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Submitted by System on 09/03/2006, 09:50. Print file.
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your opponent comes back to you as additional Hit Points. This spell is
obviously more effective if your fairy can cause extra damage to your
opponent.

There are a couple of annoying passive spells that will either
teleport you fairy to a random location on the board or twirl you fairy
around. The worst thing these spells can do is to cause you to waste a
shot by moving you away from the other fairy. The twirl you around
spell will constantly try to shift your view to the left or right. Just
moving your mouse slightly will counteract this spell. I was correcting
for this somewhat instinctively before I even realized there was a spell
that causes you to turn.

There is one other spell I don't like to face, "Thorn Armour".
"Thorn Armour", a Nature passive spell, will completely protect its
owner from all damage for five hits. This means that no matter how high
you charge your spell, you first five shots at that fairy will cause no
damage. The only you can do is try to hit the protected fairy five
times as quickly as possible with the weakest charge spell you can, to
eliminate the protection.

***********************************
**** Managing Multiple Fairies ****
***********************************

Once you capture your first fairy, you will always have multiple
fairies in your fairy deck. (You will have the first fairy you pick
plus the captured fairy.) You can have up to five fairies in your Fairy
Deck. Once you fill a spot in your deck with a fairy, you can never
empty the slot again. You can transfer fairies in your deck with other
fairies you have captured when you are in London.

When you start a battle, the fairy in the number 1 position will
be the first fairy that you control. You can switch to another fairy by
pressing a number between 1 and 5, or using the Previous and Next Fairy
keys.

While you are fighting, you should always bring out a fairy that
is strong against the current opponent(s). You can press the F1 key at
any time during the battle to double-check the fairy strengths and
weaknesses chart. Note that all the experience gained from a battle
will be shared with any fairy that appeared in the battle, even if that
fairy never fired off one spell. Thus, your lead fairy will gain
experience in every single battle you fight.

A word of warning about changing fairies: you active fairy won't
disappear immediately. When you change fairies, it takes a couple of
seconds for the current fairy to leave. You current fairy shrinks then
disappears with a flash of light. While all this is happening, you can
still be hit. So, if you are fighting a Fairy Master and the Fairy
Master brings out a fairy that is strong against your current fairy, the
Fairy Master has a chance to hit your current fairy before you can
recall it.

This can work either for or against you. It works to your
advantage in that you can get a shot off against a fairy that's getting
called back. I have defeated several fairies by firing into the flash
of light that appears as the fairy gets called back. However, a Fairy
Master will always try to bring out a fairy that is strong against your
current fairy. By the time you figure out what type the new fairy is
and call back your current fairy, the new Fairy Master fairy could have
charged up an offensive spell. While your fairy is disappearing, the
Fairy Master's fairy could unleash a very painful spell. Usually, if
you are quick about changing fairies, this won't happen. If you try to
get one last shot off against a disappearing fairy, you may end up
waiting too long.

***************************
**** Capturing Fairies ****
***************************

You can only capture a wild fairy. To capture a wild fairy, you
must have at least a Silver Sphere to capture a fairy from levels 0 to
20, a Golden Sphere for levels 0 through 40, and a Crystal Sphere for
all levels. The game will automatically chose the lowest powered Sphere
that will capture the fairy.

One quick way to know if you are able to catch the opposing fairy
is to look in the upper right hand corner of the screen when you are in
the arena. If you see an icon of a Sphere, they you have the potential
to catch the opposing fairy. If you don't see the Sphere icon, then you
either aren't allowed to catch the opposing fairy or you don't have a
Sphere that is strong enough to catch the fairy. If you see a ghost
image of the Sphere icon, then you have not weakened the opposing fairy
enough to catch it. If you see the Sphere lit up with an arrow pointing
to it, then you can capture the fairy.

To capture a fairy, you must first remove about 80% to 90% of the
fairy's health. Once you do this the message "Capture the Fairy" will
appear in the middle of the screen. If you touch the opposing fairy
when this is flashing, you will capture the fairy. The battle will
immediately end. After you dismiss the victory page, you will be given
the option of releasing or capturing the fairy. If you release the
fairy, you will get some coin or money reward. If you capture the
fairy, you will not get a reward. If you currently have less than five
fairies, the captured fairy will appear in your Fairy Deck. If your
Fairy Deck is full, the captured fairy will be sent to London.

Once you are able to capture a fairy, the fairy's fight tactics
will change. The fairy will usually start firing off spells as fast as
possible at you. It will also eventually make a run for the exit. What
the fairy is trying to do is escape getting captured. By firing spells
off at you rapidly, the fairy can keep you away and exhaust his or her
mana supply. Once the mana supply is gone, a few more shots will defeat
the fairy, thus allowing it to escape.

Since it takes fewer shots to capture a fairy than to defeat it,
sometimes it is easier to try to capture the fairy. This is especially
true at the beginning of the game, when your fairies are not very strong
and your deck does not have much variety.

When you capture a fairy, it will lose a substantial amount of
experience. Any fairy below level six will become level 0. A fifty
level Dark fairy I captured at the end of the game was level 16 when I
got back to London. No matter what level I capture a fairy at, I've
never ended up with the caught fairy's level greater than 16. In other
words, you will always have a bunch of work to do to train a fairy you
captured so that it has a decent experience level.

On a final note, you may not want to bring out a fairy that is
strong against the fairy you intend to capture, especially if you target
has a low experience level. If you aren't careful, you may end up
defeating the fairy instead of capturing it.

*******************************************
**** Battle Results Winning and Losing ****
*******************************************

A fairy duel will end if you capture the wild fairy, lose all your
fairies or defeat all of the opponent's fairies. If you capture or
defeat the opposing fairies, all your fairies that participated in the
battle will gain experience. You will gain the same experience for
capturing or defeating your opponent.

If all of your fairies are defeated, the game will automatically
restore your game. When the game is restored, you (Amy) will appear at
the entrance to the level, exactly as you were the last time you saved
or when you entered the level, which ever occurred most recently.

If you capture a fairy in battle, you will have the option to
actually follow through with the capture or release the fairy.

If you release a fairy or defeat a fairy, you will get a reward.
The reward will be either some fairy coins or a bag. The bag will
contain one healing potion, Healing Herbs, or Medicine. Sometimes
defeating some Fairy Masters or winning some fixed battles will not give
you a reward. Winning these battles may simply open up a blocked path
or give you some nice experience.

If you earn enough experience in battle, one or more of your
fairies my gain a new level. When a fairy gains a new level, the fairy
will gain more Life Points and increase his or her chance to get a
Special attack. Other fairies will additionally gain more jump energy
and / or additional movement speed. The Life Points are the number of
hit points your fairy gains. The Special skill refers to the chance of
making a critical hit. The numbers for making a successful Special
attack, along with the Jump energy and movement speed are hidden inside
the game. Because of this, these numbers really don't have much
meaning, other than knowing your fairy is improving.

If certain fairies gain a special level, they have the opportunity
to evolve to another fairy. When this happens you will get a message
informing you that a fairy is evolving. You will have a chance to
cancel the evolution, if you want to keep your old fairy. When a fairy
evolves, it will get a new base hit point, dexterity, jump strength and
special attack percentage, as well as a new look. The new fairy will
also have a different combination of offensive and passive capabilities.
The newly evolved fairy may not be able to use all of the spells that it
used before evolution. For a list of which fairies evolve to what forms
when, see The Fairies section at the end of this document.

**************************
**** The Fairy Arenas ****
**************************

There are eleven standard arenas in the game. The artwork used
for the arena, the background and the sky are dependent on the type of
fairy you are attacking. If you are attacking a Water fairy, you will
see water textures and if you are attacking a Stone fairy, you will see
rock and cave textures. Although the textures are different, the arena
basic layouts are the same.

The details on the arenas are somewhat different depending on the
type of fairy you are fighting. The placement on the exit and some of
the floating discs may be different for different fairy types. The
placement of these things will always be the same for every fairy you
attack with the same type. For example, with "The Spiral" arena, if you
are attacking an Air Fairy, the exit is on a disc that is located just
off the highest coil. When you fight a PSI fairy in "The Spiral", the
Air Fairy's disc is missing and a new disc with the exit is located
about half way down the spiral. Some of the tile sets will also replace
some of the pillars with statues.

There are a couple of exceptions to this rule. Some fairy types,
such as Nature fairies, have multiple texture sets. Nature fairies have
both forest and swamp textures. The arena layout for the forest texture
is always the same, but might be different than the layout for the swamp
texture. Also, sometimes certain fairies will share the same tile-set
for an arena, such as the Energy and Dark fairies.

The eleven arenas are grouped into the three sets of three or four
arenas. Each of the sets roughly corresponds to a level range of the
opposing fairy. The Low Level arena set is used if opposing fairy is
level 0 through 20, the Mid Level arena set is used for levels 21
through 40, and the High Level arena set is used for all levels above
40. These arena levels correspond to the lowest type of Sphere required
to catch the opposing fairy. You need a Silver Sphere to catch a fairy
in the Low Level arena, a Golden Sphere for a Mid Level arena fairy and
a Crystal Sphere for the High Level arena fairy. There are some
exceptions to this as well. Sometimes a fairy's level is close to
another the cutoff for a higher of lower set, you may end up fighting a
fairy in an arena for the border set.

Also, some of the fairy types, like stone, PSI, and Chaos, add
flames and torches to the arena. This fire isn't just there for looks.
If your fairy touches the flame, you will instantly lose your fairy.
You have to watch for this, because some of the arenas will start you
pretty close to a flame. If you aren't careful, you could fall into the
flame.

As far as I know, the arena layouts don't have any particular
name. I've given them names to make referring to them easier. I've
tried to come up with a logical name based on a predominate feature of
the arena. I've listed all of the places that I've found the exits or
other key features. I probably haven't tried every fairy type in every
arena, so I might have the exact exit location listed for your current
arena. This is definitely true of the High Level arenas, since I
haven't played in those very often.

**** Low Level Arenas ****

The Low Level Arenas all have a relatively simple structure. They
consist of one giant square base with large stone structures on top.
There are no gaps or openings in the Low Level arenas. Some of these
arenas do have floating disc platforms one the edges of the map. Your
fairy can still fall to its death by going over the edge of the map, so
you do always have to be aware of where all the time.

Overall, navigating the Low Level Arena maps is fairly easy. As
long as you don't get too close to the opposing fairy, you can usually
find cover.

You will fight in the Low Level Arenas pretty much exclusively
until you reach Dwarf's Tower. After Dwarf's Tower, you will rarely
fight in a Low Level Arena, unless of course you go back to some of the
beginning areas.

**** The Cross ****

Description:

I could probably call this arena the plus sign as well, but
I like "The Cross" better. Anyway, this arena consists of a
square base with two walls. Each wall goes from the middle of one
side to the middle of the opposite side. This forms a cross or
plus sign in the middle of the arena. There is a pillar in the
center of the cross. There are openings cut into the sides of the
wall that connect the four square areas created by the cross.
These openings allow you to move completely around the map will
staying on the lowest level.

On each of the four corners there is a pillar. There may be
some type of flame on top of these pillars. If your fairy walks
through the flame, your fairy will be instantly killed.

Exit (Light) Locations:

The Exit is on top of the center.

Tips:

I usually just run around on top of the cross. You can use
the pillar in the middle to hide from the opposing fairy. Running
around on the base of the arena works fine too. I personally find
it a little easier to dodge or hide from the opposing fairy's
shots while on the top of the cross.

Extra Notes:

None

**** The Crosses ****

Description:

"The Crosses" is a map with three plus signs stacked on top
a square base. The plus signs get narrower and shorter as then
progress up off the base. On top of the highest plus sign is a
pillar. There are four floating platforms just off the map, one
off each end of the cross.

Exit (Light) Locations:

The Exit is either on top of the center pedestal or one of
the side pedestals.

Tips:

This arena plays almost identically to "The Cross". Again,
I usually stay on or close to the top. This level is a little
easier than "The Cross", because it's easier to dodge the opposing
fairy's shot. If you are on the top, you can usually drop down
one level and avoid any incoming shot. I think staying above your
opponent is the key to this level. If your opponent is one the
ground and you are at the top of the highest cross, your opponent
has nowhere to hide, while you simply back up to hide.

Extra Notes:

None

**** The Gazebo ****

Description:

"The Gazebo" has a square base with a slightly smaller
square level above the base. There are walls that come down off
the four corners of the higher square, connecting it to the base.
This provides a semi-enclosed area below the higher square. There
is a small square opening in the middle of the higher level.
Above this is opening is a pyramid roof. This roof is supported
by eight columns, two in each corner. There is sometimes a flame
in the middle of the pyramid roof. The flame will kill your
fairy, it your fairy tries to walk through it.

There are four floating discs on this map, one just of the
middle of each side of the base square. You usually start above
one of these discs and your opponent usually starts above the disc
to your right.

This probably isn't a good name for this arena, but for some
reason, it reminds me of a gazebo.

Exit (Light) Locations:

The exit is usually on one of the two empty discs or on top
of the pyramid roof. (That is, one of the two discs that neither
you nor the opposing fairy start over.)

Tips:

I usually try to stay on the top level of this map, but I
can't always do that. I don't feel like I have as much control
when I'm on the bottom level on this map. It is harder to time
your shots, if the other fairy is hiding behind one of the corner
walls. You don't know if the fairy will still be there when you
turn the corner or if they've move somewhere else.

You can usually get a quick shot off at your opponent before
you move off your disc at the beginning of the game. Doing so,
however, sometimes means that you will spend the fight of the game
on the lower level.

Extra Notes:

The pillars, supporting the pyramid roof, are not big enough
to block the opposing fairies shot. Just because you hide behind
one of these doesn't mean you are safe. If you really need to
hide, put the pyramid roof between you and the opposing fairy.

**** Mid Level Arenas ****

The Mid Level Arenas all have a more complex structure than the
Low Level Arenas. There are some openings on the floor of map. In some
of the arenas, you may have to travel over some openings in the ground
before you can reach your opponent. Since there are more structures in
Mid Level Arenas than the Low Level ones, it is easier to hide
temporarily from the opposing fairy or fairies. You need to check your
Jump Energy before attempting to cross some of the openings. You need
to make sure you have enough strength to cross the gap before you start,
otherwise you risk losing your fairy.

Overall, navigating the Mid Level Arena maps is fairly still
pretty straightforward, with "The Spiral" being the one exception.

You will fight in the Mid Level Arenas more often than the two
other levels combined. These arenas are fun to fight in, so seeing them
many times does not get boring.

**** The Coliseum ****

Description:

"The Coliseum" arena is a large stone circle, with the big
opening in the center. There are two rings of walls, giving three
different circular avenues for your fairy to move. The ring walls
also have breaks at regular intervals, allowing you to traverse
the entire map without Jumping. There are pillars on top of the
walls and stone obelisks on each side of each opening in the wall.

Exit (Light) Locations:

The exit to "The Coliseum" is always in the center of the
map. There is a large amount of empty space between the exit and
the end of the inner edge of the ring. Make sure you have enough
Jump Energy to reach the exit, if you decide to use it.

Tips:

I usually jump up a wall at the start of the match. If I
have a slow charging spell, I will hide next to the wall to start
charging the spell. Once I've got the spell charged about half
way, I'll fly / jump high above the level until I get a clear shot
at the other fairy. Once I shot, I try to land near the opposing
fairy, to finish her or him off. Sometimes it is hard to hide on
this level because there are so many different angles the opposing
fairy can use to get to you.

Extra Notes:

If you shoot a fairy on across the center opening and that
fairy is near the inner wall, most of the coins you can get will
fall into the center opening. If you are interested in collecting
coins, you might want to change your angle somewhat to have the
coins land in a different location.

**** The Spiral ****

Description:

"The Spiral" is a very unique arena. It consists of two
spirals joined at the top and the bottom. The inner spiral takes
a gradual drop down to the lowest point. The outer spiral falls
much faster, making it harder to use effectively. The outer
spiral is useable for about the half of the top and bottom levels.

The coils of each spiral are rounded instead of the normal
square land. Coins and sometimes you have a tendency to slide off
the coil, to the next level or off the map. The bottom segment of
both coils is so round that it is difficult to stand on.

In the center of the coils is a long mesh cylinder. While
you can somewhat see through this cylinder, you cannot shoot
through it. Also, there are some points where the cylinder is so
close to the inner edge of the inner cylinder that your fairy
cannot fit between them. If you want to drop to a lower level and
the cylinder is blocking you, you need to move farther up or down
the spiral and try again.

There is usually one or more floating discs just beyond the
outer coil.

Exit (Light) Locations:

The exit location is located on one of the floating discs.

Tips:

This is probably my least favorite level out of all of them.
It's difficult to collect any coins because they rarely stay still
and they have a tendency to fall off of the map. If the other
fairy starts to run away, it is difficult to line up another shot,
because of the mesh cylinder. If the other fairy gets ahead of
you, it's hard to catch up to get a clear shot. You can try to
cut off the other fairy by falling or rising up to the next level,
but some times you don't have enough room to get through. I've
gotten better at this level, but I use to waste a lot of shots
because I couldn't get a clear lie on the other fairy.

Once the opposing fairy reaches the bottom of the spiral, he
or she will normally turn around and start running up the spiral
again. You can usually just wait for them to come back instead of
chasing them all the way to the bottom. The one exception to this
is if you've got the "Capture the Fairy" message flashing on your
screen and the exit is on the lower disc, the other fairy may run
to the bottom of the spiral and escape. You better hope you can
catch up if the other fairy is trying to flee.

Extra Notes:

The mesh cylinder in the middle of the map seems to be a
coin magnet. If a coin touches the mesh, the coin gets stuck. If
you leave the coin long enough, it will get sucked into the center
of the cylinder and fall to the bottom. Once the coin is inside
the cylinder, you won't be able to collect it.

**** The Three Platforms ****

Description:

This arena is built on three different bases. Two of the
bases are mirror images of each other. They both have a large
column in the middle and smaller columns on two their four
corners. The third base holds a large arch. There is also a large
column floating in the space between the two identical sections.

Exit (Light) Locations:

The exit is either on top of the arch or on one of the
columns.

Tips:

This is a pretty open arena. While you can hide behind the
arch or the large columns, you can't stay hidden for very long.
Usually most battles end up moving around one of the three
sections.

Extra Notes:
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Other files from this game:
  1. Zanzarah editor by System on 14/03/2006, 06:30
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  4. Zanzarah trainer by System on 14/03/2006, 06:30
  5. Zanzarah solution by System on 09/03/2006, 09:50