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Submitted by System on 09/03/2006, 09:50. Print file.
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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.
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