merchants in Zanzarah, what the sell, and how much they charge for each items. ************************* **** Magic Merchants **** ************************* The Magic Merchants sell spells. They are the only means of getting spells in Zanzarah other than the lowest level attack spell that comes with all captured fairies. This section will list all of the Magic Merchants, where they can be found, and the spells they sell. It cost 10 Fairy Coins to generate a spell selection with all of the Spell Merchants. **** Magic Merchant 1 **** Location: Inside the Cottage, in the Fairy Gardens Spells Sold: Nature Offensive: Falling Tree and Razor Blade Passive: Birch Skin, Oak Skin, and Sharp Eye Water Offensive: Hail of Needles and Hail of Knives Passive: Slight Healing, Healing Power, and Shapeless Power Stone Offensive: Flying Rock and Falling Rock Passive: Flying Stones, Stone Spear, and Stone Skin **** Magic Merchant 2 **** Location: Inside the Magic Shop in Tiralin Spells Sold: Nature Offensive: Light Spurs and Large Root Passive: Thorn Armor and Untouchable Water Offensive: Small Waves, Hail of Knives, and Slight Insanity Passive: Slight Healing, Healing Power, and Shapeless Power Stone Offensive: Falling Rocks, Hail of Stones, and Meteor Passive: Magic Guidance and Unintentional Movement **** Magic Merchant 3 **** Location: In Catacombs below Tiralin Spells Sold: Ice Offensive: Ball of Ice, Ice Arrow, and Frost Ray Passive: Magic River, Magic Support, and Severity Chaos Offensive: Chaos Lightning, Chaos Arrow, and Spirit of Chaos Passive: Dance of Chaos, Creeping Chaos, and Confused Spirit **** Magic Merchant 4 **** Location: In Hut 2 in Dunmore, Village of the Swamp Goblins Spells Sold: Water Offensive: Slight Insanity and Call of the Water Passive: Smooth as Glass and Sorrow Shared PSI Offensive: Small Spirit, Insanity, and Heavy Thoughts Passive: Telekinesis, Unwavering Spirit, and Quake of Power **** Magic Merchant 5 **** Location: In the Fairy Gardens, FG-4 Spells Sold: Energy Offensive: Chain Reaction, Time Shift, Exiled Power, and Burning Spear Passive: Targeted Damage, Homesickness, Dubious Luck, View Enchancer, and Magic Awakening **** Magic Merchant 6 **** Location: East Pavilion, Realm of Clouds Spells Sold: Air Offensive: Powerless Spirit, Storm Arrow, Tornado, and Great Displacement Passive: Storm, Tornado, Upward Wind, Geyser, and Hurricane Light Offensive: Reflection, Bundled Light, and Light Arrow Passive: Power of Light, Kiss of Light, and Painful Change **** Magic Merchant 7 **** Location: In the White Cathedral, Realm of Clouds Spells Sold: Light Offensive: Surge of Light and Enchanted Light Passive: Lucky Dip and Shelter of Light **** Magic Merchant 8 **** Location: Shop in Monagham, Village of the Dwarves Spells Sold: PSI Offensive: Small Spirit, Heavy Thoughts, PSI Wave and Great Telekinesis Passive: Migration of Souls and Spiritual Power Fire Offensive: Flame, Fire Arrow and Ball of Fire Passive: Magic Breath, Magic Touch, Rusty Shield and Magic Shield **** Magic Merchant 9 - the Dwarf Smith **** Location: Smithy in Monagham, near the Shop Spells Sold: Metal Offensive: Metal Arrow, Pins and Needles, Magnetism and Heavy Metal Passive: Liquid Metal, Scorching Steel, Old Armour and Speed of Light, Rusty Spear **** Magic Merchant 10 **** Location: SR-3, the Shadow Realm - near the chest / casket that holds the Green Bone Key Spells Sold: Ice Offensive: Frozen Spirit and Great Hail of Ice Passive: Jump Magic and Absorb Mana Fire Offensive: Burning Hands and Burning Soul Passive: Quick Thinking and Magic Shield Dark Offensive: Solar Eclipse, Arrow of Darkness, Ball of Darkness and Soul Thief Passive: Bruiser, Magic Support, Frozen, Flying Feet, and Flyweight Chaos Offensive: Burn Out and Ball of Chaos Passive: Devil's Wings and Heat Shimmer ********************* **** Shopkeepers **** ********************* The Shopkeepers sell all sorts of items for your fairies. This section will list all of the shopkeepers, where they are located, what they sell, and how much they charge for each item. Herb Shop in Endeva: Small Healing Potion for 5 Fairy Coins Medium Healing Potion for 10 Fairy Coins Big Healing Potion for 20 Fairy Coins Healing Herbs for 15 Fairy Coins Mana Potion for 30 Fairy Coins Shop in Tiralin West, near door to Ruins in the Forest: Golden Carrot for 250 Fairy Coins Moulding (Molding) Magic for 40 Fairy Coins Garlic Atomizer for 40 Fairy Coins Mana Potion for 20 Fairy Coins Tavern Owner in Tiralin East: Golden Sphere for 3 Silver Spheres Crystal Sphere for 5 Silver Spheres Garlic Atomizer for 1 Silver Sphere Moulding (Molding) Magic for 1 Silver Sphere Magic Shopkeeper in Tiralin East: Small Healing Potion for 5 Fairy Coins Medium Healing Potion for 10 Fairy Coins Big Healing Potion for 20 Fairy Coins Healing Herbs for 20 Fairy Coins Medicine for 25 Fairy Coins Sphere Salesman in Magic Shop of Tiralin East: Silver Sphere for 60 Fairy Coins Golden Sphere for 150 Fairy Coins Crystal Sphere for 300 Fairy Coins Dwarf Exchange Booth: 1 Crystal for 10 Fairy Coins 5 Fairy Coins for 1 Crystal Swamp Goblin in hut 2 of Dunmore: Small Healing Potion for 10 Fairy Coins Big Healing Potion for 20 Fairy Coins Healing Herbs for 50 Fairy Coins After clearing out all of the Shadow Elves, the Swamp Goblin in hut 2 will sell: Small Healing Potion for 5 Fairy Coins Medium Healing Potion for 10 Fairy Coins Big Healing Potion for 15 Fairy Coins Healing Herbs for 15 Fairy Coins Garlic Atomizer for 30 Fairy Coins Forest Elf at the Forest Hut (after removing the Prickly Bushes and talking to him in Dunmore): Big Healing Potion for 2 Small Healing Potions Shop in Monagham, Village of the Dwarves: Medium Healing Potion for 3 Crystals Big Healing Potion for 4 Crystals Mana Potion for 3 Crystals Medicine for 5 Crystals Moulding (Molding) Magic for 4 Crystals ******************************* **** Best Prices for Items **** ******************************* The following gives the best prices each item for sale in Zanzarah. For these prices, I'm assuming that you are exchanging Fairy Coins for Crystals at a rate of 10 Fairy Coins per Crystal. Small Healing Potion Best Price: 5 Fairy Coins Location: Herb Shop in Endeva, Magic Shop in Tiralin East, and Hut 2 in Dunmore (after clearing out the Shadow Elves) Medium Healing Potion: Best Price: 10 Fairy Coins Location: Herb Shop in Endeva, Magic Shop in Tiralin East, and Hut 2 in Dunmore (after clearing out the Shadow Elves) Big Healing Potion Best Price: 2 Small Healing Potions Location: The Forest Hut after clearing out all of the Prickly Bushes and talking the Forest Elf in Dunmore Second Best Price: 15 Fairy Coins Location: Hut 2 in Dunmore (after clearing out the Shadow Elves) Mana Potion Best Price: 20 Fairy Coins Location: Shop in Tiralin West Medicine Best Price: 25 Fairy Coins Location: Shop in Tiralin East Healing Herbs Best Price: 15 Fairy Coins Location: Herb Shop in Endeva and Hut 2 in Dunmore (after clearing out the Shadow Elves) Garlic Atomizer Best Price: 30 Fairy Coins Location: Hut 2 in Dunmore (after clearing out the Shadow Elves) Moulding (Molding) Magic Best Price: 40 Fairy Coin or 4 Crystals Location: Shop in Tiralin West and Shop in Monagham Golden Carrot Best Price: 250 Fairy Coins Location: Shop in Tiralin West Crystals Best Price: 10 Fairy Coins Location: Dwarf Exchange Booth near the Shop in Tiralin East Silver Sphere Best Price: 60 Fairy Coins Location: Sphere Salesman in the Shop in Tiralin East Golden Sphere Best Price: 150 Fairy Coins Location: Sphere Salesman in the Shop in Tiralin East Crystal Sphere Best Price: 300 Fairy Coins or 5 Silver Spheres Location: Sphere Salesman in the Shop in Tiralin East and the Tavern Owner in Tiralin East ************************************************************************ ************************** THE FAIRY TRADERS *************************** ************************************************************************ There are certain fairies you can get by trading with other characters in Zanzarah. You will either have to trade money, items, or another fairy to get a fairy from another character. Usually the fairy you have to trade is difficult to get itself. ********************************* **** Sillia, Tadana, or Grem **** ********************************* At the beginning of the game, Rufus lets you pick one of the three fairies in his house. You can pick the Nature fairy, Sillia, the Water fairy, Tadana, or the Stone fairy, Grem. You can capture all of these fairies in the wild, so your choice of fairy isn't that important. The Grem Stone fairy is the hardest one of the three fairies to find in the wild. **************** **** Tadana **** **************** You can get the Tadana early in the game. There's a female elf near a stream in the Fairy Gardens FG-1. She's near a tree that has a Silver Sphere beneath it. When you defeat the Nature fairy in the tree and take the Silver Sphere, talk to her. She will offer a Tadana in exchange for a Silver Sphere. ***************** **** Fygaery **** ***************** There's a male elf on the second floor of the Tiralin Pub. He's got a Fygaery flying behind him. He will trade you the Fygaery for a JumRock Stone fairy. Trading for this Fygaery is the only way to get this fairy. **************** **** Darbue **** **************** There's a dwarf just beyond the Guardian of the Pixies' Cottage (FG-4) with a dark storm cloud over his head. You need to have the Fairy Card of Nature to find the dwarf. If you give the Dwarf 400 Fairy Coins, he will give you a Darbue. *************** **** Suane **** *************** Up in the Realm of Clouds, if you defeat the Shadow Elf General, who is guarding the Fairy Arena, you will see a Suane standing in the center of the arena. If you defeat the Chaos fairy that's pestering her, she will join your collection. ***************** **** Segbuzz **** ***************** The female storekeeper of the large Magic Shop in Tiralin will offer you a Segbuzz in exchange for a Suane. You have to give the storekeeper the Suane you got in the Realm of Clouds to continue the plot. This is also the only way that you can get a Segbuzz. **************** **** Worgot **** **************** There is an elf in the Misty Swamp, MS-2, that is blocking the path to the Large Tree. He wants you to give him a Segbuzz before he will let you pass. You have to give him the Segbuzz you got from the storekeeper in Tiralin. When you give him the Segbuzz, he will give you a low level Worgot in return. When you eventually beat him in a fairy battle, he will give you the Segbuzz back. ******************* **** Violectra **** ******************* There's a Dwarf in Monagham that will offer you some Energy fairy in exchange for a Fathrael. The Violectra you get will be level 0. It takes 4789 experience points to turn a Gorael into a Fathrael. Even if you go to Monagham immediately after you get the Fairy Card of Stone, you are still only about a half hour to an hour away from finding your first wild Violectra. This trade is definitely not worth it. This is the worst trade you can make in the game. You don't have to do it, so don't do it. ************************************************************************ ****************************** THE PIXIES ****************************** ************************************************************************ Early in the game, you are given the task of trying to capture 30 pixies scattered throughout Zanzarah. This section will document the location of each pixie. 1) Herb Shop in Endeva - this is one of the easiest pixies to catch. 2) FG-1 - next to Endeva 3) FG-1 - next to Endeva 4) FG-3 - next to the Cottage level 5) FG-3 - next to the Cottage level 6) FG-4 - next to the Cottage level 7) FG-4 - next to the Cottage level 8) EF-1 - behind the large rock on the right of the entrance 9) Shop in Tiralin West - in the cellar 10) MS-4 - on an island 11) MS-4 - on an island 12) MS-4 - on an island 13) MS-4 - on an island 14) MS-1 - under the cliff 15) MS-1 - under the cliff 16) EF-3 - behind the stone outcropping 17) MW-3 - in the valley 18) MW-6 - near the exit to MW-7 19) DC-3 - somewhere in the cave labyrinth 20) RC-3 - on a hill 21) MS-2 - past the bridge 22) EF-5 - on top of a ruined archway 23) MW-7 - on a stone plateau - only accessible with the Fairy Card of Air 24) MP-3 - on the far side of the Air Eddies 25) EF-7 - just past the gate 26) FG-7 - next to the elevator 27) SR-1 - on a ledge to the left of the main walkway. 28) SR-6 - in the middle of the level 29) The Dark Cathedral - on the top level 30) The Dark Cathedral - on the top level Lucius, the Guardian of the Pixies, will give you a reward for every five Pixies you catch. Your rewards are: 1) 30 Fairy Coins for 5 Pixies 2) Key of the Guardian of the Pixies for 10 Pixies 3) 50 Fairy Coins for 15 Pixies 4) 5 Mana Potions for 20 Pixies 5) 5 Garlic Atomizers for 25 Pixies 6) A fairy you are missing or 20 Golden Carrots for 30 Pixies ************************************************************************ *************************** ACKNOWLEDGEMENTS *************************** ************************************************************************ Zanzarah, the Hidden Portal was developed by Funatics Software GmbH. It was licensed exclusively by THQ and distributed in North America by Xicat, Interactive. All rights, trademarks, copyrights, characters, names, etc. are the properties of the above companies. A special thanks to Kaeru Cai (TareFroggy) for the cheat FAQs. These FAQs allowed me to get a couple of the fairies and spells I didn't find playing the game. I also used these cheats heavily to complete the experience charts for the fairies. Thanks to: Amaya Mendoza - Thank you for telling me that the pond in the Enchanted Forest healed Nature fairies plus correcting numereous other errors in this walkthrough. Also, thanks for pointing out some missing fairies and giving me another fairy combination. D.W. - Thanks for reminding me to mention that not all fairies improve when they evolve to the next level and that you can open the puzzle chests by clearing all of the red symbols or filling the board with red symbols.