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. 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.
If these wings are on the edge of the map, they indicate the direction you need to turn to find the opposing fairy. 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. 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.
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 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.
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. 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. 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. 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. If you try to get one last shot off against a disappearing fairy, you may end up waiting too long.
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 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. 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. 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.
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 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.
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. 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 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.
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 These arena levels correspond to the lowest type of Sphere required to catch the opposing fairy.
There are some exceptions to this as well. Also, some of the fairy types, like stone, PSI, and Chaos, add flames and torches to the arena. 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. 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. 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. 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. Again, I usually stay on or close to the top. 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. 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.
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. It is harder to time your shots, if the other fairy is hiding behind one of the corner walls. 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. If you really need to hide, put the pyramid roof between you and the opposing fairy. 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.
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. 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.
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 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.
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. If the other fairy starts to run away, it is difficult to line up another shot, because of the mesh cylinder.
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. 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. 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. Usually most battles end up moving around one of the three sections.
This level is made on one large square. There is a square hole cut out in the middle of the arena. 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. Overall, this is a pretty basic level where all of your tactics should work. 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.
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 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. 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. Instead this level has a bunch of floating platforms. 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. 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. 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. Tips: This level is fairly easy. 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 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. 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. So after a certain point in the walkthrough, I stop telling what fairies a particular Fairy Master owns.
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. You can look out the window and enjoy the view of London.
Once you get bored looking around the house, go up to the attic. Amy will notice a chest on a bookshelf. 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. As you exit the cave, Rafi will talk to you. He will ask you a question. 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. Grab all of the items and read the book before you go. 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. Just steal all of the items and leave. 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. His house is the one with the big lock on the door. When you approach the house, the door will automatically unlock. 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.
The first three fairies you will catch will be a Nature, Water, and Stone fairy. Sillia is the easiest fairy to start with, but Sillias are one of the easiest fairies to catch later in the game. 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 Grem is probably the hardest fairy to start with. 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.
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. 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. 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. You can look at the map by pressing the F4 key.
Then he will leave the entrance. Time to start exploring! 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. 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. 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. Sometimes the fairies are sleeping. Later in the game you can find an item that will wake sleeping fairies.
You can continually run around the level, spawning fights to you get the fairy you want. Make sure you train your captured fairy up a few levels, since it will probably be level 0 when you capture it. Use the Fairy Trainer in Endeva, if you need help training your fairy.
I trained my fairy up to level 8 before I continued. To leave this level, you have fight against your first Fairy Master.
When you beat him, he will give you two mana potions. He will leave opening the way to more of the Fairy Gardens. Go to the next area. Female Elf — tells you about the fairy guarding the Silver Sphere. Once you defeat the fairy, she will trade you a Tadana for a Silver Sphere. Talk to the elf and she will tell you about the fairy guarding the Silver Sphere. Save your game and prepare to fight your first challenging battle. You are going to be attacked by a level 9 — 11 Symgot or Lana Nature Fairy.
This Nature fairy will also probably have some protection spell that makes your attacks less effective. Do your best and if you lose, gain a few more levels and try again. Train this new fairy up to level 8 before continuing. You should have a Nature, Water, and Stone Fairy before you exit to the Cottage, two levels from here. Talk to Lucius to get the Pixie Bag.
Capture the two pixies then follow Lucius to the Cottage. You usually have to corner a pixie to capture it. As soon as you get close enough to a pixie, Amy will automatically grab it. You will get a brief flash of have some number of pixies out of thirty every time you catch a pixie. There are thirty pixies total to catch in the game. Notes: This level is the destination of the Cottage rune.
Enter the cottage. Get the Silver Sphere and talk to Lucius if you want. Use the Magic Merchant to buy spells for your fairies. Give your other two fairies better spells as well. Set your Nature fairy as the first, active fairy, then exit the Cottage. This text is poorly translated. Be prepared to fight your first set battle. Set Battles feature fighting against multiple fairies at the same time. With this battle, you will fight 3 Chaos fairies. If you check your Strengths and Weaknesses chart, you will see that Nature fairies do well against Chaos fairies.
Try to position yourself so you can only see one fairy at a time. Getting hit by all three fairies will quickly weaken your own fairy. When you defeat the Chaos fairies, talk to the scarecrow again and ask him to replenish your mana. You can get the scarecrow to do this as many times as you want throughout the game. When you are done, take the exit to FG There is an area on this map that is blocked by a Prickly Bush.
Collect the items. The pixies on this map are rather challenging to get. They are both near the far exit to this level. You usually can catch one easily and the other will run under the opening in the rock. If you walk away from the opening and the exit with your back to the exit and then stop, the pixie will usually run towards you, then towards the exit.
It may take you a while to maneuver yourself into the correct position, but you can do it. You can then corner the pixie and capture it.
Step into the lights, and 11 Fairy Coins will appear. Once you grab all of the stuff in FG-5, go back and collect the other Pixies you passed before you got the Pixie Bag. You should have caught 7 Pixies when you are done. When you capture the Pixie in the Herb Shop, buy enough Medium Healing potions so you have at least 12 and enough Herbs so you have 8.
You should have more than enough Fairy Coins to purchase this by now. When you enter Endeva, you will see Rufus standing around. When you talk to him, he will challenge you to a fairy battle. His fairies should be a lower level than yours are, so you should be able to win fairly easily. None of his fairies have passive spells and only the Water fairy has an extra offensive spell.
Once you beat Rufus, use the Cottage Rune. Enter the Cottage and talk to Lucius to get your reward for capturing your first 5 Pixies, 30 Fairy Coins. After you get the reward, use the Rune of the Fairy Garden and talk to Rafi.
He will give you a new mission. Go to Endeva and talk to Seamus. When you talk to him, he gets upset and says he will met you later. Ooh, foreshadowing Take the exit to the left, towards Tiralin. The fairies in this area are generally too tough for your fairies right now. He tells you that Medicine will cure poison. He gives you one medicine vial. Notes: There is a Pixie behind the large rock to the right of the entrance. There are two sparkling lights to the right of the entrance to Tiralin.
These lights will generate a Silver Sphere plus the rocks to reach the Sphere. Approach the gates to Tiralin. When you get near the gates, Lasse, the Dwarf, will tell you he is searching for his father, Dwarf Master Quinlin. He gives you a Book of Fairies, which lets you see information about all your captured fairies. Press F3 to view the Book of Fairies. Enter Tiralin West. Female Elf — tells you about Swamp Goblins and obstacles.
Dwarf — offers to sell you three crystals for 5, 7, and 10 Fairy Coins. After you buy all three, he will give you some information about the Dwarves. Notes: The archway to the right leads to Tiralin East. The area through the archway to the left is still part of Tiralin West. Talk to all three of the characters near the fountains. Go towards the archway to the left. When you do, Seamus will appear and challenge you to a Fairy Battle. He finally got some fairies. Unfortunately for him, only one of the Stone Fairies has a passive spell.
Continue through the archway to the Dwarf at the far door. Talk to him. His name is Eirik and he will challenge you to another fairy battle.
Make sure your fairies are healed from your last battle before accepting. Eirik specializes in Water fairies. He has three Water fairies, two Tadanas and one Aquana.
The Aquana is pretty tough, but the other two fairies are easy. If you defeat him, Eirik will tell you about some perfect fairy combination.
Turn around and enter the building behind you. Characters: Elf — get rid of the Pixie in the cellar and this elf will sell you some unique items. Talk to the elf. The elf will tell you that there is a Pixie in his basement. Catch the Pixie then talk with the elf again. Talk to the Elf a second time and you can buy some items from him. Leave the shop, go back under the archway, and enter Town Hall. Female Elf — tells you about how bad humans are.
When you find this card, you will be able to get by Prickly Bushes. Gather all of the stuff and leave Town Hall. He asks you to save his town of Dunmore. He tells you that there is a rune that will take you to Dunmore. Elf — He is initially prejudiced against human and dwarves. Later, he becomes ambivalent to humans.
Tiralin East is the destination of the Rune of Tiralin. Tiralin East is also the location of most of the shops in Tiralin. Her gossip tells you about the four shops in Tiralin. She will also trade Silver Spheres for items. Her items are typically a waste of good Silver Spheres just like her gossip is a waste of coins.
Male Elf near bar — challenges you to a checker like game for 10 Fairy Coins. If you win, he will give you 15 Fairy Coins. Male Elf on second floor — offers to trade you a Fygaery for a JumRock. This is the only way you can get a Fygaery Nature.
Collect the loot and leave. She also sells Fairy Healing items. Once you purchase the Swamp Rune, she will offer to trade you a Segbuzz for a Suane. This is the only way you can get a Segbuzz. You need a total of 5 Crystals to buy the Swamp Rune. If you bought 3 Crystals from the Dwarf at the entrance, you need to buy 2 more here. Blow the rest of your money on Silver and Golden Spheres. When you are done, enter the Catacombs, which are near the archway to Tiralin West. Notes: A wild Chaos fairy will probably attack you on your way to the Catacomb Guard.
Try to capture this fairy to get your fourth fairy type. Your Water fairy is strong against Dark fairies. The Dark fairy will cream your Nature and Stone fairies. Give your Water fairy the Shapeless Power passive spell for a little extra protection. Work your way down the Catacombs until you get the Evolutionary Magic of Fire. No other Nature fairy is important. Keep running around until you capture a Tinefol. Why am I making such a big deal about the Nature fairy Tinefol?
Fire Fairies are strong against Nature fairies. Most of the fairies we are fighting right now are Nature fairies. Getting a Tinezard will make many of our future fights much easier. I used some extra Silver Spheres to capture 3 other Nature fairies. I did this just to improve my Fairy collection not for any strategic reason. I had captured 9 of the 30 Pixies at this point. A word of warning about the swamp, if you step into the water, Amy will start to sink.
Also, if any coin or item falls in the swamp water, it will probably be gone by the time you regain control of Amy. Notes: This level contains several small huts and one large hut in the center. This level introduces you to Shadow Elves. Shadow Elves are evil Fairy Masters that block your progress.
To get past a Shadow Elf, you have to defeat its fairies in a fairy battle. To the left of where you arrive is a Shadow Elf. Approach it and you will enter a fairy battle. Your Nature and Fire fairies will be very effective against the Chaos fairies and your Water fairy will be very effective against the Fire fairy.
After you win the fight, go to the village and collect all of the stuff outside. Go into each hut, collect all of the items there are talk to all of the people. The Ocean Conch shell is used to summon Water fairies. Forest Elf — He says Prickly Bushes invade his home. He tells you the Fairy Card of Nature is in the swamp and that floating lights illuminates the way.
Hut number 1 is to the right of the large hut, when your back is to the door. If you agree, you will fight 1 level 20 Corgot and 1 level 20 Worgot. These fairies will not fight back. The Silver Sphere is worth more. A Swamp Goblin will approach you and tell you that the Shadow Elves whipped his fairies.
They can be found or given from various NPCs. Basic Items serve no direct purpose. However, they provide access to parts of the inventory or other beneficial features. ZanZarah Wiki Explore. Wiki Content. Explore Wikis Community Central. Register Don't have an account?
Edit source History Talk 0. Categories Add category. Cancel Save. Fan Feed 1 Suane 2 Violectra 3 Pix. Universal Conquest Wiki. Evolves Pfoe into Taze or Tinefol into Tinerog. Evolves Flagwin into Dracwin or Tinefol into Tinezard. Catacombs , Dark Caves. Evolves Tinefol into Tineves. Evolves Minari into Megari and finally to Gigarex. The Realm of Clouds , Loot from Minari. Teleports the player to the Fairy Garden. Teleports the player to the Tower of the Dwarves.
The Tower of the Dwarves.
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