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