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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
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
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- Zanzarah trainer by System on 14/03/2006, 06:30
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