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