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

Description:

I can't really think of a better name for the arena, but
this really doesn't describe the level well. This level is made
on one large square. There is a square hole cut out in the middle
of the arena. There's a disc floating over this hole. The arena
surface is broken up with a bunch of large blocks. There are two
big arches on opposite corners of the map. There is also one
floating disc and one pillar outside of the main square. There
may be another floating disc outside the main level as well,
depending on the opposing fairy.

Exit (Light) Locations:

The exit is either on the disc in the center of the map or
on one of the disc or pillars that are not connected to the base
of the arena.

Tips:

This level is one of the easiest for you to hide. It's also
one of the easiest to lose track of where the other fairy is
located. If you are trying to hide and you lose track of the
other fairy, it's probably going to be sneaking up behind you.
Overall, this is a pretty basic level where all of your tactics
should work.

Extra Notes:

None

**** High Level Arenas ****

Most of the High Level Arenas have a relatively complex structure.
They usually consist of a series of small platforms scattered over the
map. There are usually more gaps than solid land of these maps, with
one exception.

Overall, navigating the High Level Arena maps is fairly
challenging. If you get hit in mid flight with a frozen (you can't move
except up or down) or an Eliminate Jump Energy spell, you could be in
trouble.

You will rarely fight in the High Level Arenas. You will face a
few set battles in these arenas. Also a number of the battles in the
final map piece happen in these arenas.

**** The Castle Turrets ****

Description:

This level has three medieval castle turrets on separate
pieces of land. The castle turrets are hollow in the middle with
opening on the bottom. The bottom openings face the other
structures on the map. In between the three islands with the
turrets are a series of platforms and other small floating
structures. There's a large structure in the middle of the map
that has several different platforms around a columnar base.

Exit (Light) Locations:

The exit is located on one of the floating discs in the
middle of the map or on the lowest level of the structure in the
center of the map

Tips:

Be very careful flying around in this level. If you run out
of Jump Energy, you could be in big trouble. Most of the fights I
have in this arena end up with me and the other fairy circling
around the base of one the turrets. Hopefully, by the time you
are fighting in this level, you have a fairy with a lot of Jump
Energy.

This level is fairly open, so it can be challenging at times
to hide. At other times, the turrets are so big that it can be
hard to find the other fairy before your current spell overloads.
Unless you are fighting with a bad combination of fairies, this
can be a fun level.

Extra Notes:

Falling into the top of a turret can be a good way to get of
the immediate danger. However, once you are at the bottom of the
turret, you are somewhat cornered. I would try to get away from
the inside of the turret as quickly as possible.

**** The Roofed Platforms ****

Description:

This level has no large chunk of solid land. Instead this
level has a bunch of floating platforms. A number of these
platforms have a large cylinder in the middle supporting a cone
shaped "roof". The other platforms are discs with a small column
in the middle. The platforms are scattered about in varying
intervals and heights.

Exit (Light) Locations:

The exit is located on one of the floating discs or onto of
one of the columns.

Tips:

Fights on this level will usually bounce from one platform
to the other. Fighting around the cone shaped roof works pretty
well. Since there is so much open space, make sure you carefully
watch your Jump Energy. Running out of Jump Energy when you are
not on one of the platforms is usually fatal.

Extra Notes:

None

**** The Spindle ****

Description:

There is a giant spindle like structure in the center of
this arena. (A spindle is a tapering rod or stick.) There are
several circular platforms centered on the spindle. Around the
main structure, there are a series of discs with a short pillar in
the middle. These pillared discs spiral around the spindle
structure.

Exit (Light) Locations:

So far, I've only found the exit on top of the lowest
pillared disc.

Tips:

Fights on this arena feel pretty similar to those on "The
Roofed Platform" arena. So much so, that I didn't realize that
these were two separate arenas for quite some time. While the
fights in "The Roofed Platforms" involve hopping from one platform
to another, most fights on this level involving flying up and down
the spindle. Running out of Jump Energy in this arena in not
quite as critical as it is in "The Roofed Platforms".

Extra Notes:

None

**** The Dome ****

Description:

To me, "The Dome" is a pretty easy arena for being in the
High Level Arena ground. There are no gaps on this level and no
real complex structures.

The level consists of a large dome on top of a solid square
base. There are four holes near the top of the dome. There are
also entrances on for sides of the dome, at the base. Inside the
dome, right in the middle, below the opening in the top, is a
block structure. The shape of the structure changes depending on
the tile set being used.

Exit (Light) Locations:

I've always found the exit to be on the block right on top
of the dome.

Tips:

This level is fairly easy. There really aren't that many
places to hide; though by the time I started fighting these
fights, I really didn't need any hiding places. Most fights
involve the fairies running along the outside of the dome. It
gets really tight inside the dome, so I would avoid going in
there, if possible.

I say I didn't need hiding places when I got to this level
because I already had a balanced deck. I was always bringing out
strong fairies against weak opponents, so I would never take much
damage. Most of my fairies were strong enough that they could
take a few hits without being at risk.

Extra Notes:

None

************************************************************************
***************************** WALKTHROUGH ******************************
************************************************************************

There are two extremes you can take to play this game. You can go
through the game trying to get a complete fairy collection or you can
try to get the best possible set of fairies. These approaches are
somewhat the opposite of each other.

If you are trying to get complete your fairy collection, you need
to spend your time evolving fairies to their highest form. For most
fairies, you can easily catch the lower and middle evolutionary forms,
but you can not catch the highest form. To get the highest form, you
have to advance the lower fairy form up in levels until it evolves.
Since there are many fairies you need to do this with, usually as soon
as you evolve your fairy to the highest level, you would trade that
fairy for another fairy. This always leaves you will a fairy deck that
is not the strongest deck you can make.

The other approach is to build up the strongest deck possible.
With this approach, you would take your strongest fairy and keep
improving it. You may not evolve your fairies to higher forms, because
the higher forms are not always stronger than the lower forms. You
would still need to swap out your fairies when you get a better fairy
type, but you would not be trading fairies very often.

Probably the best approach is somewhere between these two
extremes. For the most part, in this walkthrough, I was only interested
in getting a complete fairy collection. I would regular retire my
strongest fairies for a fairy that I needed to evolve. This did make my
game harder, but it allowed me to pretty complete my fairy collection
before I finished the game.

Some other notes about the walkthrough: I noticed after I started
making this walkthrough that some of the various Fairy Masters' fairies
are randomly selected. So after a certain point in the walkthrough, I
stop telling what fairies a particular Fairy Master owns.

Also, I got tired of writing down every single Fairy Coin's
location in the game. I still give the location of the item bags, but
I've stopped reporting the Fairy Coin locations. Most of the time, it's
pretty easy to find the coins.

************************************************************************
****************************** PROLOGUE ********************************
************************************************************************

The game starts with Amy in her house in London. A strange
Goblin, Rafi, appears holding a chest. He runs up to the attic, leaves
the box and disappears. Amy hears Rafi and decides to investigate.
Instead of going up to the attic where the noise stopped, she decides to
go downstairs when the noise started. Hopefully Amy will act a little
more intelligently when you are controlling her.

There's nothing to really do in London. You can look out the
window and enjoy the view of London. You can look in Amy's room if you
want. Notice she's got a computer and a TV in her room but her mom
doesn't have anything but a dresser and a bed. Once you get bored
looking around the house, go up to the attic. Amy will notice a chest
on a bookshelf. (This has got to be the cleanest attic I've ever seen.)
Open the chest and you will get the "Rune of the Fairy Garden". Click on
the rune and you will be magically transported to Zanzarah. (You can
press the F2 key at any time to get to the rune menu.)

************************************************************************
********************** PART 1 - FINDING A FAIRY ************************
************************************************************************

You start your journey in Rafi's cave, inside the Fairy Gardens.

*********************
**** Rafi's Cave ****
*********************

Items Available:
Medium Healing Potion - on a rock outside of the cave

Wild Fairies:
In the big tree: Blumella and Worgot
In the pond: Tadana

Exits:

Exit to Endeva, Village of the Fairies
Exit to FG-7, blocked by a boulder

Characters:
Rafi, the Goblin - Rafi will always tell you about your next
quest.

Notes:
There's a flying book you can read that briefly describes
the plot up to the current point.

Note 2:
I only get wild fairies in this level if I first summon a
Water fairy with the Ocean Conch, which you don't have yet.

As you exit the cave, Rafi will talk to you. He will ask you a
question. The correct answer probably should be "Yes", but it is
irrelevant what you pick. He will give you the Fairy Bag. This will
give you access to your inventory when you press F5.

If you talk to him again, he will tell you to get a fairy. He
says you can find one in Endeva. That's where we're going next. Grab
all of the items and read the book before you go. (There's only one
exit you can take right now.)

******************************************************
**** Endeva, Village in the Garden of the Fairies ****
******************************************************

Items Available:
Small Healing Potion - behind Rufus's house, near the stream
Silver Sphere - behind the Tavern, on the stream side

Wild Fairies:
None

Exits:
Exit to Rafi's Cave
Exit to Fairy Garden, FG-1, blocked by Lucius, Guardian of
the Pixies
Exit towards the Enchanted Forest, FG-6, guarded by Seamus

Characters:
Owl - tells you about the Fairy Trainer
Elf - Fairy Trainer of 1 level 0 Sillia
Lucius, the Guardian of the Pixies (temporary)
Seamus (temporary)

Notes:
Rufus's house - initially locked
Herb Shop
Tavern

Talk to all of the characters and collect all of the items. Talk
to the owl twice. The Fairy Trainer will tell you to talk to Rufus to
get a fairy. Seamus will tell you to get a Pixie Collecting Bag. A
random elf will tell you he lost a Silver Sphere in the village. If you
talk to him again, he will tell you to capture the pixies. When you
talk to Lucius, he will tell you to see Rufus in the tavern to get a
fairy. Facing away from Lucius, go into the house on your left. This
is the Herb Shop.

**** Herb Shop ****

Items Available:
Mana Potion - on the floor of the shop
Small Healing Potion - on the floor of the shop

Characters:
Shopkeeper - won't sell you anything until you capture the
Pixie

Notes:
The first pixie is running around in the shop.

We can't do much in the shop right now, since the shop is closed.
We couldn't buy anything anyway because we don't have any money (Fairy
Coins). Just steal all of the items and leave. Remember what the
Pixie's laugh sounded like. All Pixies' laugh the same way. Whenever
you hear this laugh, you will know a Pixie is nearby.

Exit the Herb Shop and enter the tavern. The tavern is to the
left of the Herb Shop, straight across from Lucius.

**** Tavern ****

Items Available:
2 Healing Herbs - in the casket / chest on the end of the
bar

Characters:
Rufus, the Fairy Master
Female Elf - gives you some basic information
Elves playing poker

Notes:
If you annoy the elves playing poker, sometimes they will
give a Fairy Coin to go away.

Talk to Rufus, answer "Yes" and he will give you a key to his
house, "Rufus' House Key". Exit the Tavern and go to Rufus' house. His
house is the one with the big lock on the door. When you approach the
house, the door will automatically unlock. Enter Rufus' house.

**** Rufus' House ****

Items Available:
Rune of Return - that's the stone with the blue lights
bubbling off of it
2 Medium Healing Potions - in the chest / casket on the back
windowsill.

Fairies Available:
Sillia, a Nature Fairy
Tadana, a Water Fairy
Grem, a Stone Fairy

Notes:
There are three fairies in this room. You must chose
one of the three to be your starting fairy.

Ah, decisions decisions. You can click on each of the three
fairies to get a quick description of the fairy. If you select "No" you
won't pick the fairy. You can check as many times as you want before
you press "Yes".

Deliberate all you want, but your choice really doesn't matter.
The first three fairies you will catch will be a Nature, Water, and
Stone fairy. You will definitely get a Tadana as your first Water
fairy, but you won't catch a Sillia or a Grem as your first Nature
Fairy.

Sillia is the easiest fairy to start with, but Sillias are one of
the easiest fairies to catch later in the game. Sillias are fast with
pretty a quick firing spell, though not quite as fast as Tadana's spell.
Sillias have more hit points than the Tadana.

The Tadana Water fairy is also an easy fairy to start out with.
The Tadana has the fast firing spell and has a slightly better chance to
get Critical Hits than the Sillia. For the most part, the difference
between the Tadana and the Sillia are negligible at the beginning. Even
though the starting message says you may have some tough fights with a
Water fairy, you should be able to catch another fairy longer before you
could have troubles with the Water fairy.

Grems are slower and have much slower firing spells. The Grems'
spells do a lot more damage when they first charge up, though. The Grem
is probably the hardest fairy to start with. If you don't hide from the
other fairy while your spell charges up, your Grem will be hit by
several spells before it has a chance to shot one spell.

When I first played the game, I chose a Grem. For this
walkthrough, I picked a Tadana. I picked the Tadana because I thought
it was harder to find Water fairies than any other fairy type in the
game. Playing the game this time through, I didn't have any troubles
catching Water fairies. I've only found one wild Grem in all of the
games I've played. If you want to complete your fairy collection with
the least amount of difficulty, I would pick the Grem and never evolve
it.

Basically, any choice you make will be fine. For your first game,
I'd recommend you pick either the Sillia, but with patience, you will do
fine with any of the fairies.

Pick your fairy and leave Rufus' house. Go to the Fairy Trainer
Elf and fight a few battles. When you get your fairy to about level 10
or 11 and you feel comfortable with the controls in the fairy battles,
talk to Lucius. You won't get too much experience fighting the
trainer's fairy, so don't hang around too long. If you fight too many
battles, you won't have enough mana to fight against the wild fairies
you are about to find.

Lucius tell you to meet him on the other end of the Fairy Garden.
He will briefly tell you how to fight with fairies, if you want to know.
He will also give you the "Map of the Fairy Gardens". You can look at
the map by pressing the F4 key. Then he will leave the entrance. Time
to start exploring!

************************************************************************
************** PART 2 - GETTING OUT OF THE FAIRY GARDENS ***************
************************************************************************

To get out of the Fairy Gardens, you have to get the Pixie
Collection Bag from Lucius, the Guardian of the Pixies. To get the bag,
you have to travel across the Fairy Gardens.

At the start of this section, I had 1 fairy, a level 10 Water
fairy (Tadana).

*****************************************
**** FG-1, the Garden of the Fairies ****
*****************************************

Items Available:
Four Fairy Coins - on a rock
Fairy Coins x 4 - in a bag behind a tree
Fairy Coins x 5 - in a bag behind a tree
Fairy Coins x 8 - in a bag behind a tree

Wild Fairies:
Nature fairies - Worgot and Blumella
Stone fairy - Vesbat

Exits:
Exit to Endeva, Village in the Fairy Garden
Exit to Fairy Garden, FG-2, blocked by Elf Fairy Master
(temporary)

Characters:
Owl - tells you fairies come out of prominent objects on the
map. He also tells you that you can avoid wild fairy
fights, which isn't always true.
Elf - a Fairy Master - has a level 0 Worgot and a level 2
Sillia.

Notes:
There are two pixies running around this map.

Try to capture your first wild fairy on this level. If picked a
Stone Fairy, try to capture a Nature fairy. If you pick Nature Fairy,
try to capture a Stone Fairy. If you picked a Water Fairy, pick
whichever fairy type you want. Don't waste your Sphere getting a
Blumella though, since Blumellas will never evolve to another fairy
type. If you are going to capture a Nature Fairy, capture a Worgot.
The Worgot is a better Nature fairy than the Blumella anyway.

Every time you fight one wild fairy, all of the other wild fairy
locations reset. You won't always get a wild fairy at each spawn point.
Sometimes the fairies are sleeping. Later in the game you can find an
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