Zanzarah secrets. Zanzarah: the Hidden Portal Guide and Walkthrough

  • 10.06.2020

In a fairy tale there is always a place for feat! Zanzarah- a game about the adventures of the girl Amy in a beautiful magical land inhabited by elves, gnomes, goblins and fairies-fairies... Moreover, despite the small size, it is the fairies that are the main ones here - for the magic of the fairies created Senseru... Once Sensera and the human world were one, but when the persecution of magic began many centuries ago and magical creatures were almost exterminated, someone White Druid with the help of powerful spells, he closed the portals that connected the two worlds. So Sensera became a separate dimension, and settled in World of Clouds the druid is her keeper. For a long time, the inhabitants of the Sensera lived happily, enjoying the peace - the goblins were happy with their swamp, the elves were happy with the forests, and the dwarves were happy in the mountains. The favorite entertainment for everyone was the magical fights of the fairies, which were held on the famous Arena in the World of Clouds. Trained fairies Faerie Masters enjoyed great respect, and the championships turned into national holidays. And then the discord began: at first it was not clear where they came from dark elves and started intrigues, then wild faeries all of a sudden they became brutal and began to just throw themselves at passers-by. Half of the roads in the country were blocked by falling from the sky huge boulders or grown in one night thorn bushes... The good elves, due to their slenderness and natural indifference, could not cope with the misfortune themselves, but they dug up an ancient prophecy, which the great traveler goblin went to the human world to fulfill Rafi. He must find a hero who will overcome all adversity and, becoming the great Master of Faeries, will forever change the fate of Sensera. This is the preamble of the game. Controls When you start the game, you see a screen with several tabs and a button Start - Start at the bottom. It is here, by selecting the bookmark Video, you can, if necessary, change the screen resolution, the number of colors, video effects, the details of the world. This is important - with low detail in locations, you will not even see grass. If there is too much for your car, the heroine herself may disappear from the screen. Another bookmark, Audio, allows you to change the sound settings. What to say? A big tree is really a VERY BIG TREE! The controls in the game can be divided into two parts: controlling Amy herself and conducting battles between fairies in the astral plane. Let's talk about the heroine first. The usual arrows control the movement to the right-left-forward-backward. Pressing the right mouse button makes Amy jump. Train! - in the later stages of the passage along with air vortices arcade elements appear - there you have to jump in plenty! The left mouse button is responsible for various actions - talking to an NPC, opening a chest, blowing horn etc. A light click indicates the possibility of performing such actions - a green marker will appear above the NPC's head or a chest, and for horns or nautical shells(they lure wild faeries) corresponding icons will appear in the upper left corner of the screen. Key Esc brings up the usual game menu, allowing you to save and load saved games, as well as change some of the settings - such as sound volume or gamma correction. There is also an exit from the game. Help, she pause, called by key F1... Five screens in a visual form illustrate the management, the arrangement of information on the screen, the transformation of the fairies. The main screen here is a large table that shows how the magic of the fairies of various elements relates. This is not an easy matter: there are as many as twelve different elements - nature, water, air, stone, chaos, fire, darkness, psi (mental faeries) and so on - in the game. And they act on each other on the principle of “rock-paper-scissors”. More on this below, but for now, remember that during difficult fights with many different-suited opponents, you can call this hint at any time, interrupting the battle. Key F2 or pressing Enter takes us to control screens... At the top right is a row of pictograms. I list. Arrow disc- save the current game. Reclining tiles- call the screen with runes for teleportation to various places. The game has a dozen places where Amy can be transported using magical runes. To do this, just click on the desired rune with the mouse. The girl finds the runes themselves as she explores new locations. Open book- calling the book of fairies - the main reference manual in the game on the properties and characteristics of fairies. The option will become available after meeting with the gnome Larry by the walls Tiralina... I'll tell you more about seventy-seven fairies below. Scroll- challenge the Sensera card. Consists of six pieces that are scattered throughout the country. The map is not particularly useful; the only legible image on it is a portrait of Amy in a circle. By the way, there is no compass in the game, so you will have to rely on visual memory when examining locations. Bag- the most important option: call inventory... The right window in it has a number of tabs-icons. I list. 1) Butterfly- a list of fairies tamed by Amy. There can be any number of them. Five of them follow the mistress and take part in battles, while the rest are resting in a London apartment. It is in London that you can change squad composition of five fighters. The portraits of the five fairies of the “alpha group” are marked with yellow corners. 2) Pouch- things. I note that at the beginning of the game it is said that Amy is the happy owner of a magic backpack that does not change either size or weight, stuff not just a fairy, but even an elephant into it. Elephants are not found in Sensera, but by the end of the game the housekeeping girl will collect several dozen items of junk. 3) Lightning- an arsenal of offensive spells. Any fairy can have two offensive spells in the arsenal. You buy them from magic merchants and give them to her by dragging them with your mouse. Naturally, faeries can only use spells of their element. Occupied spells are marked with yellow corners. 4) Cross- passive spells. Any letadli also has two of them. The rules of use are similar: purchase from magic merchants, distribution to fairies capable of perceiving them. 5) List- clicking on this icon will allow you to present information from any section (fairies, things, etc.) in a more compact form. Pressing it again returns everything to its original state. Control in battle It is the very dynamic magical faeries that take place in real time that are the core of the game. It all happens like this. Suddenly, like a devil from a box, from a stump, stone or snowdrift, a wild faerie jumps out to meet Amy. A hand flyer flying over the girl's shoulder immediately rushes joyfully towards her. It started! Usually fights take place one on one, but sometimes you can run into five opponents at once. For showdowns among themselves, the fairies go to the astral plane. There, on a small cunningly twisted or steeply curved location, suspended in a void, the action takes place. Falling into the limb is not recommended - it is fraught! There are about a dozen different astral locations in the game. As you meet with tougher opponents, you will find yourself in new places. Before the real-time battle, you are given a detailed look at the winged opponents. Presents a close-up 3D model, level, spells and associated special effects. If there are several opponents, with the help of the arrows, you can consider all in turn. It turns out that not only fairies need good physical fitness. And by the end of the game, Amy will learn to jump like a goat! As soon as you click your mouse, the fight begins. Your fairies always take turns fighting. By default, the first fairy enters the fray. Buttons 1, 2, 3, 4, 5 allow calling different members detachment. This is important in duels with many opponents, when fire replaces water and chaos replaces darkness. In such battles, the correct selection of fighters is even more important than the ability to shoot accurately and skillfully strafe. Nature beats chaos, fire melts ice, water floods fire, and so on: I advise you to more than thoughtfully study the corresponding help screen. Moreover, since pressing F1- this is not only help, but also a pause, you can press it during the battle to get a hint as to which of the squad members to put up against a specific enemy. By the way, the enemies skillfully use this combinatorialism, changing fighters like gloves. This is also for you. So be prepared that battles with many opponents will turn out to be like a leapfrog! The fairy has three resources. Red line- hit points. When they are reset to zero, the fairy falls into unconsciousness. It is not worth leading to this, since in this case she does not receive experience points for the battle. Green line- jumping resource. To jump, often press the right mouse button, as if each click is a flap of wings. This resource recovers very quickly over time. Jumping, flying, strafe are your weapons in battle. The last resource is blue mana... The bottom left shows the number of charges of active spells. Bottom right - passive. As said, any letadla can have a couple of those and other spells, and each spell has its own mana pool. When the charges of one spell are depleted, switch with the key Space (space) to another. Mana does not grow over time. It is partially restored when moving to the next level. Usually, you need to give the fairies blue potions after the battle. If mana runs out in battle, the faeries can fight heroically for some time using their blood instead of mana. In reality, apart from the arrows that control the movement, you only need two mouse buttons. The right one is responsible for jumping, the left one is for using magic. Shot force depends on how long the left button is held down - the longer you hold it, the stronger the damage to the enemy. At the same time, the cursor changes its appearance from pale blue to bright pink with white flashes of a rotating circle. The sound changes (drum roll is the beginning of the end!). Overexposure is not recommended - the grenade can jerk right in the hands. The specificity is that once the button is pressed, it is no longer possible to cancel the shot. pay attention to teleporter white fire, which is found in almost every astral location. Jumping into it, you can escape from the battle. Your heavily hit opponents can do the same. In this case, you will not receive anything for the battle. In battle, depending on the effectiveness of your attacks, coins may fall out of the enemy. The calculation system is complex: I got more for blows of maximum force, inflicted on the enemy in flight. The reward for the victory is experience points and a small prize: money or a bundle with potions (if you catch fairies, then there is no prize). Money and other trophies disappear from the ground pretty quickly - hurry up to pick them up! Points are divided between the squad members who took part in the battle and the survivors. The killed are not given anything - it seems that the exp just disappears. Therefore, take away the badly beaten, without bringing the matter to resuscitation. Another conclusion: you can easily pump the faeries by putting the newcomer first in the squad. As soon as he appears, then, without waiting for the shots, call the one who will actually fight - the exp after the battle will still be divided into two. You can build whole chains in this way: for example, in the Dark Caves, where you get good experience for psi (and money in addition), I put in front of three young fairies, whose mutations had to be achieved, and the last one - a fairy of chaos pumped up to level 40. The fifth was a reserve player. Fairy growth In front of the White Cathedral, Amy is waiting for another duel. When the faerie gains enough of the coveted experience, the transition to the next level takes place. At the same time, the fairy not only increases her vitality and agility. It changes its properties - it becomes possible to learn cooler spells, and the fairy herself mutates from time to time in a rather unpredictable way. Not all changes improve combat qualities, so you can treat this in different ways: either close your eyes and fatalistically rely on the mercy of the authors (they know better), or, peering feverishly at the screen, press the button, prohibiting mutations .. All 77 fairies grow at different rates - some are easier to train, others are more difficult. Let's say water Tadana Level 17 should have only 391 experience points, and the fairies of darkness Turnox- 2687 points. The water Oceana Level 39 must have 4066 experience points for further growth, and the fairy of light Suane the same level is twice as much - 8107 points. But for all fairies there is a limit - they can grow up to 15,000 points, while reaching level 60. This is the maximum, after which they are no longer given EXP for battles. Most fairies mutate twice in their life, some - once, some do not change at all. And psi-faeries have time to shed as many as three times! Some are transformed by manipulating them with magical items. Leveling faeries The further Amy wanders into the Enchanted Forest, the thicker the winged guerrillas will come across her on her way. To cope with a flying misfortune, you need to be cooler than wild little ones all the way. It is not enough to follow the plot in order to gain exp and grow at the required speed. Therefore, from time to time you have to purposefully leave the plot and engage in pumping the team. Up to the tenth level (you can go on, but boring) you will be helped to grow up by an elf with a nature fairy on his shoulder, walking along a stream in the village of Endeva elves. He does not take money, on the contrary, after each fight he gives a small reward. In Dunmore, in the third house to the right of the teleporter, there is a goblin who provides a pair for training for 60 coins. corgoth and vorgoth 19th level. They do not respond to your punches, and one victory is worth 125-150 points. Moreover, during the fight, you can pick up coins that fall from your blows from the faeries, so the net cost of one training is only 30 gold. This is where you will be visiting until the end of the game. There are several locations for training purposes (especially when Amy gets a shell and a horn to summon wild fairies to battle). After each battle, the state of the region is updated, and the defeated fairies (except for the last one) are back in their places. Therefore, here you can endlessly wander in the three pines, gaining experience and collecting trophies with money. I really liked for training Dark Caverns(one location aside from the Dwarven Tower), since many points are given for defeating psi. Also recommend Tyraline Dungeon(nature effectively beats chaos, and water - darkness), waterfalls behind the cottage (and the caves behind them). It makes little sense to run through the forest or swamp - too little exp is given for low-level nature fairies. Catching fairies Strange things are happening in the White Cathedral. The druid somehow captured our friend Larry. Nothing, we'll figure it out! To catch fairies, magic spheres are used - silver ones allow you to catch fairies up to level 20, gold - up to 40, and crystal - up to 60. One sphere is needed for each fairy. A number of orbs are scattered throughout the country, but usually Amy will buy them in Tiraline from an elf herbalist in the shop. The silver one costs 60 coins, the gold one - 150, the crystal one - as much as 300. Surplus silver orbs can be exchanged for others at the innkeeper in Tiralina. Amy's dream is to collect a collection of various faeries from seventy-seven individuals. As you might guess, winged scoundrels do not want to be caught with a butterfly net, and in order to plant another letadlu in a backpack, you need to: a) find it, b) win a battle, c) capture it in the appropriate sphere. In reality, it happens like this: when, after a battle in the astral plane, the wild fairy, who was almost lost by her pet, Amy, has only a few hits left, an inscription like “Catch the creature?” Appears on the screen. After that, you need to run as fast as you can after the fleeing wild faerie until you run into him. Then, after leaving the astral plane, you will be asked again whether we take the trophy to the collection or how, and when choosing “Yes”, Amy uses the sphere. The most offensive thing is that the captive fairies, probably from frustration, reduces their level by more than three times and forgets all spells, except for the simplest attacker. So, Turnox After the capture of the 51st level, it slipped to the 16th level - alas! Bubbles and potions Healing potions- pink bottles - there are three types: small, medium and large. Large ones heal damage as much as 100 hit points, and it is best to buy them in the goblin city of Dunmore, where they cost only 15 coins. Blue bubbles mana at the cost of 20 coins restores the fairy's magic reserve completely. You need a lot of them. An alternative way of recharging is to help at the beginning of the game scarecrow at the cottage, which will then restore mana for all the fairies of the squad for free. Golden carrot- sold in Tiralin for 250 coins. Consuming one item raises the fairy experience to the next level minus one point. Allows you to raise fairies after level 40-50, when there are several hundred points between the levels. Garlic infusion- scares away wild fairies. At the moment of their appearance, you need to press the inscription in the center of the screen, and the indignant fairy disappears. Healing herbs needed for resuscitation if the fairy threw back her wings in battle. In Dunmore, you will meet a goblin who has been offended by the dark elves. Help him - he will sell you herbs for 8 coins per bunch. This best price in Game. Fairy collection Dwarfs are incredulous people. We'll have to fight everyone to prove Amy is trustworthy. Having received when meeting a dwarf Larry at the gates of Tiralina the fairy book, Amy learns that there are 77 different kinds of fairies. As new fairies appear, empty book slots will be filled with portraits of new pets. It is not necessary to collect a complete collection of fairies to complete the game, but it is such an exciting activity that it is necessary to play Zanzarah and it is simply impossible not to try to collect all the fairies. There are several sources for recruiting the collection. Catching wild fairies- the main source. Specific winged inhabitants live in each area of ​​the Sensera: for the fairies of the air, they will have to go to the World of Clouds, and the fire fairies live in a single place - in lava caves under the city of gnomes. I tried to note all this specificity in the description of the locations in the walkthrough. Train tamed faeries to mutation. Catching fairies is fun and easy. But for some reason, many of them do not occur in nature in the wild. For example, you can catch a turtle in rivers and waterfalls Tadana but her older sisters Aquana and Oceana can only be obtained by leveling tadan before the first and second mutations. Unfortunately, the situation is similar with two dozen fairies. Obtaining new types of fairies by the impact of artifacts, that is, stones of three different types - Evolutionary Magic of Air, Fire, Nature - or gnomish tools. Nature stones (during the game you will find several of them) act on the fairies of nature Tinefol and Pfoe, transforming them into other species. The same tinefol susceptible to the action of other stones - air and fire, giving two more types of faeries. This is how you get the fire fairy you need to pass Tinesard... Firestone allows you to transform a dragon Dracwin in a more formidable Flagwin... The creation of the gnomes - metal faeries - can be improved with the tools of their creators. A single use of tools transforms Minari v Megari, and the secondary - Megari v Gigarex... Gnomish tools are sometimes given instead of coins as a reward for defeating the fairies in the old factory, a couple of sets lie in one of the hard-to-reach chests in the World of Shadows, six sets are stored in chests on the clouds. All these metamorphoses are drawn on one of the help screens called by F1... Exchange with residents, or receiving fairies as a reward Fragment of the final battle. There are many of them, but we are stronger! At the beginning of the game, the elf in the Fairy Garden will offer you to change the small water Tadana For an empty Silver Orb, this is your first (and very lucrative) exchange. Further more. In a tavern in Tiralin, you can get a unique faery of nature - a purple mushroom Fygaery(for two games with ransacking all the nooks and crannies of Sensera in a wild state, I have never met such a one). In Monagham, you will be offered to change the senior form of one of the air faeries - Fathrael- for energy violektru... Refuse! Violectrum there are dozens in the World of Shadows, but Fathrael will have to grow by ourselves with the help of prolonged pumping from Gorael. Suane that you will get rid of harassment zegbuzz in the Arena in the World of Clouds, she will join your squad. Alas, according to the plot, it will have to be exchanged for zegbuzz at the herbalist's shop in Tiralina. The elder form of one of the fairies of darkness Dredanox Amy will receive all 30 pixies from Lucius as a reward for capturing them. Larry's friend will give a gift for saving her beloved energy Darbue(I came across wild in the only place - in the ruins in the Enchanted Forest). The other darby if desired, you can buy from a gnome near the cottage for 400 coins. Twelve elements and a list of faeries The game has twelve elements fairies, each with its own merits and demerits. The selection of five fighters for a squad can vary widely based on personal preference. It's up to you! Fairies of nature- Nature. The most numerous group of fairies. Frisky, quite stable, needed to fight chaos and a bunch of other troubles. Perhaps the best of them is viteria... Recommend. Fairies of the air- Air. They live in the World of Clouds. You will have to deal with them, because without the air fairy behind her shoulder, Amy will not be able to jump on air tornadoes. Despite the theoretically good characteristics, they did not make a big impression on me. Fairies of the water- Water. They are very different in terms of fighting qualities. I definitely recommend taking a turtle to the squad at the beginning of the game. tadanu, it is not bad in battle, it grows quickly, and most importantly - after the second mutation it will turn into a powerful ocean... There was a couple in my final group Ocean, constituting the main striking force of the detachment. Fairies of light- Light. The only place where they can be found is in the ruins in the Enchanted Forest. And the older one is beautiful suane- you will have to educate yourself, you will not find it in nature! Suane Level 40 turned out to be one of the best fighters in my squad. Energy faeries- Energy. Interesting and pretty strong. They are resistant to most elements and can harmoniously complement the squad. In addition, they are easy to pump by hunting psi in the Dark Caverns. Psi faerie- Psi. Inhabitants of the Dark Caverns at different ends of the Sensera. Strong, they are endowed with original magic. A pumped-over psi will help you to conquer the snowy peaks and catch their inhabitants without any problems. Fairies of stone- Stone. They live in rocks and mountains. Strong but slow. Needed according to the plot to remove boulders from the road. At the same time, the final battles require better fighters. Fairies of ice- Ice. Will be available in the middle of the game. Stable, fast, with interesting magic. Grislock- the best fighter among them. With one mighty paw, he will cope with harmful energy violectra waiting for you with the World of Shadows. Fairies of fire- Fire. The first ( tinesard) you get by acting on tinefol stone of nature. Others will be found at the end of the game in the lava caves. They are better in performance, but by then my tinesard has outgrown the 50th level. He was with me to the end. Fairies of darkness- Dark. Their aggression and power are striking. But alas, the fear of light and water diminishes their benefits. Whether or not such a fighter is included in the squad is a matter of taste. Chaos fairies- Chaos. Interesting creatures. Unfortunately, when faced with the harmony of nature, they hopelessly lose. Therefore, it does not make much sense to include them in the detachment. Metal faeries- Metal. Crafted by the gnome master. There are three types, but, unfortunately, the targets they make are better than the fighters. Hunting them in an abandoned gnome factory has been an inexhaustible source of money and experience for me. Fairy list The Enchanted Forest is imbued with magic. Here is a list of fairies in the order they are given in the fairy book. The information is organized as follows: the fairy number in the book - its name - the element to which the fairy belongs - four characteristics on a five-point scale: hit points, dexterity, jump ability and special properties - on what level and in whom the faeries mutate - comments. SILLIA - Nature - (1,3,3,2)... At level 22, transforms into VITERIA. Most likely, it is sillia with its green wings of a tropical butterfly will become your first fairy. VITERIA - Nature - (4,3,4,5)... At level 31, it mutates into BONERIA. This is an example of an unwanted mutation, boneriya somewhat weaker. Itself viteria is a great fighter. BONERIA - Nature - (3,3,2,5)... Very beautiful, in nature in the wild I did not come across. GREM - Stone - (1,3,3,4)... At level 30, turns into GREMOR. Probably one of the first members of your squad. GREMOR - Stone - (2,5,3,1). At level 35, turns into GREMROCK. Found in the mountains on the way to the Dwarven Tower. GREMROCK - Stone - (4,4,4,2)... Out of the blue, you have to pump it yourself. TADANA - Water - (1,3,3,3). At level 25, transforms into AQUANA. This blue turtle is probably the second member of your squad. Particularly pleased with her voice acting! AQUANA - Water - (3,4,1,4). At level 32, transforms into OCEANA. Not found in nature. OCEANA - Water - (4,3,4,3)... It doesn’t happen either. This valuable team member needs to be nurtured by ourselves. WORGOT - Nature - (2,4,3,2). At level 21, transforms into a CORGOT. Strong health will make this fairy very useful at the beginning of the game. CORGOT - Nature - (4,2,4,5). At level 21, transforms into a SYMGOT. SYMGOT - Nature - (5,5,3,1)... Very strong, with a large number of hits, but somewhat slower than a butterfly viteria... Does not occur in nature. AIRIA - Air - (1,2,3,4). Mutates at level 22 in LURIA. LURIA - Air - (3,4,4,2). At level 31, it transforms into LATICIA. Luria is a common cloud dweller. LATICIA - Air - (4,3,5,2). It does not occur in the wild in nature. On the streets of Tiralina. RASROW - Chaos - (1,1,4,5). At level 35, it grows to MAULROW. A common dungeon dweller. MAULROW - Chaos - (3,4,5,3). Mutates at level 40 in PSYROW. These plasticine crows cannot be found in nature. PSYROW - Chaos - (4,5,4,2). Does not occur in the wild. ABERY - Nature - (1,2,4,3). This red mushroom mutates at level 31 into another mushroom - the green ABNOBERY. Loves swamps. ABNOBERY - Nature - (3,3,4,4)... A worthy, albeit ordinary, representative of the forces of nature. VESBAT - Stone - (1,4,5,2). Mutates at level 27 in STOBAT. These fairies are a dime a dozen in the initial locations. STOBAT - Stone - (3,4,5,1). Mutates at level 33 in GARBAT. Found in the mountains. GARBAT - Stone - (4,4,4,2)... Powerful faerie. Does not occur in the wild. CERA - Water - (1,3,4,2). At level 21, transforms into AMNIS. A common species. AMNIS - Water - (2,4,2,5). Mutates at level 31 in CERAMNIS. Caught near waterfalls. CERAMNIS - Water - (4,4,4,2)... The characteristics are comparable to ocean but less likeable. It can be caught in the waterfall behind the cottage. BLUMELLA - Nature - (2,5,4,2)... This flower fairy does not mutate into anyone. She already feels good. MENCRE - Psi - (3,2,4,4) - Mutates at level 38 in MENSEK. MENSEK - Psi - (3,4,2,4). Spotted creature of an exotic species, does not occur in nature. VIOLECTRA - Energy - (3,2,4,4). At level 32, transforms into BIOLECTRA. This exotic lady of blue blood is capable of causing a lot of trouble when meeting. Or become a helpful team member. BIOLECTRA - Energy - (4,3,1,5). No less exotic and dangerous than her little sister. PIX - Fire - (1,5,4,3). Mutates at level 23 in FERIX. Fiery imp pix lives in lava caves and you will need it according to the plot. FERIX - Fire - (3,4,4,2). Mutates at level 30 in DAEMONEX. It is caught in the same caves. DAEMONEX - Fire - (5,1,3,4)... The wingspan of this fiery demon is impressive. Combat ability too. It cannot be found in nature. FEEZ - Ice - (1,4,2,4). At level 25, turns into GREEZ. The polar bear, more like a koala, is an inhabitant of mountain peaks. GREEZ - Ice - (3,4,5,2). Mutates at level 45 in GREESLOC. Fairy Garden is a lovely place. Even the brutalized inhabitants do not spoil its charm. GREESLOC - Ice - (4,4,2,4)... Fanged and strong, this bear is an excellent fighter, the best of the ice faeries. SCELBO - Chaos - (1,2,4,3). At level 22, transforms into SKELJAW. SKELJAW - Chaos - (3,4,2,4). Mutates at level 49 in SCELRATH. Does not occur in the wild. SCELRATH - Chaos - (4,5,3,3)... The blue demon is powerful, but gives in to light and nature. Does not occur in the wild. SIRAEL - Air - (1,3,2,4). At level 27, transforms into GORAEL. A common inhabitant of the Cloud World. GORAEL - Air - (3,5,1,4). Mutates at level 38 in FATHRAEL. An imposing angel in golden armor. FATHRAEL - Air - (4,1,5,4)... This bearded letadla does not occur in nature. Fights well. DARBUE - Energy - (1,5,4,2). Mutates at level 24 in the BUE. BUE - Energy - (3,3,3,4). At level 45, it turns into a LIGHBUE. Not found in nature. LIGHBUE - Energy - (4,2,4,4)... Strong and unusual faeries. This can only be nurtured by yourself. BELTAUR - Psi - (1,5,1,4). A strange spotted thing that mutates at level 23 in MENTAUR. MENTAUR - Psi - (4,1,4,3). At level 28, it turns into CLUM. Violetov, pot-bellied, cheerful. Possesses original magic. They give a lot of exp for it. CLUM - Psi - (5,5,4,1). Mutates at level 35 in CLUMAUR. Not found in nature. CLUMAUR - Psi - (4,4,2,4)... One word is exotic. There is no such thing in nature. PFOE - Nature - (1,4,2,4)... If influenced by the stone of nature, it will turn into TAZE. Often uses spells with poisonous side effects in combat. TAZE - Nature - (3,4,3,4)... Interesting creature. Does not occur in the wild. GLACESS - Ice - (3,4,2,4)... The beautiful snow queen is the adornment of the mountains. But in battle, she knows no pity. AKRITAR - Chaos - (1,2,4,5)... A giant monstrous fly. Dungeon dweller. SIRELLA - Air - (1,5,4,3)... Nothing fancy, but rare. DRACWIN - Fire - (2,4,2,5). The fiery dragon turns into a steeper hypostasis - FLAGWIN - when exposed to it with a fiery stone. FLAGWIN - Fire - (4,4,5,2)... A real dragon. It is a pity that you can only get it at the end of the game. TINEFOL - Nature - (2,2,3,2). The strangest faeries in the collection. He can transform into three other fairies: TINEROG - by using the stone of nature, TINEZARD - by the stone of fire and TINEVES - by the stone of air. But in and of itself, he is the decoration of the meeting. TINEROG - Nature - (3,3,3,3)... A frog rider with average characteristics. You cannot find such in the forest, you can only do it yourself. TINEZARD - Fire - (3,3,2,4) ... This is your first fire faerie. The game cannot be completed without it. In the wild, alas, they are not. TINEVES - Air - (3,5,5,2)... Besides an interesting look, this eagle rider has good characteristics. Does not occur in the wild. A valley with a cascade of waterfalls was hidden behind a boulder. Caves are hidden behind the waterfalls. There are many such secrets in the game. FYGAERY - Nature - (4,4,1,4). Exotic purple mushroom. It can only be obtained in exchange for a tough stone faerie. JUMJUM - Stone - (1,4,2,4). At level 38, transforms into a JUMROCK. Rarer than thunder or stobat. JUMROCK - Stone - (3,1,4,5)... His red crown is impressive, although he is not particularly cool in combat. Does not occur in the wild. GOOP - Water - (2,1,5,4)... A cheerful tadpole that inhabits streams and lakes, a common inhabitant of Sensera. MINARI - Metal - (1,5,4,2). The dwarfs' man-made miracle. Using their tools, you can improve it by turning it into MEGARI. MEGARI - Metal - (3,4,4,3). The reuse of the gnome toolbox turns it into a powerful GIGAREX. There are no such people in nature. GIGAREX - Metal - (4,5,5,2)... The iron spider with six wings and a scorpion sting is frightening in its appearance, but the water fairy will cope with it without any problems. Not found in the wild. SEGBUZZ - Chaos - (3,2,3,5)... Strange fairy, we need it according to the plot. Where it dwells is unclear, Amy will receive it in exchange for the fairy of light. MANOX - Dark - (1,5,4,3). At level 30, turns into TURNOX. Terrible in appearance, but not in battle. TURNOX - Dark - (3,5,4,3). At level 40, transforms into DREDANOX. Dwells in the World of Shadows. DREDANOX - Dark - (4,5,5,2)... A real demon with dark wings. You can bring up one yourself, or you can get it as a gift for catching a pixie. There are no such people in nature. LIGHANE - Light - (1,1,5,4). Mutates at level 28 in DRIANE. Dwells in ruins in the Enchanted Forest. DRIANE - Light - (3,4,4,2). At level 38, transforms into SUANE. Lives in the same place as the younger sister. SUANE - Light - (4,4,1,4)... The most beautiful fairy in the game. She's also a very talented fighter. Unfortunately, they do not exist in nature. LANA - Nature - (3,3,3,3). At level 22, it mutates into LIANA. Looks good, but the fairy is average, as can be seen from her characteristics. LIANA - Nature - (3,2,4,4)... Beautiful, exotic, but inferior viteria... They do not exist in nature. SECOND PAGE Magic It makes no sense to list all the spells - there are too many of them in the game: 12 types of elements, but attack + defense, and a few of each ... There will definitely be a hundred. There are some very original ones. For example, the protective spell Spirit of Chaos gives an inversion of control (when you press the forward arrow, you fly back). I'll tell you about the main points. First, before a fight, look through the arsenal of wild fairies - having felt the result the hard way, you will better understand which spells are effective. Secondly, in combat, a strong or weak shot requires the same amount of mana - so it is usually worth shooting to the maximum. An exception is the case when you need to break through protective spells. There are a finite number of them, and the faster you make the required five shots (weak, strong - it doesn't matter), the faster you will solve the problem. Spells require different levels of magic (from one to three circles for attacking spells and from one to three squares for defensive spells). If your faerie doesn't have the right skills, you won't be able to give him the spell. Skills increase with the transition of fairies to new level... Also, pay attention to the fraction like 5/5 or 30/30 next to the spell name. It shows the number of charges. And 5 or 30 is a big difference! In case of a critical strike, many spells have different special effects: they poison with poison, set on fire, freeze. After the battle, look through the list of fighters for finding them in various unhealthy conditions: poisoning, burning, etc. If there is one of these icons next to the fairy's name, immediately give the victim a bottle of medicine (Medicine), which will return the fairy to its normal state. As I said, captured faeries lose levels about three times and “forget” all spells, except for the simplest attacker. Therefore, when visiting various locations, do not spare money on magic merchants and buy useful and effective spells for future use! Magic merchants - the only source of spells in Sensera. The exception is magic for metal faeries, here Amy's pet spells can be made by a dwarven blacksmith in the underground city after you get gnome tools... Communication with magic sellers is like a lottery - you pay money (about 10 coins at a time) for an unknown result. The merchant makes several attempts to generate spells of the types of magic available to him. Some of the slots (and sometimes all) remain empty. You can view the resulting spells and take one of them. In any case, the money will not be returned to you! Yes, after you defeat the Elf with the Ice Fae Collection at the Waterfalls, he will give you the key to the room where you will find Four-leaf clover... This lucky talisman increases the chance of receiving spells when generated by merchants. The location of the sellers of different magic and their assortment are indicated below in the walkthrough. Saving the game and protecting against playing without a disk Saving the game occurs automatically when loading a new location or at your request. Unfortunately, all salvationists are written to the same file, that is, you can have only one save of the current life, which does not allow you to return to the early episodes, if such a fantasy suddenly occurs. And no matter where you are in the square, when loading, Amy will again be at the entrance to the last location. Likewise, if things for the cherry girl suddenly went badly and all her fairies threw off their wings in an unequal harsh battle, or Amy herself fatally welled up while jumping over the abyss, then you will simply be thrown back to the entrance last location giving a new chance. Zanzarah is a surprisingly beautiful and addicting game. Just start playing and see everything for yourself! On the other hand, if you entered a location, fought a couple of successful battles, and then Amy fell into the abyss - the exp and trophies received in these battles will disappear. Therefore, do not be lazy to save yourself with pens. But you have to jump on swaying steps and air vortices in one run - here it is absolutely useless to save yourself after each jump. When loading, you will be thrown back to the entrance anyway. When starting the game, the machine requires a disc in the drive. Once started, the disc can be removed. It turned out (tested on two different machines) that doing this is fraught! V Zanzarah the most original protection against playing without a disk that I came across: everything works, there are no error messages, just the damage from impacts in battle starts to be calculated with a huge systematic error. It is impossible or almost impossible for you to win. But wild fairies beat with terrible force: I saw a message about damage from a normal strike of a level 25 fairy, equal to 1350 hit points! In short, I don’t recommend ... Saved Game My saved game is included with the manual for illustration purposes. You need to install it in the directory ..Zanzarah / Save / .. where all your saved games are stored. Behind 50 hours of play. Amy is at the door of the Dark Cathedral. All opponents are defeated, there is only one ahead final fight with Guardian... But do not rush to watch the final video. Better by clicking F2, select a rune and go on a tour of the country. With well-trained fairies on your shoulder, meetings with wild letadls will seem like an easy warm-up to you. By the way, do not forget to look in the fairy book - there you will meet With complete collection fairies ! You will find the saved items by going to this address. So, the beginning of the game London. The noise and horns of cars, the world of the color of yellowed photographs. Girl Amy lying on the bed by the window, buried in a book of fairy tales. The mother's voice is heard from below: “Amy! I left. " “Uh-huh,” Amy replies, not looking up from the book. And here... ... Suddenly it became dark, The curtains fluttered, The wind burst through the half-open window, a sharp exhalation ...... And a real and absolutely irrelevant goblin appears in the apartment. Who puts the box in the closet in the attic and disappears as he appeared. Caught off guard by the goblin appearance, Amy jumps out of bed, runs onto the stairs, and ends up standing in the kitchen. The game begins. Skill Rune "Fairy Garden" Three faeries from Amy's victorious team: the aquatic ocean, the suane fairy of light, and the valiant Fire Tinesard. Go up to the attic of the house. Walk forward, when a green arrow appears above the chest with a click, press the mouse button. The chest will open and Amy will take rune Fairy Garden - Rune of the Fairy Garden... Now she can be transported to the Fairy Garden as soon as she wishes. Since there is nothing else to do, we go there immediately. Fairy Garden - Fairy Garden - Arrival After passing through the ancient portal, look around and exit the cave. Talk with goblin Rafi who walks nearby. He will bring you up to date on what is happening. The place you got to is called Sensera (Zanzarah). This is a separate dimension inhabited by fabulous creatures: they live in the forests elves, in the mountains live gnomes, settled in the swamps goblins... In addition, live here faeries, but there is a special conversation about these powerful little creatures. Once the human world and Sensera were one single whole, but when the Inquisition began with the complete destruction of magic, someone White Druid uttered a powerful spell that separated Senseru and its inhabitants from the rest of the world. This whole community coexisted peacefully for centuries, until suddenly problems began: from somewhere they appeared dark elves and began to terrorize the inhabitants, the faeries just went berserk and began to attack passers-by, communication between different parts of the country was cut off due to the fact that the roads were overgrown with thorn bushes or were littered with giant boulders. Perhaps the White Druid knows what to do, but he lives in World of Clouds (The Realm of The Clouds), but now it is impossible to get there. Amy's arrival is the embodiment of the prophecy that a human will save Sensera by changing her fate. First, she needs to familiarize herself with this world, for which Rafi invites her to visit her neighboring location, where the settlement of elves is located. This will begin her training as Faerie Masters... Finally, he gives her a bag for the caught fairies (fairy bag). Endeva - the village of elves Talk to the forest owl on the bridge at the entrance to Endeva. All Sensera owls agree to help Amy on her journey, she will meet them at every new location and they will bring her up to date. Go to the other side. Talk to the elf at the house, take behind the buildings a silver sphere which she hid there pixie. Go to the Inn. Talk with Fairy Master Rufus. He will say that he is ready to help Amy (answer “ Yes”To the question about help in the fight against pixie plague), and will give her key from your house ( Rufus "House Key). There she can choose and take one of the three faeries. In the tavern, pay attention to the two visitors at the table. You can stick to them an unlimited number of times, and approximately every fifth time Amy will receive a small amount of coins (so that she falls behind). After getting rich, go to Rufus's house, which is opposite. The core of the game is fast-paced real-time battles of magical creatures - faeries. Before you is the beginning of such a battle. You have a choice of fairies of three principles: nature, water and stone. When choosing your first fairy, do it wisely. Stone faeries are slow in combat and have little advantage when fighting other faeries. The aquatic ones are good, but looking ahead, I will say that soon you will get another small tadanu... I recommend taking a fairy of nature - Sillia... But the choice is yours: any of the selected fairies has been pumped to level 8. In the house, you will find a rune to return to London ( Rune of Return). Before you go into a free search, you need to learn how to conduct faerie fights. Cross the bridge and address the elf walking on the other side. He has a fairy and is ready to help you train for free. The fairy elf has no magic, and this "whipping pear" with wings will resignedly serve as a target for your initially awkward experiments. For the battle, a little experience is given and a few coins in addition. You can repeat the exercise an infinite number of times. It is worth driving here at the beginning of the game all the freshly tamed fairies that you want to make members of the squad and who need to be pumped up a little. Notice the house where bunches of garlic hang under the eaves. This is a store where you can then buy the drugs needed for the faeries. Alas, the shop is closed now: harmful pixie drove the seller to the counter, where he sits waiting for the savior. Now you can leave the village through the gate nearby. Agree to help the pixie hunter standing next to the gate Lucius (Guardian of Pixies): they escaped from him thirty pixies, and now these malicious creatures spoil the life of the whole district. He will give you the first of six pieces of the country map - Map of the Fairy Garden. Fairy Garden - Fairy Garden The first meeting is an owl. Talk and go explore the area. The garden consists of many interconnected locations: one entrance - one exit. The fairies of nature and stone of approximately the third level live in trees and stones. Whether they attack or not is a probabilistic event. If you leave and re-enter the location, its state will be updated, and all the fairies will again be in their places - you can fight again. On the first square, you will meet an elf who will offer you to arrange the first duel. His faeries are weak and victory is easy. For it you will receive 2 bubbles of mana, and to them instructions on how important it is to monitor the combat readiness of a flying squad. Manu and healers should be given immediately after the battle, the next fight can fall like snow on your head. Wisely! After a couple of squares behind the waterfall you will see an elf: he agrees to change the water faerie tadanu onto the silver sphere. Agree. If there is no sphere, then there is just one behind the tree next to it. Just keep in mind, she is guarded by a flyadla of about 10th level. Having won, take to the squad tadanu: her talents in the fight against fire and darkness will be indispensable for the rest of the game. Lucius's Cottage. Red with wings is a magic merchant. You will also bring captured pixies here. Search the locations further until you reach the gate cottage, where you will meet Lucius again. After the conversation, he will give you bag forcatch pixie and promises to give a reward for every five pieces caught. At the next location, before entering the house, talk to scarecrow on the field next to him: they annoy him three chaos fireies... The scarecrow cannot drive them away in any way and suffers, as this undermines his reputation as a scarecrow. Help him! Just keep in mind - this is your first fight with several opponents at once: three Rasrow will attack you at the same time. However, the nature fairy of level 8 will cope with the task without getting out of breath. The reward for bravery will be useful to you until the end of the game: at any time you can jump to the "Cottage" location, and the grateful scarecrow will restore your letadlam's mana. In the cottage you will find Lucius, here he is waiting for the pixies you brought. There is a silver sphere in the box. In the house you will meet the first magic merchant... Communication is simple: you pay money, he creates magic spells at random (some of the slots remain empty). From the resulting, you take one thing. In any case, the money will not be returned back. You will have to turn to him and his colleagues: when captured, fairies not only lose more than three times their level, but also forget all magic, except for the first attacking spell. You will replenish their arsenal with such merchants. A couple more locations are available to you behind the cottage. On the first you will find the third rune - Cottage Rune... Inspect them, catch them pixie(on the way back and forth, you must catch 5 of them and one more in the store in Endeva), admire the thorns and boulders, not letting you further (at the last location there are 2 (!) boulders and one bush), and then start your way back to the village of elves. At the last location, a kind fairy made of stone (a clear anomaly!) Will point you to magical places- clouds of fireflies - which occasionally come across in locations. Go there, and a rain of coins will fall down or steps will appear to a previously inaccessible place. The air vortex, which the owl points to, is still useless - you can use them only after receiving air map and air faerie... Speaking of faeries, by the time you arrive, there should be at least five captured faeries in Amy's bag. In the village, you will have a trial duel with Master Rufus. After the victory, you will be told about World of Clouds, where the most famous Faerie Masters used to meet in the Arena. After finishing the conversation, go to the shop, catch the sixth pixie and spend money on travel fees: buy healing cures, magic potions, several bundles of herbs. Now cross the bridge and go to the exit, through which the son of Lucius did not let you pass before - Seamus. When he sees your father's pixie catching bag, he will make way for you. The way to Tiralin is clear! Enchanted Forest - At the next location there are two pointers: there is a fork. To the right - to the hunting lodge, to the left - to the capital of Sensera Tiraline... A forest grows here and there. Here you can meet a variety of nature fairies around level 10 ( Lana, Corgot, Virteria etc.), stone fairies ( Jumjum, Vesbat). There are three or four places where you can run into a flyadl up to level 35. Before the battle, you can see enough of the opponents. Some are impressive. The squares are large, planted with a gloomy forest, the terrain is uneven, there is no compass - that's strange - no; so train your visual memory! On the way to the gatehouse, on the very first square, you will meet an elf who will offer you a duel with three fairies of nature somewhere around the tenth level. There is no prize, but the very fact of victory is pleasant. At the same location you will catch the 7th pixie... Until you reach the gatehouse - thorns grow here too. But you can pump well and take a nice walk. The path to Tiralin is easier - it is one square (do not forget to catch the 8th pixie!), from the middle of which the road leading to the city begins. You will meet a gnome on the way to the city Lasse... His father, head of the dwarves Quinlin), disappeared, and Lasse goes in search. He gives you a fairy book, where there are 77 slots for different kinds of letadl, and for each of them its characteristics are given and the level at which the next mutation will occur. Thank you Lasse! Capital Tiralin The city is divided into two parts. Let's go around the first one first. Attractions: Mayor's House, Mana Bubble and Golden Carrot Shop, several NPCs. The mayor's house is right behind the fountain. Come in, talk to the owner: “The goblins in the swamp have problems with the Dark Elves, and the head of the gnomes is gone,” - go to the door on the right, leading to the stairs. At the top is a chest with an Enchanted Forest card ( map of Enchanted Forest). There you will also find a bunch of knots, bubbles and another interesting book of a couple of pages. Buy three from the gnome in front of the mayor's house. gnomish crystal... Go to the arch nearby. Restless will come from there Seamus with a collection of stone faeries (the most serious I had Garbat 10th level). Hit, come in. At the gate in the distance is the next one who wants to compete - the gnome Eirik with a collection of three water fairies (about 10th level). Do not break into the gate - it will be locked until you find Quinlin and take the keys from him. Go to magic shop opposite the gate. Naturally, you first have to catch in the basement of the 9th pixie... In the chest above the stairs, be sure to take the key to the city dungeons ( Catacomb key). Then trade will open. Assortment: golden carrots (useful after level 50), garlic infusion (allows you to avoid fights), mana bubbles and a tricky thing to change the default faerie names. You should have about 1000 coins of money, but hold on to it by purchasing only a few vials to restore magic. Walk back to the fountain. On the other side there is another arch - a passage to the far part of the city. Go on. On the left you will see a circle where the Tyraline rune will take you (when you get it). Far below - the entrance to dungeons... While we go forward. There will be a door on the left tavern... Range of services: exchange of silver orbs for other magical goods, gambling with a mathematical bias (rate 15 coins), elven music. A comrade sits upstairs, eager to change a rare natural faerie - a purple fly agaric (they really cannot be caught, the surroundings are filled with red and green mushrooms) - for a stone Jumrock... The problem is that Jumrock is also a rarity - it will have to be raised from Jumjum "a. The fairie book with a complete collection of 77 fairies is a matter of rightful pride. The author did not use cheats. Further down the street is herbalist's shop... Before going there, go to the door opposite - in a shop to the gnome-money changer- and buy two more gnomish crystals. At the herbalist, the hostess will sell you for five crystals Rune of Dunmore. She also sells healing potions for fairies. The elf sells magic spheres nearby - stock up on ten silver and several gold ones. Go (if you have any money left) to the magic merchant upstairs. Then go to dungeon... The dungeon consists of several rooms. In one of them, pay attention to a locked door- here you will return later with Quinlin's key. Peaceful NPCs are an owl and a magic merchant. Faerie - a pretty strong faerie of darkness Turnox or Manox(drown it with water!), the fairies of chaos you already know (hit with nature). You will find a red stone in the chest Evolutionary Magic of Fire... Having replenished the collection with several exotic specimens of the local zoo, go out into the city, walk past the herbalist's shop to the distant gate. Get out of the city. The farthest part of the Enchanted Forest Consists of one square, from here begins the walking path to the Misty Swamp (while closed by a bush) and a passage-bridge of air vortices over the abyss - to the Dark Caves inhabited by psi-faeries. Go here, catch letadl for collection, save money. Tip: behind the gate-arch on the right you will see a tree. Near him you can almost always find level 35-40 faeries of one of two types: Tinefol or Pfoe... You need the first one without fail. Catch it, and then, when you can enroll him in the squad (upon your first return to London), act on him found in the dungeon Evolutionary Magic of Fire... You will get a fiery faerie: you need it to fight nature, chaos, ice, and you must have it in order to get into Lava Caves under the city of dwarfs. For a collection, you need as many as 4 (four) Tinefol(three will turn into other creatures) and two Pfoe(one confuses). Good luck on the hunt! After catching a variety of fairies and pumping a team, you can go to London, re-arrange the squad, drop by the cottage to replenish mana and turn in pixies (Lucius will give 30 coins for the first five), and you can teleport to the swamps. Goblin Village in Dark Swamp Catching a wild faerie with a magic sphere. Dark Swamp- these are chains of small semi-submerged islets surrounded by water, occupying about a dozen locations. It is not easy to navigate, you have to memorize the path and use the rules of the right hand or left foot (whichever you prefer). The village lies in the middle of a swamp. This is where you initially find yourself. The first thing Amy sees are the houses, the walkways leading to them, and a red-eyed dark elf sticking out on them. As soon as you move in that direction, the elf attacks, and the faerie duel begins. It is not difficult to cope with an ordinary dark elf - usually he has three fairies of level 10-15, of which two are faeries of chaos (respectively, to beat by nature). Go to the village. The whole settlement - four houses on the edges and a larger house in the center. On the left hand: in the first house you will find swamp map (Map of the dark swamp). In the second - the spouses robbed by the elves, for getting rid of the "dark forces" they will then give you something. In the third house (attention!) Lives fairy trainer... For 60 coins, he will give you the opportunity to defeat two of his level 19 faeries an unlimited number of times - corgoth and gargauth... During the battle, coins fall from them, so in reality one training session costs about 25 coins. And a lot of points are given: from 125 to 150 - it is very easy to get the much needed fairies to level 20. Fourth house - score... You will also find there magic merchant(water and psi spells). After the elves are expelled, a large healer costs only 15 coins. In the central house there is mayor (Movit the Seer). He will talk about Cone Shell- a seashell currently owned by a dark elf general. She can summon water faeries. In addition, in a stone circle somewhere in the swamps lies magic map of nature- she must take possession of it: her magic allows you to cope with the thorns of thorns. After talking, take in the house Rune Tiralin... Right there it is wood Elf- he lived in a forest hut with his wife, but when thorns grew everywhere, he went for help and now he cannot return home. Remember this. On the walkway in front of the mayor's house, talk to the goblin. Elves beat him. When Amy wins, he will again go to the swamps to collect medicinal herbs. A bunch of reanimating herbs costs him only 8 coins! True, at first he will offer to fight a pair of his faeries. Get down to the swamp. First, turn right and beat two ordinary dark elves. Then return to the footbridge and go left - defeat their general (his army is something like Rasrow Level 17, Maulrow 10, Violectra 3, Ferix 4). By the way, until the victory over three of his subordinates, he simply will not fight with you. The trophy is the same seashell... Now look carefully: in some places (on the bank, on the rifts, near waterfalls), at the top left of the screen, the icon "sink" appears. So, here you can get up and puff. And someone will come to fight! After defeating the general, return to the village to reap laurels and listen to compliments. Then go comb the swamps. Dark swamps All tamed fairies go to live in London. When mom comes home! .. Finding something here is not easy. Be guided by wandering lights- they will show you which way to go. The main task is to find circle of stones and in it magic card... Secondary - to catch those who have scattered across the swamp pixie... The third is to collect coins and bundles, which are lavishly decorated with the landscape. And finally, to replenish the collection with a variety of fairies as much as possible. Level 10-20 nature fairies live here: Corgot, Abnobery, Lana... In some places (for example, when entering a location with several pixies) you can find Viteria or Tinefol up to level 40. Fiery Tinezard if you started it should help a lot. From time to time you will run into dark elves. They are a little cooler than the village ones, but there is no great harm from them. From the footbridges to the left (to where the general was) through two locations there is an entrance to the forest (under the cliff you will catch two pixies). From the walkways to the right, if you go along the right hand, on the third location there will be islands where pixies are hiding. I caught here 4 pieces... There is also an interesting chest. From the footbridge to the right, but on the left hand, you will come to circle of stones... Trampled near dark Elf... The level of the troops (the composition may vary from game to game) is approximately as follows: Greez 22 levels, Stobat 21, Stobat 20, Sirael 23. Not far off in the swamp one more red-eyed type hangs around, but it is even weaker. In the circle of stones above, draw the first magic faerie card - Fairy Card of Nature... Now by pressing F2, go to the inventory section and make the first faerie a fairy of nature. A thorny bush is growing nearby - go up to it and see what happens: you will receive a silver sphere as a reward. Now many new paths have opened up for Amy. Fly to the Fairy Garden, talk to the goblin Rafi. He will advise you to find other faerie cards, starting with earth maps... According to rumors, it can be found in the Cloud World, and you can get there using the mechanisms of the gnomes that live high in the mountains in Dwarven Tower... But first, it's worth completing what has not yet been done. You can do the next few sections in no particular order. For orientation, I will say that by this moment in my collection there were about 25 fairies, the average level of five fighters was 25, 16 pixies were captured. Basement of the cottage For the first five pixies, the pixie keeper Lucius gives 30 coins. For the second - the key to the basement of your house Cellar Key “Key of the Guardian of Pixies”... The basement is huge - this is a smaller version World of Shadows where you go towards the end of the game. Here you can catch three different chaos faeries: Rasrow, Skeblo and Akritar... There is also a chest with a puzzle lock (you can press the buttons an unlimited number of times), where there is a green stone Evolutionary Magic of Nature... By acting on them Tinefol or Pfoe, you can get completely new faeries. The path of air vortices is not yet available for Amy - just remember that it is. Forest gatehouse Psi-faerie mintaur is a pretty serious opponent. But the exp also gives a lot for it. Therefore, hunting psi is the favorite training of young fairies. The path to Tilarin from Endeva lies directly, while turning to the right will lead to another part of the Enchanted Forest, where on the third square you will find forest lodge... The owner of the gatehouse (you saw her husband in the sire's house in the swamp) will ask you to remove all the thorny flora from the surroundings. And she will say how many bushes are still left. One of the bushes grows right on the roof of the house. When you finish the job, you will be rewarded with a gnomish artifact that you need to run their machines: Elemental Key of Nature... Path to the Dwarven Tower Teleport to the cottage and move to the mountains. At the first location, you can remove a thorny bush in the cave and talk to gnome... Strange story - he did some experiments to the point that he was constantly hit on the head by lightning, so he sits in a cave ... He has an energy faerie, which you can buy for 400 coins. Expensive, but darby will decorate the collection. Another one sits right there. magic merchant, who just sells energy spells. At the next location (with an owl), go right, remove the bush, and you are in the mountains! There, on a narrow bridge, a red-eyed elf is waiting for you. Hit, move on. From this point on, dark elves will come across regularly. In addition, look around - a variety of stone faeries live here ( Gremor, Jumjum, Stobat from level 11 to 25), and many good things are hidden along the bushes and cliffs. Through two locations you will reach a large pit. It is great (at the bottom you will catch the 17th pixie), there is where to wander and even get lost, but there is only one way out of it - a dark passage will lead you to a beautiful cliff with a waterfall. On the left, on a narrow bridge, there is a dark elf stronger than those who met on the way before. Right passage to Dark Caverns, Where live psi-faerie... You can first look there to catch psi for the collection. Dark Caves - Dark Caves This is a small system of intricate corridors. On the left hand from the entrance you will go to the cave with treasures, on the right - to the cliff behind the abyss in Enchanted Forest... In addition, gnomish crystals and fairies are found in abundance here. Mentaur and Mengr from 25 to 40 levels. After hunting, return to the cliff. Now go to the dark elf at the waterfall. Approximate opponents that you may meet: Goop level 27, Turnox 27, Tinezard 32, Psyrow 30, Fygaery 28. Hit him and move forward - at the next location you will find Dwarven Tower... Dwarf tower It is not recommended to go to this "warm place" without magical protection - a fiery faerie card and a fiery fairy behind your shoulder - you will burn out! On the first floor, the gnome will tell you that the entrance to the gnome city Managham blocked a huge boulder. In addition, you will have to defeat him in a faerie duel in order to advance further. Take Rune of the Dwarf Tower, which lies between the bookshelves, and listen to the story of the ancient machines of the gnomes. On the second floor, you will find another gnome, a duel with him and a story about the World of Clouds. On the third floor there is again a gnome with a story about the White Druid, a duel and a map of the Mountain Country Map of the mountain world... And finally, in the attic, the fourth dwarf is waiting for you, after defeating you, you get access to a chest with the second part of the lifting mechanism Elemental key of the earth... Exit the tower. Examine the rocky cornice: from this location there is a path for as many as four squares: 1) the cornice leading to the Dark Caverns, where you came from; 2) passage deep into Mountain Peaks and the city of dwarfs Managham (almost reaching the tower); 3) a circular corridor near the tower with the gnomes mechanism that will take Amy to the Cloud World; 4) a passage at the very end of the rocky cornice to the sanctuary of the gnomes, where their artifacts are kept. A guard blocks the way there. Let's take a look at it first. After exiting the tower, move along the cornice further to the right. There is a gnome at the end of the cornice near the cave. He will agree to let you into the place guarded by him if you defeat him in a duel. Condition: your team must have at least one psi -fair. If you were in Dark Caves, psi you have. Fly to London, add psi to the team and return on the rune Rune of the Dwarf Tower... After defeating the gnome, go on. To the right of the entrance is a luminous spot - teleporter... The exit from it is on a narrow rocky ledge behind an abyss. Do not climb there yet, go across the bridge to the gnome. He will say that he is ready to give access to the artifacts of the dwarves, if Amy proves her legitimacy: for this she needs to bring the dwarf guardian a set of ancient dwarven weapons dwarfen tools... THE THIRD PAGE The path to the mountain peaks We need a third Elemental Key. You can search for it only in one place - in the passage leading to the mountain peaks. Come in there. At the next location, the first person you meet will be Chieftain of the dark elves(Leader of the Shadow Elves) with an army of three fire faeries. Since your water tadana has long turned into ocean level 40, he will be very disappointed ... Offended, the elf will disappear, and you will have access to three paths leading to the system of rock corridors. In fact, all three paths lead to the same location. The path along the left hand is to the capital of the mountain gnomes, but it is blocked by a giant boulder... Remember this. In addition, there are a couple of caves with chests and spheres, and another pixie... Catch! Then go to the passage leading to the mountain peaks. First, you will be taken to a large location with a green mountain gorge. Exit to the peaks at the far end. Interests: a cave with a gnome, who will show you a collection of four fairies in battle: tinefol and its three derivatives. Nearby is a cave with treasures. Rides on a plateau in the center of the dip pixie- alas, until you get close to him. We'll have to come here later, when we get an air map and air faeries. The inhabitants of this place are the faeries of nature and stone from level 11 to 40. Through the passage you enter ice tunnel... First go to the left: in addition to a couple of chests, there I met a unique psi-faerie in two games. Then come back from the impasse and go to deal with dark elf blocking the passage. Hit him, the oncoming psi-faeries and leave the cave. A world of ice awaits you! Mountain peaks The path to the Dwarven Tower is not all about battles and thorns, there are also gifts. Probably, the Yeti would like this world of cliffs and snowdrifts - Amy will have to be careful. Its inhabitants are ice fairies of four types: three bears Feez, Greez and Greezlok and the Snow Queen beauty Glasses... If you forgot to grab the fiery Tinesard, may be a bit tough ... First, go left. The path will lead you to the bridge, behind which you can see the entrance to the cave Ice caves... Moving along the left hand, you will come to the grotto with rune of the World of Ice (Rune of the Ice World). Further along the left hand there will be a passage to the inner dark cave, where you will meet the son of the Head of the Dwarves Quinlin Lasse... Lasse looked for his father in the forests, in the swamps, and, finding no trace, went to the mountains. In this cave he was locked by four wild faeries, now he sits and freezes here! Amy's task is to climb all the nooks and crannies of the grotto (pay attention to the luminous cloud that creates a step to the waterfall), find four psi-fairies and wind their tails. After that, a grateful Lasse will give Amy what we climbed into the mountains for - Elementary key of air... You can go to the Dwarven Tower and launch the lift to the Cloud World! But first examine the peaks. First, after leaving the Lasse grotto, catch the runner along the snow-covered passages pixie(frisky creature!). Second, head back across the bridge along the path to the other end. Another pixie and a blue stone are visible beyond the abyss and the bridge of air vortices. Evolutionary stone of air... Remember this. The coolest ice fairies can be caught under the tree next to this abyss - glassess and grislock... Having caught, with a clear conscience and a collection of 40 fairies, go to the car of the gnomes. The World of Clouds It looks like owls are birds of a very high flight, because the winged guide of this breed will be the first to meet Amy upon arrival. He will tell you that the once blooming and very beloved by all the inhabitants of Sensera, the World of Clouds is now empty. Sensera's heart - White Cathedral, Arena in the north, pavilion remained only memories. But now everything is fine. The World of Clouds is a wonderful bright place, consisting of islands soaring in the sky, connected by marble bridges. Fragments of antique columns can be seen among the grass and flowers. It is in them that the local air faeries live. In addition to them, you can meet old acquaintances from the natural world of the 40th level. The landscapes in the game are worthy of the brush of Lucas Cranach - there is something to admire! We pass to the island, fight with oncoming letadl and, as usual, first move to the left. The bridge will lead you to a hilly, green island. Behind one of the hills you will find a chest with a map of the World of Clouds - Map of the Cloud Realm... In a nearby hill, the entrance to teleporter... We go in, we go out, we admire the waterfall falling from nowhere to nowhere, we notice a magic cloud nearby, which, when activated, will create steps to the hill where the 20th sits pixie(those 2 in the mountains that are not yet available, we did not count). The path further blocks the great boulder- alas, Arena not available yet! We return to the point of arrival to go now to the right. Long bridge - transition to the next square. There we go up to the tower and at the top we find dark elf with a heel of unsuited fairies. After beating, go to the island. This is where the Cloud Rune will deliver us when we find it. The long bridge ahead leads to White Cathedral... Go, admire, you will not be able to get there yet - only a chain of air vortices goes through the abyss. Another exit from the island is down through another tower, but, of course, it is also guarded dark Elf... We beat, go down, we pass through the teleporter and get to the location with pavilion... Finally, we are waiting for a meeting with the guardian of the world Sensera White Druid... Pay attention to magic merchant that offers you the magic of air and light. White Druid - White Druid - stands in the gazebo behind the crossroads. He is surprised to see Amy, and says that she must prove that it is she who is the predicted Faerie Master from the prophecy, for which to defeat the couple dark elves, which immediately materialize out of thin air nearby. Each of the adversaries has four faeries, hit and return to the druid. He will give you a magical reward the card of the earth (Fairy Card of Earth). If you make the faeries of the stone letadlu active, then when you come to the dark cone-shaped boulder, which you have already met quite a few, the faeries will blow up the stone and free the way! Boulders Try to clean up boulders- there are a couple right on the square with the pavilion. One blocks the bridge, the other (hidden in it golden sphere) lies in the empty pool opposite. By the way, there you can also catch interesting fairies of air - Gorael in yellow armor looks great in the collection! The path to the tools of the gnomes I will list other stones that lie in different locations. Third boulder lies at the cave with the teleporter with the Fairy Garden (the very first location), blocking the way to a small valley with another lift gnomes to the World of Clouds. Remove the stone and go there. Upstairs on a small island, metal faeries live and stand three chests With gnomish tools(remember, you were asked to bring them?). At the chests, four metal faeries will attack you at once ( Minari and Megari from 19 to 24 levels). Beat with water - it helps a lot! World of Shadows. The steps lead down. Don't fall, Amy! The chests are locked with puzzles. Here is a sequence of keystrokes (nine-move answer). First, at the corners (1,1), (3,3), (1,3), (3,1). Then along the middle of the sides (2,1), (2,3), (1,2), (3,3). And the last press in the center (2,2). The first number in brackets denotes a row, the second - a column of a 3x3 matrix. This will give you 6 sets of tools. Look at the help screen: it is drawn there that if you act with the tool on Minari- you can catch a couple of them right here, and the third (and how many more are needed) at the gnomish factory - it will work out of it Megari, and with secondary exposure - Gigarex... Expand your collection. Go back down again on the elevator - another one appeared below. pixie to catch! Now you can teleport back to the Dwarven Tower and take the tools to the next square to the keeper. He will create several flying steps along which you can get to the chest. First, go back across the bridge to the teleporter to the cliff, and from there jump, jump, jump ... Reward - Elementary key of fire which will later give you access to Lava Caves... Boulders in the mountains Through the location from the cottage in the direction of the Dwarven Tower you will find two boulders... The first hides the pouch, while the second gives access to an enclosed valley with several waterfalls. Go there. Firstly, the shell will allow you to lure out of the water and catch water fairies that you have not yet met: Amnis and Ceramnis... In addition, there are many tadan and gupov... All critters are from level 20 to 40. At the far end of the valley is an elf with a collection of five ice faeries ranging from level 20 to 50. Tinisard with you? Then get a reward for winning a difficult fight: Key to the Town Hall(opens the left door in the mayor's house in Tiralina, there are all sorts of usefulness and Four-leaf clover(the chest is sealed with a puzzle), increasing the likelihood of receiving spells from magic merchants). There is more on the way to the Dwarven Tower boulders hiding treasures - at the bottom of the pit and at the edge of the cliff (for the location before the tower). Behind the Dwarven Tower on the way to the Spades boulder blocks the path to the underground city of the dwarves Managham... But we'll talk about this below when the time comes. Cloud World, Arena Thorn bushes grow everywhere. And only the magical map of nature found in the swamp will allow lime thorny flora. V Cloudy World, as you remember, boulder blocked the road to Arena... So, to the left, past the gnomes' lift, across the bridge, the teleporter we go to the boulder. We demolish, and now we are looking at the amphitheater in the distance. And in front of us on the bridge is the White Druid. He will tell you that the Arena used to be a place of glory for the Faerie Masters, but now it is occupied dark elves... There, by the way, is one nearby. Let's go take a look. The elf has an interesting army: one zegbuzz(chaos) and about seven turnoxes and manox(dark). For a change, they all attack together. Not a bad tactic is to expose ocean(water), which will quickly knock out all the faeries of darkness from the field, and then viteria(or whoever you have there by nature), which will finish off ebug... As a reward, Amy will receive a curious trophy - Staff of the Head of the Dwarfs Quinlin. Nearby in the Arena there is a fairy of light looking like a swallowtail butterfly suana (Suane light fairy) - The Keeper of the Arena. She is haunted zegbuzz chaos, and she asks for help. After defeat zegbuzz suana joins Amy's squad. By the way, catch this zegbuzz I failed: the inscription "Catch the fairies!" and the sphere icon just didn't appear on the screen. It's a pity! Fairy Tournament on the Big Tree After the duel, go talk to the Druid. He will say that Quinlin's staff is proof of the betrayal of the dwarfs, and that now we need to talk to the mayor of Tilarin, he knows what to do. We go to Tilarin. The Mayor suggests sending the most powerful Faerie Master to find and stop Quinlin. And who is the strongest will determine tournament soon to be held at Giant Tree that grows in the swamp. To come to the Giant Tree, you need to turn left from the teleporter along the footbridge. After removing the thorn bush, we stumble upon an elf named Janus(Janus), who mourns the loss of his lover in a duel zegbuzz... And at the same time completely blocks the path further. Alas, for some reason, zegbuzzes are not caught in the wild! We recall that in the herbalist's shop, the owner really wanted to barter zegbuzz on the suanu, we go to her and change the fairy of light to a spotted creature. Go back to Janus and give him zegbuzz... He gives us an inferior level 0 stone faerie in exchange and disappears. Ce la vie! We go further, pounding along the path of numerous fly agarics and obsessive sill Level 40. We catch the next pixie. We come to Tree... To win, you need to use a spiral staircase around the trunk to reach the top. Let's get started. First we hit Lucius with his collection of stone faeries around 35th level. Then our friend the gnome Eric (he believes that accusations against the gnomes are a misunderstanding) with his team of fairies of water and ice. Finally, the path is blocked by the one who has acquired zegbuzz Janus (the fairies have magically grown to level 38 during this time). We beat, we go further. Yes, Janus resent his loser zegbuzz and gives it back to you. We talk with the goblin, fight with him (he is also ready to defend the innocence of the gnomes), after which we finally get a reward: Fairy Card of Air... An air map with an active air faerie behind Amy makes it possible to jump on air vortices(as you will soon see, this is not for the faint of heart!). By air vortices Thus, a general of the dark elves, similar to Napoleon, wields a seashell that allows you to summon the faeries of water. To obtain this treasure, you must defeat its owner in battle. There are many of them in different locations, I will not even try to list them all. Since you need to keep growing your team, use this moment to re-explore locations for small tornadoes. Training should start from the location behind the cottage where the owl was sitting. Jump, practice. Walk the path to the Dwarven Tower. A couple of spheres taken from high cliffs will be a reward for your efforts. Behind the Dwarven Tower, go to the Peaks. In the valley with the abyss below, remove from the cliff on the 22nd pixie... After leaving the Piki, go to the right. Catch the 23rd across the chasm pixie and take air evolution stone... If the collection has an extra tinefol- act on it and see the result! In the basement of Lucius' cottage, the vortices give access to treasures - a pair of crystal spheres and a chest. At a location with pavilion air vortices form a ladder to stone evolution of nature lying on top of one of the columns. Finally, in the World of Clouds, a chain of vortices will make it possible to overcome the abyss that blocks the path to White Cathedral... White Cathedral Jumping over the whirlwinds, we overcome the abyss. By the way, there are rare air fairies, and on the hill sparkles magic cloud(builds steps to another hill). Naturally, a dark elf is waiting for you on the way to the Cathedral. Beat. Go to The cathedral... Are there locations inaccessible to magic merchants? Looks like no! This one trades in light magic. In the cathedral we meet the Druid. He says that he captured a dwarf who came to rob him. By the way, there are many useful things in the corners of the cathedral. And the gnome is our old friend Lasse. He denies the theft charge and gives Amy trading post key (Key to the dwarf factory). Lasse asks her to go to Monagham (Monagham) to an abandoned factory - there, according to him, answers to all questions can be found. Monagham, an abandoned factory After removing a stone from the road (location behind the Dwarven Tower), you find yourself in vast caves. The city lights shine in the distance - you go there. The counter owl will bring Amy up to date. The first tier consists of three houses. In the back room of the first house lies Rune of the Cave World... In the same place, the gnome offers to replace the exotic energy faerie with a cool air one - decide for yourself whether you need it. The second house is the city hall. As a reward for clearing the path, Amy will be given a bag of 15 crystals. On the street, the gnome will talk about the magical fire map - Fairy Card of Fire, able to protect from heat. In the third house Jani (Jani), Lasse's girlfriend, worries about her missing friend. Further there is an ascent up the hill, where at the turn you will see a door in the wall. This is the door on gnome trading post. This skeleton dreams of one thing - to look at the fiery picx. For a dream come true, he will give us a key, without which we cannot reach the Dark Cathedral. The next tier is a house with an opening lever... It contains an elevator going down to the Fire Caverns. Behind the house is a teleporter circle. Near the forge. If you have gnome tools ( tools of the dwarves), the blacksmith will begin forging spells for the metal faeries! And finally, the last building is score selling goods for crystals. One of the magic merchants with magic for fiery and psi-faeries. We go to the trading post. At the factory, Amy is attacked by three metal faeries of guards - a couple Minari and Gigareх, and all at once in a crowd. if you have ocean- it will amuse her. Above is the Head of the Dwarfs Quinn (Quinlin ). He says that at the request of the Druid, he helped him make a guard that guards the magic portal between Sensera and the Earth, and then the Druid betrayed him and locked him here, in his own factory. That is, the Druid himself is to blame for everything! Goodbye Quinlin gives Amy key to the World of Shadows - Key to the shadow realm... In fact, this key is a universal gnomish master key, which, in addition to the World of Shadows, can open other doors locked by the gnomes. Yes, do not forget to go back to the White Cathedral, fight the Head of the Dark Elves and free Lasse! And then visit him at Jani's house, where they will thank you - in particular, Jani will give you another energetic darby for a collection. Lasse will ask you to say hello to the goblin Rafi. If you are not too lazy to do this, Rafi will tell you that while traveling he heard about a stone hidden behind a beautiful waterfall. This refers to the waterfalls behind the cottage. If you go around them on the left, you will discover a hidden system of caves inhabited by psi-faeries. Rare elsewhere beltaur- is a common occurrence here. And besides, there really is a second hidden fiery stone of transformation. If you haven't found the first one, this one will allow you to make from tinefol a fiery faerie needed to visit the Lava Caverns. Behind closed doors First door located in basements near Tiralin. Behind it is a wonderful place for young maidens to walk, with crypts, skeletons in the corners and the faeries of darkness and chaos leaping out of the dark corners with a whoop. But the main thing is that in the far part you will find a wonderful horn (fairy horn), and from that moment on, Amy will be able to challenge all the faeries hiding in shelters! Second door- the third gate (here you met the dwarf Eric), leading from Tiralin. Behind them lies a part of the forest with ancient ruins, which is still closed to Amy. Ruins- the only place in the country where they meet faeries of lightDriane and Lighane... By catching these, you can grow your suanu instead of the lost one. Energy faeries can also be caught here. darby... In addition, in and around the ruins you will find two evolutionary stones of nature, crystal spheres and another magical faerie card - Fairy Card of Psi Magic. With an active psi faerie, Amy will know where the nearest wild faerie is. Portraits of fairies not found in nature. They can only be nurtured by ourselves. Part one. Third door- behind the forest gatehouse. Once in, catch another giggling pixie... And the main attraction of the location is a few fairies of nature in the meadow, who are all guarding the last magical magic card - Fairy Card of Fire... You will have to go here: the map is a quest item. The keepers are attacked by the whole collective, namely: two bloomells Level 57 and four pelvis Level 38. Initially pelvis protected from damage - you need five shots each to break through this protection. This fight seemed to me one of the most difficult in the game. Fire Caves Dark Caves A wonderful place located under the city of dwarves. Two things are needed to hike here: magic fire card and fire faerie over the shoulder, otherwise Amy burns out from the heat. The goal of the campaign is to capture the embodied dream of a lost skeleton from the Shadow Realm - a fiery faerie Pix ... Going down the elevator and overcoming the abyss over the lava gorge through the air vortices, we find ourselves in the first fiery cave. There are many crystals and little fire dragons Dragwin... If you act on them with the evolutionary stone of fire, you will get a cooler creature - Flagwin... There is only one exit from this cave to the great hall. Before you is a huge hall with tunnels going somewhere from it. In fact, there are only a couple of locations attached to it, each with one entrance and one exit. Go around them. Here your task is to catch the necessary Pix (his older brothers are caught too) and take a few evolutionary fire stones that are scattered here and there. After completing, teleport to the cottage for free mana. Shadow Realm - Shadow World World of Shadows lies behind a large tree in a swamp. How will explain owl guide, its existence balances the light of the rest of the Sensera. Come inside. Dark. Someone is crawling ahead. Sticks out on the steps dark Elf... Wicked. We beat. Go ahead. The cloud on the right (behind the vortices) creates steps to the column, at which the next pixie... At the end of the location, Amy is waiting for another elf with five faeries of approximately 50th level. The second location begins with a ladder on which stands Head of the dark elves... Strange, but his army is slightly weaker than that of the minions. We beat and go into the hall behind him: this is the central square of the entire Kingdom of Shadows. There is a circle for teleportation and three locked gates with locks of different colors. A cloud of magical fireflies in the corner of the hall creates steps that will allow you to jump to the chest with red key (Red bone key). The third location lies behind the red gate. On the right, behind the swinging steps, you will find the last rune for teleportation - Rune of the Shadow Realm... In the distance on the crypts, surrounded by piles of bones, sits magic merchant- apparently, he ate the previous buyers! But his assortment is good: spells of fire, ice, darkness and chaos. There is a box next to him, and in it lies Green Bone Key... Return to the central hall. Portraits of fairies not found in nature. Part two. Behind the green gate, a short passage leads to the fourth location. Blocks the road again dark Elf with a faerie heel - hit! Go along one of the many ladders to the chest in the center, there is the last piece of the country map - Map of the shadow realm... At the end of the location, you will find another meeting with dark elf... Behind him is the passage to the fifth square of the Kingdom of Shadows. The main thing on this square is not an empty throne, but a couple of skeletons on an island, to which you will have to jump from a ladder nearby (you need to jump somewhere from the middle of the third step, if you count from above). The kneeling skeleton has the right Amy Blue bone key... He will tell you that he went to the Kingdom of Shadows for a beautiful fire faerie called Pix ... If you show him picsa, he will give the key. If you've been to fiery caves, pix you have. Having received the key, return to the central hall and open the last gate. Now Amy's path lies to To the dark cathedral... The path to the Dark Cathedral. Guardian Before the Dark Cathedral, you need to go through three locations. First, catch the 28th along the way. pixie... On the sides, behind the swinging steps (a hymn to stuntmen), bags of good, crystals and spheres are laid out. Jump, have fun! The road goes along the bridges, the path from time to time is blocked by dark elves. The most difficult battle is the last one - when two elves unite their armies to attack you. Approximate composition: Manox level 49 , Segbuzz 44,Turnox 54,Taze 44, Amnis 32,Rasrow 51,Maulrow 39,Dracwin 30, Flagwin 25. This combination was repeated in my two games. Little will not seem! At the door of the Dark Cathedral, the White Druid is waiting for you: he believes that the unification of the Sensera and Earth worlds, which the prophecy promises, is a gigantic mistake, and is ready to stop the fulfillment of the prophecy and Amy herself at any cost. But, to be honest, after the previous battle, his army of only five faeries (three stone) does not make an impression! There is a sculpture in the center of the Cathedral, and metal fairies are circling around - this is the one Guardian to be destroyed. But it is not possible to approach him - he is surrounded by a magical aura. Let's go look for the druid again. We rise to the top of the cathedral through the side door. On the way we catch the last couple pixie... Above is the Druid - his new army - two fairies of light and three fairies of darkness - is ready for battle again. After Amy's victory, he says that he places the fate of Sensera in her hands and removes the magical protection from the Guardian. Now you can destroy the Guardian. The last fight does not seem difficult - pumped water fairies will easily cope with the task. There are five metal fairies to fight - Minari Level 39, Gigarex 49, Minari 39, Megary 39, Gigarex 60 - and the Guardian itself - a figure with shooting, but motionless eyes, which must be destroyed at the beginning of the battle. After that, it is easy to turn the rest of the protectors into scrap metal (metal corrosion!). Finally, watch the final video: it looks like Hyde Park is going to be fun tonight! Congratulations! You completed the game.

Collect as many power restorers as possible, and the scarecrow near the cottage will restore your mana (after you have killed all the fairies who terrorize it).

In Endev (Village of Elves) there is a building like this, with a canopy (this canopy and the building together with it are close to the fence on the right side of the entrance to the village), and under the canopy you can either catch a fairy or sell it in Tiralina!

After the last level of the fairy, i.e. 59 - 60, she can also go further to the level of 70,80,90,100

Tips and secrets for the game Zanzarah.

I warn you right away - I played the game 6 and a half times, so you don't need to think too much about my advice, you can safely follow them.

1. When you need to choose your first elf in Rufus's house, take a natural one. Why? I explain. Natural elves are strong and fast, and the first spell you are given has a whopping 30 charges! That is, you can shoot 30 times without recharging manna. And, although the characteristics of our natural Sillia are theoretically worse than those of the other two elves given to us, I really liked it. Water Tadana is fast, and it seems to have nothing with magic ... But very soon you will be able to get the same in exchange for a silver orb. Stone Graeme is quite slow, and its spells are not very good. So you better get Sillia.

2. At a certain level, many elves transform into others, and not always the best. Natural Sillia, for example, is quite possible and even necessary to develop into Viteria, but it is not worth developing into Boneria - it is weaker.

People, first you need to make some money, there are three ways:

1. This is to walk and collect them ..
2. In the village of elves, in a tavern to lure from the elves sitting at the table.
3. This is when you trine your fairy in the village of elves, there are two +, this is that you train her and they also reap money for you, by the way, you can make good money there ...
And so, what is it for ..

In Dunmore, in one house there is a goblin, he trinees fairies for 60 coins, but he trines very, very quickly !!
So, first, train your fairy in Endeva, accumulate savings, and then in Danmore and your fairy will not be defeated ...

Use the code item 13 to get the golden carrot. She adds experience to the fairy to the next level.

To be honest, all this bullshit with consoles is not interesting. You can just collect gold and you will have 1000 gold coins, and then you can easily go through only the markings by yourself! Yes, you just need to collect gold quickly while playing without F1.

Build yourself an unbeatable team.
On the efficiency table, see which elements are effective against which, everything is very simple - recruit fairies so that your whole group as a whole is effective against all elements.
Personally, I took for myself Gigarex-metal, Flagvin-fire, Drabyu-energy, Grizzly-ice chaos or darkness!
It's that simple!

If you walk a little there in the cottage and reach the place where the owl and such a mountain are, there are two more stones and bushes. If you have a land card and the fairy does not have a stone, then you can climb the mountain, climb up and jump over the stone. There will be a cave in it there is fire magic and there is an elf nearby if you defeat him, he will give the key to the city hall in tyraline.

In Danmore, when you go to the swamps to look for a map of nature, choose the right road, pass an owl, go further there is a goblin, but you should not approach him, on this level his fairies are too strong for you, especially one ice fairy, like a white grizzly. you go around it with the left road, there in the fog you will begin to see stones standing around, you go through the swamp to them, there is also a goblin, but you can go around it around the island, there is a passage on the other side to take a map of nature and a silver ball, in the same way you go back.

If you want a stone elf, take Wesbath or Stobat.
At first it is plain, but it evolves quickly, and at level 40, with an attacking metal spell ...
In short, I went through the whole game with them.

To find a fire map, go to the forest hut. As soon as we entered the clearing near the hut, to the right, along the stream, there will be an exit into the enchanted forest (but not the one where you were before). See the gate (opens with an IRON KEY, which can be obtained from Monogam). Further along the path, approach the 6 evil stupefied nature fairies. And besides, there are more than 50 levls. I do not advise to fight: time, nerves ... In general, I advise lazy people to use a cheat (see codes).
Have you won? The fairies repent, offer to live in harmony and give a fire card. Then to Monogam, to a house with a lever by the door (near the teleportation circle) and forward, down, fry. Just remember to stock up on fire fairies and those who are effective against them. GOOD LUCK!!!

As already mentioned, you can create a faerie team that is effective in all fights. if you take the fairies of nature, air, water, stone and fire, and also add the PSI spell to the 2nd active slot on the fairy of nature or water, then you can tear anyone! In addition, if you have ELEMENT CARDS, you will also go anywhere!)
there is only one BUT: in duels with collectors of fairies, dark elves and so on. see what elements of THEIR fairies (for example, the dark elves most often have the fairies of chaos, darkness, ice, psi), and then decide which spells to put on YOURS, and which fairies to use.

I want to say about the Glasses ice fairy. You will be worn out with her order. It's hard to buy a good passive spell. And the second active spell appears only after level 53. But Glasses is very (very!) Fast and dexterous, and she has enough vitality.

In the beginning, I advise you to take Graem, because in Dunmore there will be telves with ice fairies (from the initial fairies only stone hits the ice well) and Violectra. You should not take Vesbat, he is very weak, and you are too tired to develop. The ideal combination of fairies (in my opinion) - Latisia or Tynves (air), Swain (light; can be found in the abandoned ruins behind Tyralin), Klam (psi), Grislock (ice), Flagvin (fire).

If you are too lazy to fight with the Wild Fairies, you can fly up to the glowing ball on the platform and then you will run away. If you fight as collectors, then this issue will not work!

In the village of Dunmore, there is a house where a goblin washes the floor - you remember?
The fact is that it is no coincidence that he washes it! If you stand a little near the goblin, you can see that from the cracks in the floor he washes balms, mana, etc., even gold! I hope you collect everything that this goblin can help you!

The strongest fairy in this game is Suanne. After level 50, you can put a passive spell (where with 3 squares). Whoever hits it himself receives the same damage. Plus, she's only weak for fairies.

It is better to choose the Water Fairy from the very beginning. She will evolve and become very cute and strong, running ahead I will say that against the last leader she will be very effective, I personally passed the leader as one fairy! A little further, when you are asked to take the silver sphere from under the nose of the wild fairy, replay until the fairy Lana appears. This will be your second main fairy. Well, then we go through the game, and take Ice-Glasses as the third fairy. The fourth fairy-fire-flagvin. The fifth is the air of Letizia. These fairies are the strongest in the entire game. And again, against the last leader (Lana just change spells, although she may not be needed if Okeana is level 60).

No matter how funny, but the most used were the fairies of water, on which there are no cards, and in general they seem to be not very necessary at first, as well as fairies of ice and metal. What for? But:
- in the already indicated place for the fire card you will have to fight with very cool fairies of nature. Ice, metal and fire are indispensable there, since several fairies begin to get injured only from the fifth blow. Since there will be immediately attacked by either five or four fairies, and besides, they are quick and dexterous, then you can only be effective against them.
- in the Kingdom of Darkness you will have to fight with two byak-elves. They have (with rare exceptions) - the fairies of darkness, who, in the presence of at least one "ineffective fairy" of any level, kill immediately (and if you consider that you are attacked by two fairies at once, then the battle you understand is hot). Water fairies are in great need there.
- the Druid has the fairies of Darkness. See above where to send them and by whom.
- the guard has a dozen (!) metal fairies. Do you want to live? Then - water and ice. And there, I must say, there will be no time to think.
- and don't use fairy codes! Boring! Here, the one who wrote the passage did not even understand why the fire card was needed and where to get it. And without her, the Fairy Pix cannot be obtained otherwise than by codes.

The passage with the codes is not interesting, I advise everyone to take the fairy of nature Celia in the house of Rufus. Then you collect gold in game mode until you buy it and go to Tiralin. There, kill the impudent elf (he will come out in the left arch when you approach it) whose only fairies are stone no higher than 7 lvl, then go to the merchant's house (go straight to the gnome, then the door will open on the left), he will ask you to catch a pixie, and then he will sell magic items, buy golden carrots, and then in the village of elves you go to the elf and swing your fairies using golden carrots: you give everyone one carrot and go to train with this chel, and so feed the carrots after each battle, and so that everyone immediately got experience during the battle, just scroll through them, so that each fairy would at least be in battle.

I completely agree with Evilin (4th message), now we are listening to almost trouble-free tactics. I learned this by going through the game 10 times, and so the most difficult battles are where you need to get a fire card there are many fairies attacking at once, and so a stratum, when the fairies run out of mana, they start shooting lives, this also applies to opponents, and so fly about 15 minutes and that's it - you won, they will kill themselves.

An invincible collection theoretically - light, air, ice, psi and one fairy you can choose from, but in general, very strong fairies - light, energy, darkness and psi, just put the spell of reflection, and if you just want to go through the game, take corgoth, tadana , grizzlack, mentor and 1 of your choice, repent, put good magic and blow it out (the fairies of nature are one of the most powerful, because there are armor spells and slowing down the recovery of spells of opponents!)

Best combination of fairies: nature, light, water, fire, ice.

Nature - if you are chasing perfection, then swing Vorgoth, he will be the strongest, and so leave Viteria.
Light - Xuanna, you will find it in the ruins underneath, she will have to be pumped along with the water at the fairy factory.
Water is better than Oceans nobody has invented anything yet.
Fire is Drakvin, or even better, Piks should be pumped to the third level, but you have to be insane to kill so much time ...
Ice for aesthetic reasons, Glasses. Although it is very convincing in terms of its characteristics.

Hints:

1) Fairy Garden - at the very beginning of the game. You have nothing to be afraid of there in the first couples. Examine it in its entirety before venturing into the enchanted forest. Collect everything, understand how to play, fight, if possible, do not buy a lot of goods - then it can be done cheaper. Look for hidden sparkling spots, chat with owls.

2) Enchanted forest - in the first locations there are fairies of level 10, but sometimes they come across up to 30. On such, you can quickly gain experience, and I advise you to be able to kill them with fairies of level 15-18, you will understand what you are capable of - I assure you, this is real. Try to catch Tinefall. Walk well through the forest, gain experience immeasurably. Visit Tiraline.

3) Tiralin - there are many quests, all of them are very profitable to complete, in particular, the basements. Use nature against the fairies of chaos, against the darkness - use water. The main quest is Danmore, opposite the shop where it is offered for 5 crystals, there is a gnome's shop selling these crystals very cheaply, but you should not buy them to the eyeballs, then you will meet dozens of them just lying on the ground throughout the game.

4) Dunmore - figure it out for yourself. After killing all 3 dark guards and their captain, you can return to Dunmore's shop, and now there are much more goods, and they are very, very cheap. Further - you should walk through the swamps, guided by the flickering lights. They lead to an island in the middle of the swamps, where there is an elemental map of nature. With an active fairy of nature, it destroys thorny bushes.

Further, to make it interesting to play, in short: in the mountain world, where you get later, there will be a tower of dwarfs and a lift to the world of clouds. The keys to start it can also be found at the forest hut and, if I'm not mistaken, in the mountains (ice world). It would be nice for an icy world to have the Tinefall fairy turned into a fire fairy with the help of an evolutionary stone.

Once in the cloud world, you will receive an elemental stone map that will help you destroy stones. With its help, in the most remote corners of Zanzara, you will find many interesting locations. Including Monagam, the village of the dwarves. Also, you will find Xuanna in the world of clouds, which will have to be exchanged to participate in the tourney on a large tree near Dunmore. After winning, you receive an elemental air card, visit the White Druid's castle in the cloud world and receive a heavy key. Further, hidden areas of the enchanted forest await you, where you will get a Fire card to go down to the Fire Caves. In the fiery caves, be sure to capture Pix, otherwise you will not be able to complete the game.

Next, the World of Shadows is finally waiting for you. There is not much to advise here, only that it is best to go down there with the optimal combination of fairies (see above) and to the eyeballs filled with mana and healers. In the middle you will have to find 3 bone keys, at the end there will be an unexpected duel with 10 fairies (or even more, I don’t remember) at the same time. After that, the battle with the Druid and the Guardian will seem like child's play.

Again about the best combination of fairies. Under normal conditions, this is best - water, light, darkness, ice and psi. Accordingly: Okeana, Suanna, Dredanox, Glasses (better than Grislock, but she will be nicer) and the choice of Mensek (download faster) or Klumar (for those who are especially diligent). This combination is especially good in the dungeons of darkness. They beat everyone just like that.
And if you know in advance the selection of the enemy's fairies, as in the battle for the fire card (nature) or in the final (metal), then it is better to take all five against one specific element. In the first case, Flagvin or Demonex will do a great job, but this is only if you play with the codes, therefore, Tinsard is the only available fire fairies, also Glasses or Grislock, Dredanox (where without him) and Gyarex in the amount of two pieces. So the most difficult fight will pass without any problems at all. Fully protected fairies will be punched by Gygarex, like the fastest-firing fairy in the game, and then finish them off as soon as God puts it in your soul.
And in the final battle against the metal fairies, it is best of all this way - Okeana, Suanna, Glasses, Grislock and Ligbyu. There shouldn't be any problems either. Victory even if your fairies are only level 30-40.

Everyone recommends psi-fairies, and I'm playing the game for the 5th time, and only used psi to have a gnome fight me at the tower. Everything else is traversed by Ocean (Water), Glasses (ice), Swain (light) - well, perhaps you should also add any air (hostile vortices ... in the sense - jumping ones - will come across at every step, even in the kingdom of darkness), and Lana (nature) - because in the Kingdom of Darkness there are flocks of fairies of Chaos.
And no psi is needed.

I have personally played the game 6 times.
I went through everything with one team. Viteria (nature), Stobat (stone), Grrizlak (ice), it was him that I usually replaced with Latisia (air), Tenizart (fire). You catch Tenifola (nature) at the beginning of the game and with the help of the Evaluation Stone of Fire mutate into Tenizard of the Ocean (water). That's basically the whole core team. The main thing is to have a high level. Then fill up anyone. It is these fairies that have high both vitality and power indicators, and all these fairies are caught at the beginning of the game.

Putting together the perfect combination of fairies.
The ideal combination is when for each fairy of the enemy there is your fairy that will tear him to pieces, at the same time not causing severe damage to you. So I decided to compose it. It turned out the following: Ice, Psi, Light. This combo tears everyone apart from the psi. But you still have As many as 2 free Places where you can attach fairies. It is in this slot that we insert the fairy for the psi. The choice is large, I will not announce it. Just press F1 and scroll to the table of elements and choose your own.

You know you can't cancel a shot during a fight ...
But I could: first, in the parameters, change the "Change spell slots" key to (this is the most convenient way to switch them). Then, during the battle, in order to cancel the spell and at the same time not lose mana and life, press End - and wait for the right moment to deliver an accurate strike.
And sometimes it enrages that the spell is already maximum, and the fairy suddenly hid somewhere.

In order to get into the caves with lava, it is not necessary to fight with wild fairies for a fire card. Amy has about 30 seconds before she grills. During this time, you need to manage to reach the circle with torches - there the fairy of fire attacks you. Catch it, and then at your choice - either save or teleport. Now you already have a fire fairy: train, beat the nature fairies and take a fire card!

Again about the perfect combination of fairies. Best of all, in my opinion, is Viteria (nature). Successful characteristics, rapidly developing, and most importantly, if you put the spell "Light spurs" and "Thorns armor" in one slot, she will be simply invincible! Then you can take Ice, Light, Fire, Water or Stone. Gremrock is especially good with a stone ("Hail Stone" + passive spell + 60% damage in case of a critical hit).

A few tips (I hope they help in something):
1) The fairies guarding the Fire Card are pretty easy to defeat. You just need to use effective spells and effective / neutral (in relation to natural) fairies. The main thing is that the experience levels should be approximately equal to 30, not lower. For example, you can cast ice / metal spells with a 35th-level Viteria. I do not recommend using fire spells - they are very slow (of course, it is possible to accelerate them by using passive spells with the appropriate characteristics). It is even better if there are trained fairies of ice and / or metal.
2) From the very beginning (as it appears in the game, of course) train the fairies of water, air, you can use light. At the final point - the Kingdom of Darkness - they are very much needed.
3) In principle, there are no good or bad fairies. You just need to develop them and arm them with effective spells.
4) It is difficult to find Graham - a stone fairy. She met (at least to me) only twice - in the Mountain World, on the way to the Peaks, and also between the Ruins and Tiralin. She usually attacks you herself, but in her place there may be Jam (Jum-Jum). In this case, it is best not to save, but to lose to this fairy or "self-destruct" (jump into the abyss if you are heading to the Ice Peaks), since no fairy will attack again at this place. In the battle with Graeme, one must not overdo it, not destroy him.
5) It is also quite difficult to find Beltaura (Beltar) - the psi fairy. It can be caught by rescuing a dwarf from the Ice Caves or by getting the Evolutionary Fire Stone (stored in a cave, at the entrance to which an elf with ice fairies is located).
6) Fairy Tinsard helps a lot in passing. It can be obtained (and very quickly, almost at the very beginning) by using the Evolutionary Stone of Fire on the fairy Tynefall (Tinfol). The stone is stored in the Catacombs, the key to them is with the elf, who must be rid of the pixie (the elf's house is in Tyralin). The fairy can also be caught nearby, or rather, you need to leave Tiralin (towards the swamp and caves) and almost immediately, on the right side, you will meet a tree growing on a hill. This is where Tainfol lives. You can also just wander through the forest in this direction. But before being caught, you need to stock up on the Golden Orb. By the way, it can be found in the same Tiralina behind a pile of boxes.

The best combination of fairies: Light Air, Ice, Fire Psi. They not only beat everyone, but also duplicate if someone is killed. To win for the Fire card, you need strong and effective fairies (see the efficiency table), and at least two fairies should be able to quickly charge spells. for all opponents, the defense requires 5 hits to punch (you need weak blows, you don't need to wait for the maximum and it will work that way). Let them go forward, and when the spells are pierced, the rest of the EFFECTIVE ones will finish. It is dreary to pump all effective, but it works.

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In a fairy tale there is always a place for feat!

Zanzarah- a game about the adventures of the girl Amy in a beautiful magical land inhabited by elves, gnomes, goblins and fairies-fairies... Moreover, despite the small size, it is the fairies that are the main ones here - for the magic of the fairies created Senseru... Once Sensera and the human world were one, but when the persecution of magic began many centuries ago and magical creatures were almost exterminated, someone White Druid with the help of powerful spells, he closed the portals that connected the two worlds. So Sensera became a separate dimension, and settled in World of Clouds the druid is her keeper.

For a long time, the inhabitants of the Sensera lived happily, enjoying the peace - the goblins were happy with their swamp, the elves were happy with the forests, and the dwarves were happy in the mountains. The favorite entertainment for everyone was the magical fights of the fairies, which were held on the famous Arena in the World of Clouds. Trained fairies Faerie Masters enjoyed great respect, and the championships turned into national holidays.

And then the discord began: at first it was not clear where they came from dark elves and started intrigues, then wild faeries all of a sudden they became brutal and began to just throw themselves at passers-by. Half of the roads in the country were blocked by falling from the sky huge boulders or grown in one night thorn bushes... The good elves, due to their slenderness and natural indifference, could not cope with the misfortune themselves, but they dug up an ancient prophecy, which the great traveler goblin went to the human world to fulfill Rafi. He must find a hero who will overcome all adversity and, becoming the great Master of Faeries, will forever change the fate of Sensera. This is the preamble of the game.

Control

When you start the game, you see a screen with several tabs and a button Start - Start at the bottom. It is here, by selecting the bookmark Video, you can, if necessary, change the screen resolution, the number of colors, video effects, the details of the world. This is important - with low detail in locations, you will not even see grass. If there is too much for your car, the heroine herself may disappear from the screen. Another bookmark, Audio, allows you to change the sound settings.

The controls in the game can be divided into two parts: controlling Amy herself and conducting battles between fairies in the astral plane. Let's talk about the heroine first.

The usual arrows control the movement to the right-left-forward-backward. Pressing the right mouse button makes Amy jump. Train! - in the later stages of the passage along with air vortices arcade elements appear - there you have to jump in plenty! The left mouse button is responsible for various actions - talking to an NPC, opening a chest, blowing horn etc. A light click indicates the possibility of performing such actions - a green marker will appear above the NPC's head or a chest, and for horns or nautical shells(they lure wild faeries) corresponding icons will appear in the upper left corner of the screen.

Key Esc brings up the usual game menu, allowing you to save and load saved games, as well as change some of the settings - such as sound volume or gamma correction. There is also an exit from the game.

Help, she pause, called by key F1... Five screens in a visual form illustrate the management, the arrangement of information on the screen, the transformation of the fairies. The main screen here is a large table that shows how the magic of the fairies of various elements relates. This is not an easy matter: there are as many as twelve different elements - nature, water, air, stone, chaos, fire, darkness, psi (mental faeries) and so on - in the game. And they act on each other on the principle of “rock-paper-scissors”. More on this below, but for now, remember that during difficult fights with many different-suited opponents, you can call this hint at any time, interrupting the battle.

Key F2 or pressing Enter takes us to control screens... At the top right is a row of pictograms. I list.

Reclining tiles- call the screen with runes for teleportation to various places. The game has a dozen places where Amy can be transported using magical runes. To do this, just click on the desired rune with the mouse. The girl finds the runes themselves as she explores new locations.

Open book- calling the book of fairies - the main reference manual in the game on the properties and characteristics of fairies. The option will become available after meeting with the gnome Larry by the walls Tiralina... I'll tell you more about seventy-seven fairies below.

Scroll- challenge the Sensera card. Consists of six pieces that are scattered throughout the country. The map is not particularly useful; the only legible image on it is a portrait of Amy in a circle. By the way, there is no compass in the game, so you will have to rely on visual memory when examining locations.

Bag- the most important option: call inventory... The right window in it has a number of tabs-icons. I list.

1) Butterfly- a list of fairies tamed by Amy. There can be any number of them. Five of them follow the mistress and take part in battles, while the rest are resting in a London apartment. It is in London that you can change squad composition of five fighters. The portraits of the five fairies of the “alpha group” are marked with yellow corners.

2) Pouch- things. I note that at the beginning of the game it is said that Amy is the happy owner of a magic backpack that does not change either size or weight, stuff not just a fairy, but even an elephant into it. Elephants are not found in Sensera, but by the end of the game the housekeeping girl will collect several dozen items of junk.

3) Lightning- an arsenal of offensive spells. Any fairy can have two offensive spells in the arsenal. You buy them from magic merchants and give them to her by dragging them with your mouse. Naturally, faeries can only use spells of their element. Occupied spells are marked with yellow corners.

4) Cross- passive spells. Any letadli also has two of them. The rules of use are similar: purchase from magic merchants, distribution to fairies capable of perceiving them.

5) List- clicking on this icon will allow you to present information from any section (fairies, things, etc.) in a more compact form. Pressing it again returns everything to its original state.

Control in battle

It is the very dynamic magical faeries that take place in real time that are the core of the game. It all happens like this. Suddenly, like a devil from a box, from a stump, stone or snowdrift, a wild faerie jumps out to meet Amy. A hand flyer flying over the girl's shoulder immediately rushes joyfully towards her. It started!

Usually fights take place one on one, but sometimes you can run into five opponents at once. For showdowns among themselves, the fairies go to the astral plane. There, on a small cunningly twisted or steeply curved location, suspended in a void, the action takes place. Falling into the limb is not recommended - it is fraught! There are about a dozen different astral locations in the game. As you meet with tougher opponents, you will find yourself in new places.

Before the real-time battle, you are given a detailed look at the winged opponents. Presents a close-up 3D model, level, spells and associated special effects. If there are several opponents, with the help of the arrows, you can consider all in turn.

As soon as you click your mouse, the fight begins. Your fairies always take turns fighting. By default, the first fairy enters the fray. Buttons 1, 2, 3, 4, 5 allow you to summon different members of the squad. This is important in duels with many opponents, when fire replaces water and chaos replaces darkness. In such battles, the correct selection of fighters is even more important than the ability to shoot accurately and skillfully strafe. Nature beats chaos, fire melts ice, water floods fire, and so on: I advise you to more than thoughtfully study the corresponding help screen. Moreover, since pressing F1- this is not only help, but also a pause, you can press it during the battle to get a hint as to which of the squad members to put up against a specific enemy. By the way, the enemies skillfully use this combinatorialism, changing fighters like gloves. This is also for you. So be prepared that battles with many opponents will turn out to be like a leapfrog!

The fairy has three resources. Red line- hit points. When they are reset to zero, the fairy falls into unconsciousness. It is not worth leading to this, since in this case she does not receive experience points for the battle. Green line- jumping resource. To jump, often press the right mouse button, as if each click is a flap of wings. This resource recovers very quickly over time. Jumping, flying, strafe are your weapons in battle. The last resource is blue mana... The bottom left shows the number of charges of active spells. Bottom right - passive. As said, any letadla can have a couple of those and other spells, and each spell has its own mana pool. When the charges of one spell are depleted, switch with the key Space (space) to another. Mana does not grow over time. It is partially restored when moving to the next level. Usually, you need to give the fairies blue potions after the battle. If mana runs out in battle, the faeries can fight heroically for some time using their blood instead of mana.

In reality, apart from the arrows that control the movement, you only need two mouse buttons. The right one is responsible for jumping, the left one is for using magic. Shot force depends on how long the left button is held down - the longer you hold it, the stronger the damage to the enemy. At the same time, the cursor changes its appearance from pale blue to bright pink with white flashes of a rotating circle. The sound changes (drum roll is the beginning of the end!). Overexposure is not recommended - the grenade can jerk right in the hands. The specificity is that once the button is pressed, it is no longer possible to cancel the shot.

pay attention to teleporter white fire, which is found in almost every astral location. Jumping into it, you can escape from the battle. Your heavily hit opponents can do the same. In this case, you will not receive anything for the battle.

In battle, depending on the effectiveness of your attacks, coins may fall out of the enemy. The calculation system is complex: I got more for blows of maximum force, inflicted on the enemy in flight.

The reward for the victory is experience points and a small prize: money or a bundle with potions (if you catch fairies, then there is no prize). Money and other trophies disappear from the ground pretty quickly - hurry up to pick them up!

Points are divided between the squad members who took part in the battle and the survivors. The killed are not given anything - it seems that the exp just disappears. Therefore, take away the badly beaten, without bringing the matter to resuscitation. Another conclusion: you can easily pump the faeries by putting the newcomer first in the squad. As soon as he appears, then, without waiting for the shots, call the one who will actually fight - the exp after the battle will still be divided into two. You can build whole chains in this way: for example, in the Dark Caves, where you get good experience for psi (and money in addition), I put in front of three young fairies, whose mutations had to be achieved, and the last one - a fairy of chaos pumped up to level 40. The fifth was a reserve player.

Fairy growth

When the faerie gains enough of the coveted experience, the transition to the next level takes place. At the same time, the fairy not only increases her vitality and agility. It changes its properties - it becomes possible to learn cooler spells, and the fairy herself mutates from time to time in a rather unpredictable way. Not all changes improve combat qualities, so you can treat this differently: either close your eyes and fatalistically rely on the mercy of the authors (they know better), or, peering feverishly at the screen, press the button to prohibit mutations .. ...

All 77 fairies grow at different rates - some are easier to train, others are more difficult. Let's say water Tadana Level 17 should have only 391 experience points, and the fairies of darkness Turnox- 2687 points. The water Oceana Level 39 must have 4066 experience points for further growth, and the fairy of light Suane the same level is twice as much - 8107 points. But for all fairies there is a limit - they can grow up to 15,000 points, while reaching level 60. This is the maximum, after which they are no longer given EXP for battles.

Most fairies mutate twice in their life, some - once, some do not change at all. And psi-faeries have time to shed as many as three times! Some are transformed by manipulating them with magical items.

Fairy leveling

The further Amy wanders into the Enchanted Forest, the thicker the winged guerrillas will come across her path. To cope with a flying misfortune, you need to be cooler than wild little ones all the way. It is not enough to follow the plot in order to gain exp and grow at the required speed. Therefore, from time to time you have to purposefully leave the plot and engage in pumping the team.

In Dunmore, in the third house to the right of the teleporter, there is a goblin who provides a pair for training for 60 coins. corgoth and vorgoth 19th level. They do not respond to your punches, and one victory is worth 125-150 points. Moreover, during the fight, you can pick up coins that fall from your blows from the faeries, so the net cost of one training is only 30 gold. This is where you will be visiting until the end of the game.

There are several locations for training purposes (especially when Amy gets a shell and a horn to summon wild fairies to battle). After each battle, the state of the region is updated, and the defeated fairies (except for the last one) are back in their places. Therefore, here you can endlessly wander in the three pines, gaining experience and collecting trophies with money. I really liked for training Dark Caverns(one location aside from the Dwarven Tower), since many points are given for defeating psi. Also recommend Tyraline Dungeon(nature effectively beats chaos, and water - darkness), waterfalls behind the cottage (and the caves behind them). It makes little sense to run through the forest or swamp - too little exp is given for low-level nature fairies.

Catching fairies

To catch fairies, magic spheres are used - silver ones allow you to catch fairies up to level 20, gold - up to 40, and crystal - up to 60. One sphere is needed for each fairy. A number of orbs are scattered throughout the country, but usually Amy will buy them in Tiraline from an elf herbalist in the shop. The silver one costs 60 coins, the gold one - 150, the crystal one - as much as 300. Surplus silver orbs can be exchanged for others at the innkeeper in Tiralina.

Amy's dream is to collect a collection of various faeries from seventy-seven individuals. As you might guess, winged scoundrels do not want to be caught with a butterfly net, and in order to plant another letadlu in a backpack, you need to: a) find it, b) win a battle, c) capture it in the appropriate sphere. In reality, it happens like this: when, after a battle in the astral plane, the wild fairy, who was almost lost by her pet, Amy, has only a few hits left, an inscription like “Catch the creature?” Appears on the screen. After that, you need to run as fast as you can after the fleeing wild faerie until you run into him. Then, after leaving the astral plane, you will be asked again whether we take the trophy to the collection or how, and when choosing “Yes”, Amy uses the sphere. The most offensive thing is that the captive fairies, probably from frustration, reduces their level by more than three times and forgets all spells, except for the simplest attacker. So, Turnox After the capture of the 51st level, it slipped to the 16th level - alas!

Bubbles and potions

Healing potions- pink bottles - there are three types: small, medium and large. Large ones heal damage as much as 100 hit points, and it is best to buy them in the goblin city of Dunmore, where they cost only 15 coins.

Blue bubbles mana at the cost of 20 coins restores the fairy's magic reserve completely. You need a lot of them. An alternative way of recharging is to help at the beginning of the game scarecrow at the cottage, which will then restore mana for all the fairies of the squad for free.

Golden carrot- sold in Tiralin for 250 coins. Consuming one item raises the fairy experience to the next level minus one point. Allows you to raise fairies after level 40-50, when there are several hundred points between the levels.

Garlic infusion- scares away wild fairies. At the moment of their appearance, you need to press the inscription in the center of the screen, and the indignant fairy disappears.

Healing herbs needed for resuscitation if the fairy threw back her wings in battle. In Dunmore, you will meet a goblin who has been offended by the dark elves. Help him - he will sell you herbs for 8 coins per bunch. This is the best value in the game.

Fairy collection

Dwarfs are incredulous people. We'll have to fight everyone to prove Amy is trustworthy.

Having received when meeting a dwarf Larry at the gates of Tiralina the fairy book, Amy learns that there are 77 different kinds of fairies. As new fairies appear, empty book slots will be filled with portraits of new pets. It is not necessary to collect a complete collection of fairies to complete the game, but it is such an exciting activity that it is necessary to play Zanzarah and it is simply impossible not to try to collect all the fairies. There are several sources for recruiting the collection.

Catching wild fairies- the main source. Specific winged inhabitants live in each area of ​​the Sensera: for the fairies of the air, they will have to go to the World of Clouds, and the fire fairies live in a single place - in lava caves under the city of gnomes. I tried to note all this specificity in the description of the locations in the walkthrough.

Train tamed faeries to mutation. Catching fairies is fun and easy. But for some reason, many of them do not occur in nature in the wild. For example, you can catch a turtle in rivers and waterfalls Tadana but her older sisters Aquana and Oceana can only be obtained by leveling tadan before the first and second mutations. Unfortunately, the situation is similar with two dozen fairies.

Obtaining new types of fairies by the impact of artifacts, that is, stones of three different types - Evolutionary Magic of Air, Fire, Nature - or gnomish tools. Nature stones (during the game you will find several of them) act on the fairies of nature Tinefol and Pfoe, transforming them into other species. The same tinefol susceptible to the action of other stones - air and fire, giving two more types of faeries. This is how you get the fire fairy you need to pass Tinesard... Firestone allows you to transform a dragon Dracwin in a more formidable Flagwin.

The creation of the gnomes - metal faeries - can be improved with the tools of their creators. A single use of tools transforms Minari v Megari, and the secondary - Megari v Gigarex... Gnomish tools are sometimes given instead of coins as a reward for defeating the fairies in the old factory, a couple of sets lie in one of the hard-to-reach chests in the World of Shadows, six sets are stored in chests on the clouds.

All these metamorphoses are drawn on one of the help screens called by F1.

Exchange with residents, or receiving fairies as a reward

At the beginning of the game, the elf in the Fairy Garden will offer you to change the small water Tadana For an empty Silver Orb, this is your first (and very lucrative) exchange. Further more.

In a tavern in Tiralin, you can get a unique faery of nature - a purple mushroom Fygaery(for two games with ransacking all the nooks and crannies of Sensera in a wild state, I have never met such a one). In Monagham, you will be offered to change the senior form of one of the air faeries - Fathrael- for energy violektru... Refuse! Violectrum there are dozens in the World of Shadows, but Fathrael will have to grow by ourselves with the help of prolonged pumping from Gorael. Suane that you will get rid of harassment zegbuzz in the Arena in the World of Clouds, she will join your squad. Alas, according to the plot, it will have to be exchanged for zegbuzz at the herbalist's shop in Tiralina. The elder form of one of the fairies of darkness Dredanox Amy will receive all 30 pixies from Lucius as a reward for capturing them. Larry's friend will give a gift for saving her beloved energy Darbue(I came across wild in the only place - in the ruins in the Enchanted Forest). The other darby if desired, you can buy from a gnome near the cottage for 400 coins.

Twelve Elements and the Faerie List

The game has fairies of twelve elements, each with its own merits and demerits. The selection of five fighters for a squad can vary widely based on personal preference. It's up to you!

Fairies of nature- Nature. The most numerous group of fairies. Frisky, quite stable, needed to fight chaos and a bunch of other troubles. Perhaps the best of them is viteria... Recommend.

Fairies of the air- Air. They live in the World of Clouds. You will have to deal with them, because without the air fairy behind her shoulder, Amy will not be able to jump on air tornadoes. Despite the theoretically good characteristics, they did not make a big impression on me.

Fairies of the water- Water. They are very different in terms of fighting qualities. I definitely recommend taking a turtle to the squad at the beginning of the game. tadanu, it is not bad in battle, it grows quickly, and most importantly - after the second mutation it will turn into a powerful ocean... There was a couple in my final group Ocean, constituting the main striking force of the detachment.

Fairies of light- Light. The only place where they can be found is in the ruins in the Enchanted Forest. And the older one is beautiful suane- you will have to educate yourself, you will not find it in nature! Suane Level 40 turned out to be one of the best fighters in my squad.

Energy faeries- Energy. Interesting and pretty strong. They are resistant to most elements and can harmoniously complement the squad. In addition, they are easy to pump by hunting psi in the Dark Caverns.

Psi faerie- Psi. Inhabitants of the Dark Caverns at different ends of the Sensera. Strong, they are endowed with original magic. A pumped-over psi will help you to conquer the snowy peaks and catch their inhabitants without any problems.

Fairies of stone- Stone. They live in rocks and mountains. Strong but slow. Needed according to the plot to remove boulders from the road. At the same time, the final battles require better fighters.

Fairies of ice- Ice. Will be available in the middle of the game. Stable, fast, with interesting magic. Grislock- the best fighter among them. With one mighty paw, he will cope with harmful energy violectra waiting for you with the World of Shadows.

Fairies of fire- Fire. The first ( tinesard) you get by acting on tinefol stone of nature. Others will be found at the end of the game in the lava caves. They are better in performance, but by then my tinesard has outgrown the 50th level. He was with me to the end.

Fairies of darkness- Dark. Their aggression and power are striking. But alas, the fear of light and water diminishes their benefits. Whether or not such a fighter is included in the squad is a matter of taste.

Chaos fairies- Chaos. Interesting creatures. Unfortunately, when faced with the harmony of nature, they hopelessly lose. Therefore, it does not make much sense to include them in the detachment.

Metal faeries- Metal. Crafted by the gnome master. There are three types, but, unfortunately, the targets they make are better than the fighters. Hunting them in an abandoned gnome factory has been an inexhaustible source of money and experience for me.

Fairy list

Here is a list of fairies in the order they are given in the fairy book. The information is organized as follows: the fairy number in the book - its name - the element to which the fairy belongs - four characteristics on a five-point scale: hit points, dexterity, jump ability and special properties - on what level and in whom the faeries mutate - comments.

SILLIA - Nature - (1,3,3,2)... At level 22, transforms into VITERIA. Most likely, it is sillia with its green wings of a tropical butterfly will become your first fairy.

VITERIA - Nature - (4,3,4,5)... At level 31, it mutates into BONERIA. This is an example of an unwanted mutation, boneriya somewhat weaker. Itself viteria is a great fighter.

BONERIA - Nature - (3,3,2,5)... Very beautiful, in nature in the wild I did not come across.

GREM - Stone - (1,3,3,4)... At level 30, turns into GREMOR. Probably one of the first members of your squad.

GREMOR - Stone - (2,5,3,1). At level 35, turns into GREMROCK. Found in the mountains on the way to the Dwarven Tower.

GREMROCK - Stone - (4,4,4,2)... Out of the blue, you have to pump it yourself.

TADANA - Water - (1,3,3,3). At level 25, transforms into AQUANA. This blue turtle is probably the second member of your squad. Particularly pleased with her voice acting!

AQUANA - Water - (3,4,1,4). At level 32, transforms into OCEANA. Not found in nature.

OCEANA - Water - (4,3,4,3)... It doesn’t happen either. This valuable team member needs to be nurtured by ourselves.

WORGOT - Nature - (2,4,3,2). At level 21, transforms into a CORGOT. Strong health will make this fairy very useful at the beginning of the game.

CORGOT - Nature - (4,2,4,5). At level 21, transforms into a SYMGOT.

SYMGOT - Nature - (5,5,3,1)... Very strong, with a large number of hits, but somewhat slower than a butterfly viteria... Does not occur in nature.

AIRIA - Air - (1,2,3,4). Mutates at level 22 in LURIA.

LURIA - Air - (3,4,4,2). At level 31, it transforms into LATICIA. Luria is a common cloud dweller.

LATICIA - Air - (4,3,5,2). It does not occur in the wild in nature.

RASROW - Chaos - (1,1,4,5). At level 35, it grows to MAULROW. A common dungeon dweller.

MAULROW - Chaos - (3,4,5,3). Mutates at level 40 in PSYROW. These plasticine crows cannot be found in nature.

PSYROW - Chaos - (4,5,4,2). Does not occur in the wild.

ABERY - Nature - (1,2,4,3). This red mushroom mutates at level 31 into another mushroom - the green ABNOBERY. Loves swamps.

ABNOBERY - Nature - (3,3,4,4)... A worthy, albeit ordinary, representative of the forces of nature.

VESBAT - Stone - (1,4,5,2). Mutates at level 27 in STOBAT. These fairies are a dime a dozen in the initial locations.

STOBAT - Stone - (3,4,5,1). Mutates at level 33 in GARBAT. Found in the mountains.

GARBAT - Stone - (4,4,4,2)... Powerful faerie. Does not occur in the wild.

CERA - Water - (1,3,4,2). At level 21, transforms into AMNIS. A common species.

AMNIS - Water - (2,4,2,5). Mutates at level 31 in CERAMNIS. Caught near waterfalls.

CERAMNIS - Water - (4,4,4,2)... The characteristics are comparable to ocean but less likeable. It can be caught in the waterfall behind the cottage.

BLUMELLA - Nature - (2,5,4,2)... This flower fairy does not mutate into anyone. She already feels good.

MENCRE - Psi - (3,2,4,4) - Mutates at level 38 in MENSEK.

MENSEK - Psi - (3,4,2,4). Spotted creature of an exotic species, does not occur in nature.

VIOLECTRA - Energy - (3,2,4,4). At level 32, transforms into BIOLECTRA. This exotic lady of blue blood is capable of causing a lot of trouble when meeting. Or become a helpful team member.

BIOLECTRA - Energy - (4,3,1,5). No less exotic and dangerous than her little sister.

PIX - Fire - (1,5,4,3). Mutates at level 23 in FERIX. Fiery imp pix lives in lava caves and you will need it according to the plot.

FERIX - Fire - (3,4,4,2). Mutates at level 30 in DAEMONEX. It is caught in the same caves.

DAEMONEX - Fire - (5,1,3,4)... The wingspan of this fiery demon is impressive. Combat ability too. It cannot be found in nature.

FEEZ - Ice - (1,4,2,4). At level 25, turns into GREEZ. The polar bear, more like a koala, is an inhabitant of mountain peaks.

GREEZ - Ice - (3,4,5,2). Mutates at level 45 in GREESLOC.

GREESLOC - Ice - (4,4,2,4)... Fanged and strong, this bear is an excellent fighter, the best of the ice faeries.

SCELBO - Chaos - (1,2,4,3). At level 22, transforms into SKELJAW.

SKELJAW - Chaos - (3,4,2,4). Mutates at level 49 in SCELRATH. Does not occur in the wild.

SCELRATH - Chaos - (4,5,3,3)... The blue demon is powerful, but gives in to light and nature. Does not occur in the wild.

SIRAEL - Air - (1,3,2,4). At level 27, transforms into GORAEL. A common inhabitant of the Cloud World.

GORAEL - Air - (3,5,1,4). Mutates at level 38 in FATHRAEL. An imposing angel in golden armor.

FATHRAEL - Air - (4,1,5,4)... This bearded letadla does not occur in nature. Fights well.

DARBUE - Energy - (1,5,4,2). Mutates at level 24 in the BUE.

BUE - Energy - (3,3,3,4). At level 45, it turns into a LIGHBUE. Not found in nature.

LIGHBUE - Energy - (4,2,4,4)... Strong and unusual faeries. This can only be nurtured by yourself.

BELTAUR - Psi - (1,5,1,4). A strange spotted thing that mutates at level 23 in MENTAUR.

MENTAUR - Psi - (4,1,4,3). At level 28, it turns into CLUM. Violetov, pot-bellied, cheerful. Possesses original magic. They give a lot of exp for it.

CLUM - Psi - (5,5,4,1). Mutates at level 35 in CLUMAUR. Not found in nature.

CLUMAUR - Psi - (4,4,2,4)... One word is exotic. There is no such thing in nature.

PFOE - Nature - (1,4,2,4)... If influenced by the stone of nature, it will turn into TAZE. Often uses spells with poisonous side effects in combat.

TAZE - Nature - (3,4,3,4)... Interesting creature. Does not occur in the wild.

GLACESS - Ice - (3,4,2,4)... The beautiful snow queen is the adornment of the mountains. But in battle, she knows no pity.

AKRITAR - Chaos - (1,2,4,5)... A giant monstrous fly. Dungeon dweller.

SIRELLA - Air - (1,5,4,3)... Nothing fancy, but rare.

DRACWIN - Fire - (2,4,2,5). The fiery dragon turns into a steeper hypostasis - FLAGWIN - when exposed to it with a fiery stone.

FLAGWIN - Fire - (4,4,5,2)... A real dragon. It is a pity that you can only get it at the end of the game.

TINEFOL - Nature - (2,2,3,2). The strangest faeries in the collection. He can transform into three other fairies: TINEROG - by using the stone of nature, TINEZARD - by the stone of fire and TINEVES - by the stone of air. But in and of itself, he is the decoration of the meeting.

TINEROG - Nature - (3,3,3,3)... A frog rider with average characteristics. You cannot find such in the forest, you can only do it yourself.

TINEZARD - Fire - (3,3,2,4) ... This is your first fire faerie. The game cannot be completed without it. In the wild, alas, they are not.

TINEVES - Air - (3,5,5,2)... Besides an interesting look, this eagle rider has good characteristics. Does not occur in the wild.

FYGAERY - Nature - (4,4,1,4). Exotic purple mushroom. It can only be obtained in exchange for a tough stone faerie.

JUMJUM - Stone - (1,4,2,4). At level 38, transforms into a JUMROCK. Rarer than thunder or stobat.

JUMROCK - Stone - (3,1,4,5)... His red crown is impressive, although he is not particularly cool in combat. Does not occur in the wild.

GOOP - Water - (2,1,5,4)... A cheerful tadpole that inhabits streams and lakes, a common inhabitant of Sensera.

MINARI - Metal - (1,5,4,2). The dwarfs' man-made miracle. Using their tools, you can improve it by turning it into MEGARI.

MEGARI - Metal - (3,4,4,3). The reuse of the gnome toolbox turns it into a powerful GIGAREX. There are no such people in nature.

GIGAREX - Metal - (4,5,5,2)... The iron spider with six wings and a scorpion sting is frightening in its appearance, but the water fairy will cope with it without any problems. Not found in the wild.

SEGBUZZ - Chaos - (3,2,3,5)... Strange fairy, we need it according to the plot. Where it dwells is unclear, Amy will receive it in exchange for the fairy of light.

MANOX - Dark - (1,5,4,3). At level 30, turns into TURNOX. Terrible in appearance, but not in battle.

TURNOX - Dark - (3,5,4,3). At level 40, transforms into DREDANOX. Dwells in the World of Shadows.

DREDANOX - Dark - (4,5,5,2)... A real demon with dark wings. You can bring up one yourself, or you can get it as a gift for catching a pixie. There are no such people in nature.

LIGHANE - Light - (1,1,5,4). Mutates at level 28 in DRIANE. Dwells in ruins in the Enchanted Forest.

DRIANE - Light - (3,4,4,2). At level 38, transforms into SUANE. Lives in the same place as the younger sister.

SUANE - Light - (4,4,1,4)... The most beautiful fairy in the game. She's also a very talented fighter. Unfortunately, they do not exist in nature.

LANA - Nature - (3,3,3,3). At level 22, it mutates into LIANA. Looks good, but the fairy is average, as can be seen from her characteristics.

LIANA - Nature - (3,2,4,4)... Beautiful, exotic, but inferior viteria... They do not exist in nature.

SECOND PAGE

Magic

It makes no sense to list all the spells - there are too many of them in the game: 12 types of elements, but attack + defense, and a few of each ... There will definitely be a hundred. There are some very original ones. For example, the protective spell Spirit of Chaos gives an inversion of control (when you press the forward arrow, you fly back).

I'll tell you about the main points. First, before a fight, look through the arsenal of wild fairies - having felt the result the hard way, you will better understand which spells are effective. Secondly, in combat, a strong or weak shot requires the same amount of mana - so it is usually worth shooting to the maximum. An exception is the case when you need to break through protective spells. There are a finite number of them, and the faster you make the required five shots (weak, strong - it doesn't matter), the faster you will solve the problem.

Spells require different levels of magic (from one to three circles for attacking spells and from one to three squares for defensive spells). If your faerie doesn't have the right skills, you won't be able to give him the spell. Skills grow as the faeries move to the next level. Also, pay attention to the fraction like 5/5 or 30/30 next to the spell name. It shows the number of charges. And 5 or 30 is a big difference!

In case of a critical strike, many spells have different special effects: they poison with poison, set on fire, freeze. After the battle, look through the list of fighters for finding them in various unhealthy conditions: poisoning, burning, etc. If there is one of these icons next to the fairy's name, immediately give the victim a bottle of medicine (Medicine), which will return the fairy to its normal state.

As I said, captured faeries lose levels about three times and “forget” all spells, except for the simplest attacker. Therefore, when visiting various locations, do not spare money on magic merchants and buy useful and effective spells for future use!

Magic merchants - the only source of spells in Sensera. The exception is magic for metal faeries, here Amy's pet spells can be made by a dwarven blacksmith in the underground city after you get gnome tools.

Communication with magic sellers is like a lottery - you pay money (about 10 coins at a time) for an unknown result. The merchant makes several attempts to generate spells of the types of magic available to him. Some of the slots (and sometimes all) remain empty. You can view the resulting spells and take one of them. In any case, the money will not be returned to you! Yes, after you defeat the Elf with the Ice Fae Collection at the Waterfalls, he will give you the key to the room where you will find Four-leaf clover... This lucky talisman increases the chance of receiving spells when generated by merchants. The location of the sellers of different magic and their assortment are indicated below in the walkthrough.

Save game and protect against playing without disc

The game is saved automatically when loading a new location or at your request. Unfortunately, all salvationists are written to the same file, that is, you can have only one save of the current life, which does not allow you to return to the early episodes, if such a fantasy suddenly occurs. And no matter where you are in the square, when loading, Amy will again be at the entrance to the last location. Similarly, if things for the cherry girl suddenly went badly and all her fairies threw off their wings in an unequal severe battle, or Amy herself fatally welled up while jumping over the abyss, then you will simply be thrown back to the entrance of the last location, giving a new chance.

On the other hand, if you entered a location, fought a couple of successful battles, and then Amy fell into the abyss - the exp and trophies received in these battles will disappear. Therefore, do not be lazy to save yourself with pens. But you have to jump on swaying steps and air vortices in one run - here it is absolutely useless to save yourself after each jump. When loading, you will be thrown back to the entrance anyway.

When starting the game, the machine requires a disc in the drive. Once started, the disc can be removed. It turned out (tested on two different machines) that doing this is fraught! V Zanzarah the most original protection against playing without a disk that I came across: everything works, there are no error messages, just the damage from impacts in battle starts to be calculated with a huge systematic error. It is impossible or almost impossible for you to win. But wild fairies beat with terrible force: I saw a message about damage from a normal strike of a level 25 fairy, equal to 1350 hit points! In short, I do not advise ...

Saved Game

My saved game is included with the guide for illustration purposes. You need to install it in the directory ..Zanzarah / Save / .. where all your saved games are stored.

Behind 50 hours of play. Amy is at the door of the Dark Cathedral. All opponents are defeated, there is one final battle ahead with Guardian... But do not rush to watch the final video. Better by clicking F2, select a rune and go on a tour of the country. With well-trained fairies on your shoulder, meetings with wild letadls will seem like an easy warm-up to you. By the way, do not forget to look in the fairy book - there you will meet with a full collection of fairies !

So, the beginning of the game

London. The noise and horns of cars, the world of the color of yellowed photographs. Girl Amy lying on the bed by the window, buried in a book of fairy tales. The mother's voice is heard from below: “Amy! I left. " “Uh-huh,” Amy replies, not looking up from the book. And here...

It suddenly got dark

The curtains fluttered

Through a half-open window

The wind burst in, a sharp exhalation ...

And a real and absolutely irrelevant goblin appears in the apartment. Who puts the box in the closet in the attic and disappears as he appeared. Caught off guard by the goblin appearance, Amy jumps out of bed, runs onto the stairs, and ends up standing in the kitchen. The game begins.

Skill Rune "Fairy Garden"

Go up to the attic of the house. Walk forward, when a green arrow appears above the chest with a click, press the mouse button. The chest will open and Amy will take rune Fairy Garden - Rune of the Fairy Garden... Now she can be transported to the Fairy Garden as soon as she wishes. Since there is nothing else to do, we go there immediately.

Fairy Garden - Fairy Garden - arrival

After passing through the ancient portal, look around and exit the cave. Talk with goblin Rafi who walks nearby. He will bring you up to date on what is happening. The place you got to is called Sensera (Zanzarah). This is a separate dimension inhabited by fabulous creatures: they live in the forests elves, in the mountains live gnomes, settled in the swamps goblins... In addition, live here faeries, but there is a special conversation about these powerful little creatures.

Once the human world and Sensera were one single whole, but when the Inquisition began with the complete destruction of magic, someone White Druid uttered a powerful spell that separated Senseru and its inhabitants from the rest of the world. This whole community coexisted peacefully for centuries, until suddenly problems began: from somewhere they appeared dark elves and began to terrorize the inhabitants, the faeries just went berserk and began to attack passers-by, communication between different parts of the country was cut off due to the fact that the roads were overgrown with thorn bushes or were littered with giant boulders. Perhaps the White Druid knows what to do, but he lives in World of Clouds (The Realm of The Clouds), but now it is impossible to get there.

Amy's arrival is the embodiment of the prophecy that a human will save Sensera by changing her fate. First, she needs to familiarize herself with this world, for which Rafi invites her to visit her neighboring location, where the settlement of elves is located. This will begin her training as Faerie Masters... Finally, he gives her a bag for the caught fairies (fairy bag).

Endeva - village of elves

Talk to the forest owl on the bridge at the entrance to Endeva. All Sensera owls agree to help Amy on her journey, she will meet them at every new location, and they will bring her up to date. Go to the other side. Talk to the elf at the house, take behind the buildings a silver sphere which she hid there pixie.

Go to the Inn. Talk with Fairy Master Rufus. He will say that he is ready to help Amy (answer “ Yes”To the question about help in the fight against pixie plague), and will give her key from your house ( Rufus "House Key). There she can choose and take one of the three faeries. In the tavern, pay attention to the two visitors at the table. You can stick to them an unlimited number of times, and approximately every fifth time Amy will receive a small amount of coins (so that she falls behind). After getting rich, go to Rufus's house, which is opposite.

You have a choice of fairies of three principles: nature, water and stone. When choosing your first fairy, do it wisely. Stone faeries are slow in combat and have little advantage when fighting other faeries. The aquatic ones are good, but looking ahead, I will say that soon you will get another small tadanu... I recommend taking a fairy of nature - Sillia... But the choice is yours: any of the selected fairies has been pumped to level 8. In the house, you will find a rune to return to London ( Rune of Return).

Before you go into a free search, you need to learn how to conduct faerie fights. Cross the bridge and address the elf walking on the other side. He has a fairy and is ready to help you train for free. The fairy elf has no magic, and this "whipping pear" with wings will resignedly serve as a target for your initially awkward experiments. For the battle, a little experience is given and a few coins in addition. You can repeat the exercise an infinite number of times. It is worth driving here at the beginning of the game all the freshly tamed fairies that you want to make members of the squad and who need to be pumped up a little.

Notice the house where bunches of garlic hang under the eaves. This is a store where you can then buy the drugs needed for the faeries. Alas, the shop is closed now: harmful pixie drove the seller to the counter, where he sits waiting for the savior.

Now you can leave the village through the gate nearby. Agree to help the pixie hunter standing next to the gate Lucius (Guardian of Pixies): they escaped from him thirty pixies, and now these malicious creatures spoil the life of the whole district. He will give you the first of six pieces of the country map - Map of the Fairy Garden.

Fairy Garden - Fairy Garden

The first meeting is an owl. Talk and go explore the area. The garden consists of many interconnected locations: one entrance - one exit. The fairies of nature and stone of approximately the third level live in trees and stones. Whether they attack or not is a probabilistic event. If you leave and re-enter the location, its state will be updated, and all the fairies will again be in their places - you can fight again.

On the first square, you will meet an elf who will offer you to arrange the first duel. His faeries are weak and victory is easy. For it you will receive 2 bubbles of mana, and to them instructions on how important it is to monitor the combat readiness of a flying squad. Manu and healers should be given immediately after the battle, the next fight can fall like snow on your head. Wisely!

After a couple of squares behind the waterfall you will see an elf: he agrees to change the water faerie tadanu onto the silver sphere. Agree. If there is no sphere, then there is just one behind the tree next to it. Just keep in mind, she is guarded by a flyadla of about 10th level. Having won, take to the squad tadanu: her talents in the fight against fire and darkness will be indispensable for the rest of the game.

Search the locations further until you reach the gate cottage, where you will meet Lucius again. After the conversation, he will give you bag forcatch pixie and promises to give a reward for every five pieces caught. At the next location, before entering the house, talk to scarecrow on the field next to him: they annoy him three chaos fireies... The scarecrow cannot drive them away in any way and suffers, as this undermines his reputation as a scarecrow. Help him! Just keep in mind - this is your first fight with several opponents at once: three Rasrow will attack you at the same time. However, the nature fairy of level 8 will cope with the task without getting out of breath. The reward for bravery will be useful to you until the end of the game: at any time you can jump to the "Cottage" location, and the grateful scarecrow will restore your letadlam's mana.

In the cottage you will find Lucius, here he is waiting for the pixies you brought. There is a silver sphere in the box. In the house you will meet the first magic merchant... Communication is simple: you pay money, he creates magic spells at random (some of the slots remain empty). From the resulting, you take one thing. In any case, the money will not be returned back. You will have to turn to him and his colleagues: when captured, fairies not only lose more than three times their level, but also forget all magic, except for the first attacking spell. You will replenish their arsenal with such merchants.

A couple more locations are available to you behind the cottage. On the first you will find the third rune - Cottage Rune... Inspect them, catch them pixie(on the way back and forth, you must catch 5 of them and one more in the store in Endeva), admire the thorns and boulders, not letting you further (at the last location there are 2 (!) boulders and one bush), and then start your way back to the village of elves. At the last location, a kind fairy made of stone (a clear anomaly!) Will point you to magical places- clouds of fireflies - which occasionally come across in locations. Go there, and a rain of coins will fall down or steps will appear to a previously inaccessible place. The air vortex, which the owl points to, is still useless - you can use them only after receiving air map and air faerie... Speaking of faeries, by the time you arrive, there should be at least five captured faeries in Amy's bag.

In the village, you will have a trial duel with Master Rufus. After the victory, you will be told about World of Clouds, where the most famous Faerie Masters used to meet in the Arena. After finishing the conversation, go to the shop, catch the sixth pixie and spend money on travel fees: buy healing cures, magic potions, several bundles of herbs. Now cross the bridge and go to the exit, through which the son of Lucius did not let you pass before - Seamus. When he sees your father's pixie catching bag, he will make way for you. The way to Tiralin is clear!

Enchanted Forest - Enchanted Forest

At the next location there are two pointers: there is a fork. To the right - to the hunting lodge, to the left - to the capital of Sensera Tiraline... A forest grows here and there. Here you can meet a variety of nature fairies around level 10 ( Lana, Corgot, Virteria etc.), stone fairies ( Jumjum, Vesbat). There are three or four places where you can run into a flyadl up to level 35.

The squares are large, planted with a gloomy forest, the terrain is uneven, there is no compass - that's strange - no; so train your visual memory! On the way to the gatehouse, on the very first square, you will meet an elf who will offer you a duel with three fairies of nature somewhere around the tenth level. There is no prize, but the very fact of victory is pleasant. At the same location you will catch the 7th pixie... Until you reach the gatehouse - thorns grow here too. But you can pump well and take a nice walk.

The path to Tiralin is easier - it is one square (do not forget to catch the 8th pixie!), from the middle of which the road leading to the city begins. You will meet a gnome on the way to the city Lasse... His father, head of the dwarves Quinlin), disappeared, and Lasse goes in search. He gives you a fairy book, where there are 77 slots for different kinds of letadl, and for each of them its characteristics are given and the level at which the next mutation will occur. Thank you Lasse!

Capital Tiralin

The city consists of two parts. Let's go around the first one first. Attractions: Mayor's House, Mana Bubble and Golden Carrot Shop, several NPCs. The mayor's house is right behind the fountain. Come in, talk to the owner: “The goblins in the swamp have problems with the Dark Elves, and the head of the gnomes is gone,” - go to the door on the right, leading to the stairs. At the top is a chest with an Enchanted Forest card ( map of Enchanted Forest). There you will also find a bunch of knots, bubbles and another interesting book of a couple of pages.

Buy three from the gnome in front of the mayor's house. gnomish crystal... Go to the arch nearby. Restless will come from there Seamus with a collection of stone faeries (the most serious I had Garbat 10th level). Hit, come in. At the gate in the distance is the next one who wants to compete - the gnome Eirik with a collection of three water fairies (about 10th level). Do not break into the gate - it will be locked until you find Quinlin and take the keys from him.

Go to magic shop opposite the gate. Naturally, you first have to catch in the basement of the 9th pixie... In the chest above the stairs, be sure to take the key to the city dungeons ( Catacomb key). Then trade will open. Assortment: golden carrots (useful after level 50), garlic infusion (allows you to avoid fights), mana bubbles and a tricky thing to change the default faerie names. You should have about 1000 coins of money, but hold on to it by purchasing only a few vials to restore magic. Walk back to the fountain.

On the other side there is another arch - a passage to the far part of the city. Go on. On the left you will see a circle where the Tyraline rune will take you (when you get it). Far below - the entrance to dungeons... While we go forward. There will be a door on the left tavern... Range of services: exchange of silver spheres for other magical goods, gambling with a mathematical bias (rate 15 coins), elven music. A comrade sits upstairs, eager to change a rare natural faerie - a purple fly agaric (they really cannot be caught, the surroundings are filled with red and green mushrooms) - for a stone Jumrock... The problem is that Jumrock is also a rarity - it will have to be raised from Jumjum "a.

Further down the street is herbalist's shop... Before going there, go to the door opposite - in a shop to the gnome-money changer- and buy two more gnomish crystals. At the herbalist, the hostess will sell you for five crystals Rune of Dunmore. She also sells healing potions for fairies. The elf sells magic spheres nearby - stock up on ten silver and several gold ones. Go (if you have any money left) to the magic merchant upstairs. Then go to dungeon.

The dungeon consists of several rooms. In one of them, pay attention to a locked door- here you will return later with Quinlin's key. Peaceful NPCs are an owl and a magic merchant. Faerie - a pretty strong faerie of darkness Turnox or Manox(drown it with water!), the fairies of chaos you already know (hit with nature). You will find a red stone in the chest Evolutionary Magic of Fire... Having replenished the collection with several exotic specimens of the local zoo, go out into the city, walk past the herbalist's shop to the distant gate. Get out of the city.

Far part of the Enchanted Forest

Consists of one square, from here begins the walking path to the Misty Swamp (while closed by a bush) and a passage-bridge of air vortices over the abyss - to the Dark Caves, inhabited by psi-faeries. Go here, catch letadl for collection, save money. Tip: behind the gate-arch on the right you will see a tree. Near him you can almost always find level 35-40 faeries of one of two types: Tinefol or Pfoe... You need the first one without fail. Catch it, and then, when you can enroll him in the squad (upon your first return to London), act on him found in the dungeon Evolutionary Magic of Fire... You will get a fiery faerie: you need it to fight nature, chaos, ice, and you must have it in order to get into Lava Caves under the city of dwarfs.

For a collection, you need as many as 4 (four) Tinefol(three will turn into other creatures) and two Pfoe(one confuses). Good luck on the hunt!

After catching a variety of fairies and pumping a team, you can go to London, re-arrange the squad, drop by the cottage to replenish mana and turn in pixies (Lucius will give 30 coins for the first five), and you can teleport to the swamps.

Goblin Village in Dark Swamp

Dark Swamp- these are chains of small semi-submerged islets surrounded by water, occupying about a dozen locations. It is not easy to navigate, you have to memorize the path and use the rules of the right hand or left foot (whichever you prefer). The village lies in the middle of a swamp. This is where you initially find yourself.

The first thing Amy sees are the houses, the walkways leading to them, and a red-eyed dark elf sticking out on them. As soon as you move in that direction, the elf attacks, and the faerie duel begins. It is not difficult to cope with an ordinary dark elf - usually he has three fairies of level 10-15, of which two are faeries of chaos (respectively, to beat by nature).

Go to the village. The whole settlement - four houses on the edges and a larger house in the center. On the left hand: in the first house you will find swamp map (Map of the dark swamp). In the second - the spouses robbed by the elves, for getting rid of the "dark forces" they will then give you something.

In the third house (attention!) Lives fairy trainer... For 60 coins, he will give you the opportunity to defeat two of his level 19 faeries an unlimited number of times - corgoth and gargauth... During the battle, coins fall from them, so in reality one training session costs about 25 coins. And a lot of points are given: from 125 to 150 - it is very easy to get the much needed fairies to level 20.

Fourth house - score... You will also find there magic merchant(water and psi spells). After the elves are expelled, a large healer costs only 15 coins.

In the central house there is mayor (Movit the Seer). He will talk about Cone Shell- a seashell currently owned by a dark elf general. She can summon water faeries. In addition, in a stone circle somewhere in the swamps lies magic map of nature- she must take possession of it: her magic allows you to cope with the thorns of thorns. After talking, take in the house Rune Tiralin... Right there it is wood Elf- he lived in a forest hut with his wife, but when thorns grew everywhere, he went for help and now he cannot return home. Remember this.

On the walkway in front of the mayor's house, talk to the goblin. Elves beat him. When Amy wins, he will again go to the swamps to collect medicinal herbs. A bunch of reanimating herbs costs him only 8 coins! True, at first he will offer to fight a pair of his faeries.

Get down to the swamp. First, turn right and beat two ordinary dark elves. Then return to the footbridge and go left - defeat their general (his army is something like Rasrow Level 17, Maulrow 10, Violectra 3, Ferix 4). By the way, until the victory over three of his subordinates, he simply will not fight with you. The trophy is the same seashell... Now look carefully: in some places (on the bank, on the rifts, near waterfalls), at the top left of the screen, the icon "sink" appears. So, here you can get up and puff. And someone will come to fight!

After defeating the general, return to the village to reap laurels and listen to compliments. Then go comb the swamps.

Dark swamps

Finding something here is not easy. Be guided by wandering lights- they will show you which way to go. The main task is to find circle of stones and in it magic card... Secondary - to catch those who have scattered across the swamp pixie... The third is to collect coins and bundles, which are lavishly decorated with the landscape. And finally, to replenish the collection with a variety of fairies as much as possible.

Level 10-20 nature fairies live here: Corgot, Abnobery, Lana... In some places (for example, when entering a location with several pixies) you can find Viteria or Tinefol up to level 40. Fiery Tinezard if you started it should help a lot. From time to time you will run into dark elves. They are a little cooler than the village ones, but there is no great harm from them.

From the footbridges to the left (to where the general was) through two locations there is an entrance to the forest (under the cliff you will catch two pixies). From the walkways to the right, if you go along the right hand, on the third location there will be islands where pixies are hiding. I caught here 4 pieces... There is also an interesting chest. From the footbridge to the right, but on the left hand, you will come to circle of stones... Trampled near dark Elf... The level of the troops (the composition may vary from game to game) is approximately as follows: Greez 22 levels, Stobat 21, Stobat 20, Sirael 23. Not far off in the swamp one more red-eyed type hangs around, but it is even weaker. In the circle of stones above, draw the first magic faerie card - Fairy Card of Nature... Now by pressing F2, go to the inventory section and make the first faerie a fairy of nature. A thorny bush is growing nearby - go up to it and see what happens: you will receive a silver sphere as a reward.

Now many new paths have opened up for Amy. Fly to the Fairy Garden, talk to the goblin Rafi. He will advise you to find other faerie cards, starting with earth maps... According to rumors, it can be found in the Cloud World, and you can get there using the mechanisms of the gnomes that live high in the mountains in Dwarven Tower... But first, it's worth completing what has not yet been done. You can do the next few sections in no particular order. For orientation, I will say that by this moment in my collection there were about 25 fairies, the average level of five fighters was 25, 16 pixies were captured.

Cottage basement

For the first five pixies, the pixie keeper Lucius gives 30 coins. For the second - the key to the basement of your house Cellar Key “Key of the Guardian of Pixies”... The basement is huge - this is a smaller version World of Shadows where you go towards the end of the game. Here you can catch three different chaos faeries: Rasrow, Skeblo and Akritar... There is also a chest with a puzzle lock (you can press the buttons an unlimited number of times), where there is a green stone Evolutionary Magic of Nature... By acting on them Tinefol or Pfoe, you can get completely new faeries. The path of air vortices is not yet available for Amy - just remember that it is.

Forest gatehouse

The path to Tilarin from Endeva lies directly, while turning to the right will lead to another part of the Enchanted Forest, where on the third square you will find forest lodge... The owner of the gatehouse (you saw her husband in the sire's house in the swamp) will ask you to remove all the thorny flora from the surroundings. And she will say how many bushes are still left. One of the bushes grows right on the roof of the house. When you finish the job, you will be rewarded with a gnomish artifact that you need to run their machines: Elemental Key of Nature.

The path to the Dwarven Tower

Teleport to the cottage and move towards the mountains. At the first location, you can remove a thorny bush in the cave and talk to gnome... Strange story - he did some experiments to the point that he was constantly hit on the head by lightning, so he sits in a cave ... He has an energy faerie, which you can buy for 400 coins. Expensive, but darby will decorate the collection. Another one sits right there. magic merchant, who just sells energy spells.

At the next location (with an owl), go right, remove the bush, and you are in the mountains! There, on a narrow bridge, a red-eyed elf is waiting for you. Hit, move on. From this point on, dark elves will come across regularly. In addition, look around - a variety of stone faeries live here ( Gremor, Jumjum, Stobat from level 11 to 25), and many good things are hidden along the bushes and cliffs.

Through two locations you will reach a large pit. It is great (at the bottom you will catch the 17th pixie), there is where to wander and even get lost, but there is only one way out of it - a dark passage will lead you to a beautiful cliff with a waterfall. On the left, on a narrow bridge, there is a dark elf stronger than those who met on the way before. Right passage to Dark Caverns, Where live psi-faerie... You can first look there to catch psi for the collection.

Dark Caves - Dark Caves

This is a small system of tangled corridors. On the left hand from the entrance you will go to the cave with treasures, on the right - to the cliff behind the abyss in Enchanted Forest... In addition, gnomish crystals and fairies are found in abundance here. Mentaur and Mengr from 25 to 40 levels. After hunting, return to the cliff. Now go to the dark elf at the waterfall. Approximate opponents that you may meet: Goop level 27, Turnox 27, Tinezard 32, Psyrow 30, Fygaery 28. Hit him and move forward - at the next location you will find Dwarven Tower.

Dwarf tower

On the first floor, the gnome will tell you that the entrance to the gnome city Managham blocked a huge boulder. In addition, you will have to defeat him in a faerie duel in order to advance further. Take Rune of the Dwarf Tower, which lies between the bookshelves, and listen to the story of the ancient machines of the gnomes. On the second floor, you will find another gnome, a duel with him and a story about the World of Clouds. On the third floor there is again a gnome with a story about the White Druid, a duel and a map of the Mountain Country Map of the mountain world... And finally, in the attic, the fourth dwarf is waiting for you, after defeating you, you get access to a chest with the second part of the lifting mechanism Elemental key of the earth.

Exit the tower. Examine the rocky cornice: from this location there is a path for as many as four squares: 1) the cornice leading to the Dark Caverns, where you came from; 2) passage deep into Mountain Peaks and the city of dwarfs Managham (almost reaching the tower); 3) a circular corridor near the tower with the gnomes mechanism that will take Amy to the Cloud World; 4) a passage at the very end of the rocky cornice to the sanctuary of the gnomes, where their artifacts are kept. A guard blocks the way there. Let's take a look at it first.

After exiting the tower, move along the cornice further to the right. There is a gnome at the end of the cornice near the cave. He will agree to let you into the place guarded by him if you defeat him in a duel. Condition: your team must have at least one psi -fair. If you were in Dark Caves, psi you have. Fly to London, add psi to the team and return on the rune Rune of the Dwarf Tower... After defeating the gnome, go on.

To the right of the entrance is a luminous spot - teleporter... The exit from it is on a narrow rocky ledge behind an abyss. Do not climb there yet, go across the bridge to the gnome. He will say that he is ready to give access to the artifacts of the dwarves, if Amy proves her legitimacy: for this she needs to bring the dwarf guardian a set of ancient dwarven weapons dwarfen tools.

THIRD PAGE

The path to the mountain peaks

To start the dwarf machine, we need a third Elemental Key. You can search for it only in one place - in the passage leading to the mountain peaks. Come in there. At the next location, the first person you meet will be Chieftain of the dark elves(Leader of the Shadow Elves) with an army of three fire faeries. Since your water tadana has long turned into ocean level 40, he will be very disappointed ... Offended, the elf will disappear, and you will have access to three paths leading to the system of rock corridors.

In fact, all three paths lead to the same location. The path along the left hand is to the capital of the mountain gnomes, but it is blocked by a giant boulder... Remember this. In addition, there are a couple of caves with chests and spheres, and another pixie... Catch! Then go to the passage leading to the mountain peaks.

First, you will be taken to a large location with a green mountain gorge. Exit to the peaks at the far end. Interests: a cave with a gnome, who will show you a collection of four fairies in battle: tinefol and its three derivatives. Nearby is a cave with treasures. Rides on a plateau in the center of the dip pixie- alas, until you get close to him. We'll have to come here later, when we get an air map and air faeries. The inhabitants of this place are the faeries of nature and stone from level 11 to 40.

Through the passage you enter ice tunnel... First go to the left: in addition to a couple of chests, there I met a unique psi-faerie in two games. Then come back from the impasse and go to deal with dark elf blocking the passage. Hit him, the oncoming psi-faeries and leave the cave. A world of ice awaits you!

Mountain peaks

Probably, the Yeti would like this world of cliffs and snowdrifts - Amy will have to be careful. Its inhabitants are ice fairies of four types: three bears Feez, Greez and Greezlok and the Snow Queen beauty Glasses... If you forgot to grab the fiery Tinesard, it might be a little tight ...

Go left first. The path will lead you to the bridge, behind which you can see the entrance to the cave Ice caves... Moving along the left hand, you will come to the grotto with rune of the World of Ice (Rune of the Ice World). Further along the left hand there will be a passage to the inner dark cave, where you will meet the son of the Head of the Dwarves Quinlin Lasse... Lasse looked for his father in the forests, in the swamps, and, finding no trace, went to the mountains. In this cave he was locked by four wild faeries, now he sits and freezes here! Amy's task is to climb all the nooks and crannies of the grotto (pay attention to the luminous cloud that creates a step to the waterfall), find four psi-fairies and wind their tails. After that, a grateful Lasse will give Amy what we climbed into the mountains for - Elementary key of air... You can go to the Dwarven Tower and launch the lift to the Cloud World! But first examine the peaks.

First, after leaving the Lasse grotto, catch the runner along the snow-covered passages pixie(frisky creature!). Second, head back across the bridge along the path to the other end. Another pixie and a blue stone are visible beyond the abyss and the bridge of air vortices. Evolutionary stone of air... Remember this. The coolest ice fairies can be caught under the tree next to this abyss - glassess and grislock... Having caught, with a clear conscience and a collection of 40 fairies, go to the car of the gnomes.

Cloud World

It looks like eagle owls are birds of a very high flight, because the winged guide of this breed will be the first to meet Amy upon arrival. He will tell you that the once blooming and very beloved by all the inhabitants of Sensera, the World of Clouds is now empty. Sensera's heart - White Cathedral, Arena in the north, pavilion remained only memories.

But now everything is fine. The World of Clouds is a wonderful bright place, consisting of islands soaring in the sky, connected by marble bridges. Fragments of antique columns can be seen among the grass and flowers. It is in them that the local air faeries live. In addition to them, you can meet old acquaintances from the natural world of the 40th level.

We pass to the island, fight with oncoming letadl and, as usual, first move to the left. The bridge will lead you to a hilly, green island. Behind one of the hills you will find a chest with a map of the World of Clouds - Map of the Cloud Realm... In a nearby hill, the entrance to teleporter... We go in, we go out, we admire the waterfall falling from nowhere to nowhere, we notice a magic cloud nearby, which, when activated, will create steps to the hill where the 20th sits pixie(those 2 in the mountains that are not yet available, we did not count). The path further blocks the great boulder- alas, Arena not available yet!

We return to the point of arrival to go now to the right. Long bridge - transition to the next square. There we go up to the tower and at the top we find dark elf with a heel of unsuited fairies. After beating, go to the island. This is where the Cloud Rune will deliver us when we find it. The long bridge ahead leads to White Cathedral... Go, admire, you will not be able to get there yet - only a chain of air vortices goes through the abyss. Another exit from the island is down through another tower, but, of course, it is also guarded dark Elf... We beat, go down, we pass through the teleporter and get to the location with pavilion... Finally, we are waiting for a meeting with the guardian of the world Sensera White Druid... Pay attention to magic merchant that offers you the magic of air and light.

White Druid - White Druid - stands in the gazebo behind the crossroads. He is surprised to see Amy, and says that she must prove that it is she who is the predicted Faerie Master from the prophecy, for which to defeat the couple dark elves, which immediately materialize out of thin air nearby. Each of the adversaries has four faeries, hit and return to the druid. He will give you a magical reward the card of the earth (Fairy Card of Earth). If you make the faeries of the stone letadlu active, then when you come to the dark cone-shaped boulder, which you have already met quite a few, the faeries will blow up the stone and free the way!

Boulders

Try to clean up boulders- there are a couple right on the square with the pavilion. One blocks the bridge, the other (hidden in it golden sphere) lies in the empty pool opposite. By the way, there you can also catch interesting fairies of air - Gorael in yellow armor looks great in the collection!

The path to the gnome tools

I will list other stones that are located in different locations.

Third boulder lies at the cave with the teleporter with the Fairy Garden (the very first location), blocking the way to a small valley with another lift gnomes to the World of Clouds. Remove the stone and go there. Upstairs on a small island, metal faeries live and stand three chests With gnomish tools(remember, you were asked to bring them?). At the chests, four metal faeries will attack you at once ( Minari and Megari from 19 to 24 levels). Beat with water - it helps a lot!

World of Shadows. The steps lead down. Don't fall, Amy!

The chests are locked with puzzles. Here is a sequence of keystrokes (nine-move answer). First, at the corners (1,1), (3,3), (1,3), (3,1). Then along the middle of the sides (2,1), (2,3), (1,2), (3,3). And the last press in the center (2,2). The first number in brackets denotes a row, the second - a column of a 3x3 matrix. This will give you 6 sets of tools. Look at the help screen: it is drawn there that if you act with the tool on Minari- you can catch a couple of them right here, and the third (and how many more are needed) at the gnomish factory - it will work out of it Megari, and with secondary exposure - Gigarex... Expand your collection.

Go back down again on the elevator - another one appeared below. pixie to catch! Now you can teleport back to the Dwarven Tower and take the tools to the next square to the keeper. He will create several flying steps along which you can get to the chest. First, go back across the bridge to the teleporter to the cliff, and from there jump, jump, jump ... Reward - Elementary key of fire which will later give you access to Lava Caves.

Boulders in the mountains

Through the location from the cottage in the direction of the Dwarven Tower you will find two boulders... The first hides the pouch, while the second gives access to an enclosed valley with several waterfalls. Go there. Firstly, the shell will allow you to lure out of the water and catch water fairies that you have not yet met: Amnis and Ceramnis... In addition, there are many tadan and gupov... All critters are from level 20 to 40.

At the far end of the valley is an elf with a collection of five ice faeries ranging from level 20 to 50. Tinisard with you? Then get a reward for winning a difficult fight: Key to the Town Hall(opens the left door in the mayor's house in Tiralina, there are all sorts of usefulness and Four-leaf clover(the chest is sealed with a puzzle), increasing the likelihood of receiving spells from magic merchants).

There is more on the way to the Dwarven Tower boulders hiding treasures - at the bottom of the pit and at the edge of the cliff (for the location before the tower).

Behind the Dwarven Tower on the way to the Spades boulder blocks the path to the underground city of the dwarves Managham... But we'll talk about this below when the time comes.

Cloud World, Arena

V Cloudy World, as you remember, boulder blocked the road to Arena... So, to the left, past the gnomes' lift, across the bridge, the teleporter we go to the boulder. We demolish, and now we are looking at the amphitheater in the distance. And in front of us on the bridge is the White Druid. He will tell you that the Arena used to be a place of glory for the Faerie Masters, but now it is occupied dark elves... There, by the way, is one nearby. Let's go take a look. The elf has an interesting army: one zegbuzz(chaos) and about seven turnoxes and manox(dark). For a change, they all attack together. Not a bad tactic is to expose ocean(water), which will quickly knock out all the faeries of darkness from the field, and then viteria(or whoever you have there by nature), which will finish off ebug... As a reward, Amy will receive a curious trophy - Staff of the Head of the Dwarfs Quinlin.

Nearby in the Arena there is a fairy of light looking like a swallowtail butterfly suana (Suane light fairy) - The Keeper of the Arena. She is haunted zegbuzz chaos, and she asks for help. After defeat zegbuzz suana joins Amy's squad. By the way, catch this zegbuzz I failed: the inscription "Catch the fairies!" and the sphere icon just didn't appear on the screen. It's a pity!

Fairy Tournament on the Big Tree

After the duel, go talk to the Druid. He will say that Quinlin's staff is proof of the betrayal of the dwarfs, and that now we need to talk to the mayor of Tilarin, he knows what to do. We go to Tilarin. The Mayor suggests sending the most powerful Faerie Master to find and stop Quinlin. And who is the strongest will determine tournament soon to be held at Giant Tree that grows in the swamp.

To come to the Giant Tree, you need to turn left from the teleporter along the footbridge. After removing the thorn bush, we stumble upon an elf named Janus(Janus), who mourns the loss of his lover in a duel zegbuzz... And at the same time completely blocks the path further.

Alas, for some reason, zegbuzzes are not caught in the wild! We recall that in the herbalist's shop, the owner really wanted to barter zegbuzz on the suanu, we go to her and change the fairy of light to a spotted creature. Go back to Janus and give him zegbuzz... He gives us an inferior level 0 stone faerie in exchange and disappears. Ce la vie!

We go further, pounding along the path of numerous fly agarics and obsessive sill Level 40. We catch the next pixie. We come to Tree... To win, you need to use a spiral staircase around the trunk to reach the top. Let's get started. First we hit Lucius with his collection of stone faeries around 35th level. Then our friend the gnome Eric (he believes that accusations against the gnomes are a misunderstanding) with his team of fairies of water and ice. Finally, the path is blocked by the one who has acquired zegbuzz Janus (the fairies have magically grown to level 38 during this time). We beat, we go further. Yes, Janus resent his loser zegbuzz and gives it back to you. We talk with the goblin, fight with him (he is also ready to defend the innocence of the gnomes), after which we finally get a reward: Fairy Card of Air... An air map with an active air faerie behind Amy makes it possible to jump on air vortices(as you will soon see, this is not for the faint of heart!).

By air vortices

There are many of them in different locations, I will not even try to list them all. Since you need to keep growing your team, use this moment to re-explore locations for small tornadoes.

Training should start from the location behind the cottage where the owl was sitting. Jump, practice. Walk the path to the Dwarven Tower. A couple of spheres taken from high cliffs will be a reward for your efforts.

Behind the Dwarven Tower, go to the Peaks. In the valley with the abyss below, remove from the cliff on the 22nd pixie... After leaving the Piki, go to the right. Catch the 23rd across the chasm pixie and take air evolution stone... If the collection has an extra tinefol- act on it and see the result!

In the basement of Lucius' cottage, the vortices give access to treasures - a pair of crystal spheres and a chest. At a location with pavilion air vortices form a ladder to stone evolution of nature lying on top of one of the columns. Finally, in the World of Clouds, a chain of vortices will make it possible to overcome the abyss that blocks the path to White Cathedral.

White Cathedral

Having jumped on the whirlwinds, we overcome the abyss. By the way, there are rare air fairies, and on the hill sparkles magic cloud(builds steps to another hill). Naturally, a dark elf is waiting for you on the way to the Cathedral. Beat. Go to The cathedral.

Are there locations inaccessible to magic merchants? Looks like no! This one trades in light magic. In the cathedral we meet the Druid. He says that he captured a dwarf who came to rob him. By the way, there are many useful things in the corners of the cathedral. And the gnome is our old friend Lasse. He denies the theft charge and gives Amy trading post key (Key to the dwarf factory). Lasse asks her to go to Monagham (Monagham) to an abandoned factory - there, according to him, answers to all questions can be found.

Monagham, an abandoned factory

After removing the stone from the road (location behind the Dwarven Tower), you find yourself in vast caves. The city lights shine in the distance - you go there. The counter owl will bring Amy up to date.

The first tier consists of three houses. In the back room of the first house lies Rune of the Cave World... In the same place, the gnome offers to replace the exotic energy faerie with a cool air one - decide for yourself whether you need it. The second house is the city hall. As a reward for clearing the path, Amy will be given a bag of 15 crystals. On the street, the gnome will talk about the magical fire map - Fairy Card of Fire, able to protect from heat. In the third house Jani (Jani), Lasse's girlfriend, worries about her missing friend. Further there is an ascent up the hill, where at the turn you will see a door in the wall. This is the door on gnome trading post.

The next tier is a house with an opening lever... It contains an elevator going down to the Fire Caverns. Behind the house is a teleporter circle. Near the forge. If you have gnome tools ( tools of the dwarves), the blacksmith will begin forging spells for the metal faeries! And finally, the last building is score selling goods for crystals. One of the magic merchants with magic for fiery and psi-faeries.

We go to the trading post. At the factory, Amy is attacked by three metal faeries of guards - a couple Minari and Gigareх, and all at once in a crowd. if you have ocean- it will amuse her.

Above is the Head of the Dwarfs Quinn (Quinlin ). He says that at the request of the Druid, he helped him make a guard that guards the magic portal between Sensera and the Earth, and then the Druid betrayed him and locked him here, in his own factory. That is, the Druid himself is to blame for everything! Goodbye Quinlin gives Amy key to the World of Shadows - Key to the shadow realm.

In fact, this key is a universal gnomish master key, which, in addition to the World of Shadows, can open other doors locked by the gnomes. Yes, do not forget to go back to the White Cathedral, fight the Head of the Dark Elves and free Lasse! And then visit him at Jani's house, where they will thank you - in particular, Jani will give you another energetic darby for a collection. Lasse will ask you to say hello to the goblin Rafi. If you are not too lazy to do this, Rafi will tell you that while traveling he heard about a stone hidden behind a beautiful waterfall. This refers to the waterfalls behind the cottage. If you go around them on the left, you will discover a hidden system of caves inhabited by psi-faeries. Rare elsewhere beltaur- is a common occurrence here. And besides, there really is a second hidden fiery stone of transformation. If you haven't found the first one, this one will allow you to make from tinefol a fiery faerie needed to visit the Lava Caverns.

Behind closed doors

First door located in basements near Tiralin. Behind it is a wonderful place for young maidens to walk, with crypts, skeletons in the corners and the faeries of darkness and chaos leaping out of the dark corners with a whoop. But the main thing is that in the far part you will find a wonderful horn (fairy horn), and from that moment on, Amy will be able to challenge all the faeries hiding in shelters!

Second door- the third gate (here you met the dwarf Eric), leading from Tiralin. Behind them lies a part of the forest with ancient ruins, which is still closed to Amy. Ruins- the only place in the country where they meet faeries of lightDriane and Lighane... By catching these, you can grow your suanu instead of the lost one. Energy faeries can also be caught here. darby... In addition, in and around the ruins you will find two evolutionary stones of nature, crystal spheres and another magical faerie card - Fairy Card of Psi Magic. With an active psi faerie, Amy will know where the nearest wild faerie is.

Third door- behind the forest gatehouse. Once in, catch another giggling pixie... And the main attraction of the location is a few fairies of nature in the meadow, who are all guarding the last magical magic card - Fairy Card of Fire... You will have to go here: the map is a quest item. The keepers are attacked by the whole collective, namely: two bloomells Level 57 and four pelvis Level 38. Initially pelvis protected from damage - you need five shots each to break through this protection. This fight seemed to me one of the most difficult in the game.

Fire Caves Dark Caves

A wonderful place located under the city of the gnomes. Two things are needed to hike here: magic fire card and fire faerie over the shoulder, otherwise Amy burns out from the heat. The goal of the campaign is to capture the embodied dream of a lost skeleton from the Shadow Realm - a fiery faerie Pix .

Going down the elevator and overcoming the abyss over the lava gorge through the air vortices, we find ourselves in the first fiery cave. There are many crystals and little fire dragons Dragwin... If you act on them with the evolutionary stone of fire, you will get a cooler creature - Flagwin... There is only one exit from this cave to the great hall.

Before you is a huge hall with tunnels going somewhere from it. In fact, there are only a couple of locations attached to it, each with one entrance and one exit. Go around them. Here your task is to catch the necessary Pix (his older brothers are caught too) and take a few evolutionary fire stones that are scattered here and there. After completing, teleport to the cottage for free mana.

Shadow Realm - Shadow World

World of Shadows lies behind a large tree in a swamp. How will explain owl guide, its existence balances the light of the rest of the Sensera. Come inside.

Dark. Someone is crawling ahead. Sticks out on the steps dark Elf... Wicked. We beat. Go ahead. The cloud on the right (behind the vortices) creates steps to the column, at which the next pixie... At the end of the location, Amy is waiting for another elf with five faeries of approximately 50th level.

The second location begins with a ladder on which stands Head of the dark elves... Strange, but his army is slightly weaker than that of the minions. We beat and go into the hall behind him: this is the central square of the entire Kingdom of Shadows. There is a circle for teleportation and three locked gates with locks of different colors. A cloud of magical fireflies in the corner of the hall creates steps that will allow you to jump to the chest with red key (Red bone key).

The third location lies behind the red gate. On the right, behind the swinging steps, you will find the last rune for teleportation - Rune of the Shadow Realm... In the distance on the crypts, surrounded by piles of bones, sits magic merchant- apparently, he ate the previous buyers! But his assortment is good: spells of fire, ice, darkness and chaos. There is a box next to him, and in it lies Green Bone Key... Return to the central hall.

Portraits of fairies not found in nature. Part two.

Behind the green gate, a short passage leads to the fourth location. Blocks the road again dark Elf with a faerie heel - hit! Go along one of the many ladders to the chest in the center, there is the last piece of the country map - Map of the shadow realm... At the end of the location, you will find another meeting with dark elf... Behind him is the passage to the fifth square of the Kingdom of Shadows.

The main thing on this square is not an empty throne, but a couple of skeletons on an island, to which you will have to jump from a ladder nearby (you need to jump somewhere from the middle of the third step, if you count from above). The kneeling skeleton has the right Amy Blue bone key... He will tell you that he went to the Kingdom of Shadows for a beautiful fire faerie called Pix ... If you show him picsa, he will give the key. If you've been to fiery caves, pix you have. Having received the key, return to the central hall and open the last gate. Now Amy's path lies to To the dark cathedral.

The path to the Dark Cathedral. Guardian

There are three locations to go to the Dark Cathedral. First, catch the 28th along the way. pixie... On the sides, behind the swinging steps (a hymn to stuntmen), bags of good, crystals and spheres are laid out. Jump, have fun!

The road goes along the bridges, the path from time to time is blocked by dark elves. The most difficult battle is the last one - when two elves unite their armies to attack you. Approximate composition: Manox level 49 , Segbuzz 44,Turnox 54,Taze 44, Amnis 32,Rasrow 51,Maulrow 39,Dracwin 30, Flagwin 25. This combination was repeated in my two games. Little will not seem!

At the door of the Dark Cathedral, the White Druid is waiting for you: he believes that the unification of the Sensera and Earth worlds, which the prophecy promises, is a gigantic mistake, and is ready to stop the fulfillment of the prophecy and Amy herself at any cost. But, to be honest, after the previous battle, his army of only five faeries (three stone) does not make an impression!

There is a sculpture in the center of the Cathedral, and metal fairies are circling around - this is the one Guardian to be destroyed. But it is not possible to approach him - he is surrounded by a magical aura. Let's go look for the druid again. We rise to the top of the cathedral through the side door. On the way we catch the last couple pixie... Above is the Druid - his new army - two fairies of light and three fairies of darkness - is ready for battle again. After Amy's victory, he says that he places the fate of Sensera in her hands and removes the magical protection from the Guardian. Now you can destroy the Guardian.

The last battle does not seem difficult - the pumped fairies of water will easily cope with the task. There are five metal fairies to fight - Minari Level 39, Gigarex 49, Minari 39, Megary 39, Gigarex 60 - and the Guardian itself - a figure with shooting, but motionless eyes, which must be destroyed at the beginning of the battle. After that, it is easy to turn the rest of the protectors into scrap metal (metal corrosion!). Finally, watch the final video: it looks like Hyde Park is going to be fun tonight!

Congratulations! You completed the game.

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Zanzarah: the Hidden Portal

London. The noise and horns of cars, the world of the color of yellowed photographs. Girl Amy lying on the bed by the window, buried in a book of fairy tales. The mother's voice is heard from below: “Amy! I left. " “Uh-huh,” Amy replies, not looking up from the book. And here...
... Suddenly it became dark
The curtains fluttered
Through a half-open window
The wind burst in, a sharp exhalation ...

... And a real and absolutely irrelevant goblin appears in the apartment. Who puts the box in the closet in the attic and disappears as he appeared. Caught off guard by the goblin appearance, Amy jumps out of bed, runs onto the stairs, and ends up standing in the kitchen. The game begins.

Skill Rune "Fairy Garden"
Go up to the attic of the house. Walk forward when you click over the chest

a green arrow will appear, press the mouse button. The chest will open and Amy will take rune Fairy Garden - Rune of the Fairy Garden... Now she can be transported to the Fairy Garden as soon as she wishes. Since there is nothing else to do, we go there immediately.

Fairy Garden - Fairy Garden - arrival
After passing through the ancient portal, look around and exit the cave. Talk with goblin Rafi who walks nearby. He will bring you up to date on what is happening. The place you got to is called Sensera (Zanzarah). This is a separate dimension inhabited by fabulous creatures: they live in the forests elves, in the mountains live gnomes, settled in the swamps goblins... In addition, live here faeries, but there is a special conversation about these powerful little creatures.
Once the human world and Sensera were one single whole, but when the Inquisition began with the complete destruction of magic, someone White Druid uttered a powerful spell that separated Senseru and its inhabitants from the rest of the world. This whole community coexisted peacefully for centuries, until suddenly problems began: from somewhere they appeared dark elves and began to terrorize the inhabitants, the faeries just went berserk and began to attack passers-by, communication between different parts of the country was cut off due to the fact that the roads were overgrown with thorn bushes or were littered with giant boulders. Perhaps the White Druid knows what to do, but he lives in World of Clouds (The Realm of The Clouds), but now it is impossible to get there.
Amy's arrival is the embodiment of the prophecy that a human will save Sensera by changing her fate. First, she needs to familiarize herself with this world, for which Rafi invites her to visit her neighboring location, where the settlement of elves is located. This will begin her training as Faerie Masters... Finally, he gives her a bag for the caught fairies (fairy bag).

Endeva - village of elves
Talk to the forest owl on the bridge at the entrance to Endeva. All Sensera owls agree to help Amy on her journey, she will meet them at every new location, and they will bring her up to date. Go to the other side. Talk to the elf at the house, take behind the buildings a silver sphere which she hid there pixie.
Go to the Inn. Talk with Fairy Master Rufus. He will say that he is ready to help Amy (answer “ Yes”To the question about help in the fight against pixie plague), and will give her key from your house ( Rufus "House Key). There she can choose and take one of the three faeries. In the tavern, pay attention to the two visitors at the table. You can stick to them an unlimited number of times, and approximately every fifth time Amy will receive a small amount of coins (so that she falls behind). After getting rich, go to Rufus's house, which is opposite.
You have a choice of fairies of three principles: nature, water and stone.

When choosing your first fairy, do it wisely. Stone faeries are slow in combat and have little advantage when fighting other faeries. The aquatic ones are good, but looking ahead, I will say that soon you will get another small tadanu... I recommend taking a fairy of nature - Sillia... But the choice is yours: any of the selected fairies has been pumped to level 8. In the house you will find a rune to return to London ( Rune of Return).
Before you go into a free search, you need to learn how to conduct faerie fights. Cross the bridge and address the elf walking on the other side. He has a fairy and is ready to help you train for free. The fairy elf has no magic, and this "whipping pear" with wings will resignedly serve as a target for your initially awkward experiments. For the battle, a little experience is given and a few coins in addition. You can repeat the exercise an infinite number of times. It is worth driving here at the beginning of the game all the freshly tamed fairies that you want to make members of the squad and who need to be pumped up a little.
Notice the house where bunches of garlic hang under the eaves. This is a store where you can then buy the drugs needed for the faeries. Alas, the shop is closed now: harmful pixie drove the seller to the counter, where he sits waiting for the savior.
Now you can leave the village through the gate nearby. Agree to help the pixie hunter standing next to the gate Lucius (Guardian of Pixies): they escaped from him thirty pixies, and now these malicious creatures spoil the life of the whole district. He will give you the first of six pieces of the country map - Map of the Fairy Garden.

Fairy Garden - Fairy Garden
The first meeting is an owl. Talk and go explore the area. The garden consists of many interconnected locations: one entrance - one exit. The fairies of nature and stone of approximately the third level live in trees and stones. Whether they attack or not is a probabilistic event. If you leave and re-enter the location, its state will be updated, and all the fairies will again be in their places - you can fight again.
On the first square, you will meet an elf who will offer you to arrange the first duel. His faeries are weak and victory is easy. For it you will receive 2 bubbles of mana, and to them instructions on how important it is to monitor the combat readiness of a flying squad. Manu and healers should be given immediately after the battle, the next fight can fall like snow on your head. Wisely!
After a couple of squares behind the waterfall you will see an elf: he agrees to change the water faerie tadanu onto the silver sphere. Agree. If there is no sphere, then there is just one behind the tree next to it. Just keep in mind, she is guarded by a flyadla of about 10th level. Having won, take to the squad tadanu: her talents in the fight against fire and darkness will be indispensable for the rest of the game.
Search the locations further until you reach the gate cottage, where you will meet Lucius again. After the conversation, he will give you bag for

catch pixieand promises to give a reward for every five pieces caught. At the next location, before entering the house, talk to scarecrow on the field next to him: they annoy him three chaos fireies... The scarecrow cannot drive them away in any way and suffers, as this undermines his reputation as a scarecrow. Help him! Just keep in mind - this is your first fight with several opponents at once: three Rasrow will attack you at the same time. However, the nature fairy of level 8 will cope with the task without getting out of breath. The reward for bravery will be useful to you until the end of the game: at any time you can jump to the "Cottage" location, and the grateful scarecrow will restore your letadlam's mana.
In the cottage you will find Lucius, here he is waiting for the pixies you brought. There is a silver sphere in the box. In the house you will meet the first magic merchant... Communication is simple: you pay money, he creates magic spells at random (some of the slots remain empty). From the resulting, you take one thing. In any case, the money will not be returned back. You will have to turn to him and his colleagues: when captured, fairies not only lose more than three times their level, but also forget all magic, except for the first attacking spell. You will replenish their arsenal with such merchants.
A couple more locations are available to you behind the cottage. On the first you will find the third rune - Cottage Rune... Inspect them, catch them pixie(on the way back and forth, you must catch 5 of them and one more in the store in Endeva), admire the thorns and boulders, not letting you further (at the last location there are 2 (!) boulders and one bush), and then start your way back to the village of elves. At the last location, a kind fairy made of stone (a clear anomaly!) Will point you to magical places- clouds of fireflies - which occasionally come across in locations. Go there, and a rain of coins will fall down or steps will appear to a previously inaccessible place. The air vortex, which the owl points to, is still useless - you can use them only after receiving air map and air faerie... Speaking of faeries, by the time you arrive, there should be at least five captured faeries in Amy's bag.
In the village, you will have a trial duel with Master Rufus. After the victory, you will be told about World of Clouds, where the most famous Faerie Masters used to meet in the Arena. After finishing the conversation, go to the shop, catch the sixth pixie and spend money on travel fees: buy healing cures, magic potions, several bundles of herbs. Now cross the bridge and go to the exit, through which the son of Lucius did not let you pass before - Seamus. When he sees your father's pixie catching bag, he will make way for you. The way to Tiralin is clear!

Enchanted Forest - Enchanted Forest
At the next location there are two pointers: there is a fork. To the right - to the hunting lodge, to the left - to the capital of Sensera Tiraline... A forest grows here and there. Here you can meet a variety of nature fairies around level 10

(Lana, Corgot, Virteria etc.), stone fairies ( Jumjum, Vesbat). There are three or four places where you can run into a flyadl up to level 35.
The squares are large, planted with a gloomy forest, the terrain is uneven, there is no compass - that's strange - no; so train your visual memory! On the way to the gatehouse, on the very first square, you will meet an elf who will offer you a duel with three fairies of nature somewhere around the tenth level. There is no prize, but the very fact of victory is pleasant. At the same location you will catch the 7th pixie... Until you reach the gatehouse - thorns grow here too. But you can pump well and take a nice walk.
The path to Tiralin is easier - it is one square (do not forget to catch the 8th pixie!), from the middle of which the road leading to the city begins. You will meet a gnome on the way to the city Lasse... His father, head of the dwarves Quinlin), disappeared, and Lasse goes in search. He gives you a fairy book, where there are 77 slots for different kinds of letadl, and for each of them its characteristics are given and the level at which the next mutation will occur. Thank you Lasse!

Capital Tiralin
The city consists of two parts. Let's go around the first one first. Attractions: Mayor's House, Mana Bubble and Golden Carrot Shop, several NPCs. The mayor's house is right behind the fountain. Come in, talk to the owner: “The goblins in the swamp have problems with the Dark Elves, and the head of the dwarves is gone,” - go through the door on the right that leads to the stairs. At the top is a chest with an Enchanted Forest card ( map of Enchanted Forest). There you will also find a bunch of knots, bubbles and another interesting book of a couple of pages.
Buy three from the gnome in front of the mayor's house. gnomish crystal... Go to the arch nearby. Restless will come from there Seamus with a collection of stone faeries (the most serious I had Garbat 10th level). Hit, come in. At the gate in the distance is the next one who wants to compete - the gnome Eirik with a collection of three water fairies (about 10th level). Do not break into the gate - it will be locked until you find Quinlin and take the keys from him.
Go to magic shop opposite the gate. Naturally, you first have to catch in the basement of the 9th pixie... In the chest above the stairs, be sure to take the key to the city dungeons ( Catacomb key). Then trade will open. Assortment: golden carrots (useful after level 50), garlic infusion (avoids fights), mana bubbles and a tricky thing to change the standard faerie names. You should have about 1000 coins of money, but hold on to it by purchasing only a few vials to restore magic. Walk back to the fountain.
On the other side there is another arch - a passage to the far part of the city. Go on. On the left you will see a circle where the Tyraline rune will take you (when you get it). Far below - the entrance to dungeons... While we go forward. There will be a door on the left tavern... Range of services: exchange of silver orbs for other magical goods, gambling with

mathematical bias (rate 15 coins), elven music. A comrade sits upstairs, eager to change a rare natural faerie - a purple fly agaric (they really cannot be caught, the surroundings are filled with red and green mushrooms) - for a stone Jumrock... The problem is that Jumrock is also a rarity - it will have to be raised from Jumjum "a.
Further down the street is herbalist's shop... Before going there, go to the door opposite - in a shop to the gnome-money changer- and buy two more gnomish crystals. At the herbalist, the hostess will sell you for five crystals Rune of Dunmore. She also sells healing potions for fairies. The elf sells magic spheres nearby - stock up on ten silver and several gold ones. Go (if you have any money left) to the magic merchant upstairs. Then go to dungeon.
The dungeon consists of several rooms. In one of them, pay attention to a locked door- here you will return later with Quinlin's key. Peaceful NPCs are an owl and a magic merchant. Faerie - a pretty strong faerie of darkness Turnox or Manox(drown it with water!), the fairies of chaos you already know (hit with nature). You will find a red stone in the chest Evolutionary Magic of Fire... Having replenished the collection with several exotic specimens of the local zoo, go out into the city, walk past the herbalist's shop to the distant gate. Get out of the city.

Far part of the Enchanted Forest
Consists of one square, from here begins the walking path to the Misty Swamp (while closed by a bush) and a passage-bridge of air vortices over the abyss - to the Dark Caves, inhabited by psi-faeries. Go here, catch letadl for collection, save money. Tip: behind the gate-arch on the right you will see a tree. Near him you can almost always find level 35-40 faeries of one of two types: Tinefol or Pfoe... You need the first one without fail. Catch, and then, when you can enroll him in the squad (on the first return to London), act on him found in the dungeon Evolutionary Magic of Fire... You will get a fiery faerie: you need it to fight nature, chaos, ice, and you must have it in order to get into Lava Caves under the city of dwarfs.
For a collection, you need as many as 4 (four) Tinefol(three will turn into other creatures) and two Pfoe(one confuses). Good luck on the hunt!
After catching a variety of fairies and pumping a team, you can go to London, re-arrange the squad, drop by the cottage to replenish mana and turn in pixies (Lucius will give 30 coins for the first five), and you can teleport to the swamps.

Goblin Village in Dark Swamp
Dark Swamp- these are chains of small semi-submerged islets surrounded by water, occupying about a dozen locations. It is not easy to navigate, you have to memorize the path and use the rules of the right

hands or left leg (whichever you prefer). The village lies in the middle of a swamp. This is where you initially find yourself.
The first thing Amy sees are the houses, the walkways leading to them, and a red-eyed dark elf sticking out on them. As soon as you move in that direction, the elf attacks, and the faerie duel begins. It is not difficult to cope with an ordinary dark elf - usually he has three fairies of level 10-15, of which two are chaos fairies (respectively, to beat by nature).
Go to the village. The whole settlement - four houses on the edges and a larger house in the center. On the left hand: in the first house you will find swamp map (Map of the dark swamp). In the second - the spouses robbed by the elves, for getting rid of the "dark forces" they will then give you something.
In the third house (attention!) Lives fairy trainer... For 60 coins, he will give you the opportunity to defeat two of his level 19 faeries an unlimited number of times - corgoth and gargauth... During the battle, coins fall from them, so in reality one training session costs about 25 coins. And a lot of points are given: from 125 to 150 - it is very easy to get the much needed fairies to level 20.
Fourth house - score... You will also find there magic merchant(water and psi spells). After the elves are expelled, a large healer costs only 15 coins.
In the central house there is mayor (Movit the Seer). He will talk about Cone Shell- a seashell currently owned by a dark elf general. She can summon water faeries. In addition, in a stone circle somewhere in the swamps lies magic map of nature- she must take possession of it: her magic allows you to cope with the thorns of thorns. After talking, take in the house Rune Tiralin... Right there it is wood Elf- he lived in a forest hut with his wife, but when thorns grew everywhere, he went for help and now he cannot return home. Remember this.
On the walkway in front of the mayor's house, talk to the goblin. Elves beat him. When Amy wins, he will again go to the swamps to collect medicinal herbs. A bunch of reanimating herbs costs him only 8 coins! True, at first he will offer to fight a pair of his faeries.
Get down to the swamp. First, turn right and beat two ordinary dark elves. Then return to the footbridge and go left - defeat their general (his army is something like Rasrow Level 17, Maulrow 10, Violectra 3, Ferix 4). By the way, until the victory over three of his subordinates, he simply will not fight with you. The trophy is the same seashell... Now look carefully: in some places (on the shore, on the rifts, near waterfalls), at the top left of the screen, the icon "sink" appears. So, here you can get up and puff. And someone will come to fight!
After defeating the general, return to the village to reap laurels and listen to compliments. Then go comb the swamps.

Dark swamps
Finding something here is not easy.

Be guided by wandering lights- they will show you which way to go. The main task is to find circle of stones and in it magic card... Secondary - to catch those who have scattered across the swamp pixie... The third is to collect coins and bundles, which are lavishly decorated with the landscape. And finally, to replenish the collection with a variety of fairies as much as possible.
Level 10-20 nature fairies live here: Corgot, Abnobery, Lana... In some places (for example, when entering a location with several pixies) you can find Viteria or Tinefol up to level 40. Fiery Tinezard if you started it should help a lot. From time to time you will run into dark elves. They are a little cooler than the village ones, but there is no great harm from them.
From the footbridges to the left (to where the general was) through two locations there is an entrance to the forest (under the cliff you will catch two pixies). From the walkways to the right, if you go along the right hand, on the third location there will be islands where pixies are hiding. I caught here 4 pieces... There is also an interesting chest. From the footbridge to the right, but on the left hand, you will come to circle of stones... Trampled near dark Elf... The level of the troops (the composition may vary from game to game) is approximately as follows: Greez 22 levels, Stobat 21, Stobat 20, Sirael 23. Not far off in the swamp one more red-eyed type hangs around, but it is even weaker. In the circle of stones above, draw the first magic faerie card - Fairy Card of Nature... Now by pressing F2, go to the inventory section and make the first faerie a fairy of nature. A thorny bush is growing nearby - go up to it and see what happens: you will receive a silver sphere as a reward.
Now many new paths have opened up for Amy. Fly to the Fairy Garden, talk to the goblin Rafi. He will advise you to find other faerie cards, starting with earth maps... According to rumors, it can be found in the Cloud World, and you can get there using the mechanisms of the gnomes that live high in the mountains in Dwarven Tower... But first, it's worth completing what has not yet been done. You can do the next few sections in no particular order. For orientation, I will say that by this moment in my collection there were about 25 fairies, the average level of five fighters was 25, 16 pixies were captured.

Cottage basement
For the first five pixies, the pixie keeper Lucius gives 30 coins. Per
the second - the key to the basement of your house Cellar Key “Key of the Guardian of Pixies” . The basement is huge - this is a smaller version World of Shadows where you go towards the end of the game. Here you can catch three different chaos faeries: Rasrow, Skeblo and Akritar... There is also a chest with a puzzle lock (you can press the buttons an unlimited number of times), where there is a green stone Evolutionary Magic of Nature... By acting on them Tinefol or Pfoe, you can get completely new faeries. The path of air vortices is not yet available for Amy - just remember that it is.

Forest gatehouse


The path to Tilarin from Endeva lies directly, while turning to the right will lead to another part of the Enchanted Forest, where on the third square you will find forest lodge... The owner of the gatehouse (you saw her husband in the sire's house in the swamp) will ask you to remove all the thorny flora from the surroundings. And she will say how many bushes are still left. One of the bushes grows right on the roof of the house. When you finish the job, you will be rewarded with a gnomish artifact that you need to run their machines: Elemental Key of Nature.

The path to the Dwarven Tower
Teleport to the cottage and move towards the mountains. At the first location, you can remove a thorny bush in the cave and talk to gnome... Strange story - he did some experiments to the point that he was constantly hit on the head by lightning, so he sits in a cave ... He has an energy faerie, which you can buy for 400 coins. Expensive, but darby will decorate the collection. Another one sits right there. magic merchant, who just sells energy spells.
At the next location (with an owl), go right, remove the bush, and you are in the mountains! There, on a narrow bridge, a red-eyed elf is waiting for you. Hit, move on. From this point on, dark elves will come across regularly. In addition, look around - a variety of stone faeries live here ( Gremor, Jumjum, Stobat from level 11 to 25), and many good things are hidden along the bushes and cliffs.
Through two locations you will reach a large pit. It is great (at the bottom you will catch the 17th pixie), there is where to wander and even get lost, but there is only one way out of it - a dark passage will lead you to a beautiful cliff with a waterfall. On the left, on a narrow bridge, there is a dark elf stronger than those who met on the way before. Right passage to Dark Caverns, Where live psi-faerie... You can first look there to catch psi for the collection.

Dark Caves - Dark Caves
This is a small system of tangled corridors. On the left hand from the entrance you will go to the cave with treasures, on the right - to the cliff behind the abyss in Enchanted Forest... In addition, gnomish crystals and fairies are found in abundance here. Mentaur and Mengr from 25 to 40 levels. After hunting, return to the cliff. Now go to the dark elf at the waterfall. Approximate opponents that you may meet: Goop level 27, Turnox 27, Tinezard 32, Psyrow 30, Fygaery 28. Hit him and move forward - at the next location you will find Dwarven Tower.

Dwarf tower
On the first floor, the gnome will tell you that the entrance to the gnome city Managham blocked a huge boulder. In addition, you will have to defeat him in a faerie duel in order to advance further. Take Rune of the Dwarf Tower, which lies between the bookshelves, and listen to the story of the ancient machines of the gnomes.

On the second floor, you will find another gnome, a duel with him and a story about the World of Clouds. On the third floor there is again a gnome with a story about the White Druid, a duel and a map of the Mountain Country Map of the mountain world... And finally, in the attic, the fourth dwarf is waiting for you, after defeating you, you get access to a chest with the second part of the lifting mechanism Elemental key of the earth.
Exit the tower. Examine the rocky cornice: from this location there is a path for as many as four squares: 1) the cornice leading to the Dark Caverns, where you came from; 2) passage deep into Mountain Peaks and the city of dwarfs Managham (almost reaching the tower); 3) a circular corridor near the tower with the gnomes mechanism that will take Amy to the Cloud World; 4) a passage at the very end of the rocky cornice to the sanctuary of the gnomes, where their artifacts are kept. A guard blocks the way there. Let's take a look at it first.
After exiting the tower, move along the cornice further to the right. There is a gnome at the end of the cornice near the cave. He will agree to let you into the place guarded by him if you defeat him in a duel. Condition: your team must have at least one psi -fair. If you were in Dark Caves, psi you have. Fly to London, add psi to the team and return on the rune Rune of the Dwarf Tower... After defeating the gnome, go on.
To the right of the entrance is a luminous spot - teleporter... The exit from it is on a narrow rocky ledge behind an abyss. Do not climb there yet, go across the bridge to the gnome. He will say that he is ready to give access to the artifacts of the dwarves, if Amy proves her legitimacy: for this she needs to bring the dwarf guardian a set of ancient dwarven weapons dwarfen tools.

The path to the mountain peaks
To start the dwarf machine, we need a third Elemental Key. You can search for it only in one place - in the passage leading to the mountain peaks. Come in there. At the next location, the first person you meet will be Chieftain of the dark elves(Leader of the Shadow Elves) with an army of three fire faeries. Since your water tadana has long turned into ocean level 40, he will be very disappointed ... Offended, the elf will disappear, and you will have access to three paths leading to the system of rock corridors.
In fact, all three paths lead to the same location. The path along the left hand is to the capital of the mountain gnomes, but it is blocked by a giant boulder... Remember this. In addition, there are a couple of caves with chests and spheres, and another pixie... Catch! Then go to the passage leading to the mountain peaks.
First, you will be taken to a large location with a green mountain gorge. Exit to the peaks at the far end. Interests: a cave with a gnome, who will show you a collection of four fairies in battle: tinefol and its three derivatives. Nearby is a cave with treasures. Rides on a plateau in the center of the dip pixie- alas, until you get close to him. Will have to come here later when

Let's get an air map and an air faerie. The inhabitants of this place are the faeries of nature and stone from level 11 to 40.
Through the passage you enter ice tunnel... First go to the left: in addition to a couple of chests, there I met a unique psi-faerie in two games. Then come back from the impasse and go to deal with dark elf blocking the passage. Hit him, the oncoming psi-faeries and leave the cave. A world of ice awaits you!

Mountain peaks
Probably, the Yeti would like this world of cliffs and snowdrifts - Amy will have to be careful. Its inhabitants are ice fairies of four types: three bears Feez, Greez and Greezlok and the Snow Queen beauty Glasses... If you forgot to grab the fiery Tinesard, it might be a little tight ...
Go left first. The path will lead you to the bridge, behind which you can see the entrance to the cave Ice caves... Moving along the left hand, you will come to the grotto with rune of the World of Ice (Rune of the Ice World). Further along the left hand there will be a passage to the inner dark cave, where you will meet the son of the Head of the Dwarves Quinlin Lasse... Lasse looked for his father in the forests, in the swamps, and, finding no trace, went to the mountains. In this cave he was locked by four wild faeries, now he sits and freezes here! Amy's task is to climb all the nooks and crannies of the grotto (pay attention to the luminous cloud that creates a step to the waterfall), find four psi-fairies and wind their tails. After that, a grateful Lasse will give Amy what we climbed into the mountains for - Elementary key of air... You can go to the Dwarven Tower and launch the lift to the Cloud World! But first examine the peaks.
First, after leaving the Lasse grotto, catch the runner along the snow-covered passages pixie(frisky creature!). Second, head back across the bridge along the path to the other end. Another pixie and a blue stone are visible beyond the abyss and the bridge of air vortices. Evolutionary stone of air... Remember this. The coolest ice fairies can be caught under the tree next to this abyss - glassess and grislock... Having caught, with a clear conscience and a collection of 40 fairies, go to the car of the gnomes.

Cloud World
It looks like eagle owls are birds of a very high flight, because the winged guide of this breed will be the first to meet Amy upon arrival. He will tell you that the once blooming and very beloved by all the inhabitants of Sensera, the World of Clouds is now empty. Sensera's heart - White Cathedral, Arena in the north, pavilion remained only memories.
But now everything is fine. The World of Clouds is a wonderful bright place, consisting of islands soaring in the sky, connected by marble bridges. Fragments of antique columns can be seen among the grass and flowers. It is in them that the local air faeries live. In addition to them, you can meet old acquaintances from the natural world of the 40th level.
We pass to the island, fight with the oncoming letadli and, as usual,

first we move to the left. The bridge will lead you to a hilly, green island. Behind one of the hills you will find a chest with a map of the World of Clouds - Map of the Cloud Realm... In a nearby hill, the entrance to teleporter... We go in, we go out, we admire the waterfall falling from nowhere to nowhere, we notice a magic cloud nearby, which, when activated, will create steps to the hill where the 20th sits pixie(those 2 in the mountains that are not yet available, we did not count). The path further blocks the great boulder- alas, Arena not available yet!
We return to the point of arrival to go now to the right. Long bridge - transition to the next square. There we go up to the tower and at the top we find dark elf with a heel of unsuited fairies. After beating, go to the island. This is where the Cloud Rune will deliver us when we find it. The long bridge ahead leads to White Cathedral... Go, admire, you will not be able to get there yet - only a chain of air vortices goes through the abyss. Another exit from the island is down through another tower, but, of course, it is also guarded dark Elf... We beat, go down, we pass through the teleporter and get to the location with pavilion... Finally, we are waiting for a meeting with the guardian of the world Sensera White Druid... pay attention to magic merchant that offers you the magic of air and light.
White Druid - White Druid - stands in the gazebo behind the crossroads. He is surprised to see Amy, and says that she must prove that it is she who is the predicted Faerie Master from the prophecy, for which to defeat the couple dark elves, which immediately materialize out of thin air nearby. Each of the adversaries has four faeries, hit and return to the druid. He will give you a magical reward the card of the earth (Fairy Card of Earth). If you make the faeries of the stone letadlu active, then when you come to the dark cone-shaped boulder, which you have already met quite a few, the faeries will blow up the stone and free the way!

Boulders
Try to clean up boulders- there are a couple right on the square with the pavilion. One blocks the bridge, the other (hidden in it golden sphere) lies in the empty pool opposite. By the way, there you can also catch interesting fairies of air - Gorael in yellow armor looks great in the collection!


The path to the gnome tools
I will list other stones that are located in different locations.
Third boulder lies at the cave with the teleporter with the Fairy Garden (the very first location), blocking the way to a small valley with another lift gnomes to the World of Clouds. Remove the stone and go there. Upstairs on a small island, metal faeries live and stand three chests With gnomish tools(remember, you were asked to bring them?). At the chests, four metal faeries will attack you at once ( Minari and Megari from 19 to 24 levels). Hit with water - very

World of Shadows. The steps lead down.
Don't fall, Amy!

helps!
The chests are locked with puzzles. Here is a sequence of keystrokes (nine-move answer). First, at the corners (1,1), (3,3), (1,3), (3,1). Then along the middle of the sides (2,1), (2,3), (1,2), (3,3). And the last press in the center (2,2). The first number in brackets denotes a row, the second - a column of a 3x3 matrix. This will give you 6 sets of tools. Look at the help screen: it is drawn there that if you act with the tool on Minari- you can catch a couple of them right here, and the third (and how many more are needed) at the gnomish factory - it will work out of it Megari, and with secondary exposure - Gigarex... Expand your collection.
Go back down again on the elevator - another one appeared below. pixie to catch! Now you can teleport back to the Dwarven Tower and take the tools to the next square to the keeper. He will create several flying steps along which you can get to the chest. First, go back across the bridge to the teleporter to the cliff, and from there jump, jump, jump ... Reward - Elementary key of fire which will later give you access to Lava Caves.
Boulders in the mountains
Through the location from the cottage in the direction of the Dwarven Tower you will find two boulders... The first hides the pouch, while the second gives access to an enclosed valley with several waterfalls. Go there. Firstly, the shell will allow you to lure out of the water and catch water fairies that you have not yet met: Amnis and Ceramnis... In addition, there are many tadan and gupov... All critters are from level 20 to 40.
At the far end of the valley is an elf with a collection of five ice faeries ranging from level 20 to 50. Tinisard with you? Then get a reward for winning a difficult fight: Key to the Town Hall(opens the left door in the mayor's house in Tiralina, there are all sorts of usefulness and Four-leaf clover(the chest is sealed with a puzzle), increasing the likelihood of receiving spells from magic merchants).
There is more on the way to the Dwarven Tower boulders hiding treasures - at the bottom of the pit and at the edge of the cliff (for the location before the tower).
Behind the Dwarven Tower on the way to the Spades boulder blocks the path to the underground city of the dwarves Managham... But we'll talk about this below when the time comes.

Cloud World, Arena
V Cloudy World, as you remember, boulder blocked the road to Arena... So, to the left, past the gnomes' lift, across the bridge, the teleporter we go to the boulder. We demolish, and now we are looking at the amphitheater in the distance. And in front of us on the bridge is the White Druid. He will tell you that the Arena used to be a place of glory for the Faerie Masters, but now it is occupied dark elves... There, by the way, is one nearby. Let's go take a look. The elf has an interesting army: one zegbuzz(chaos) and about seven turnoxes and manox(dark). For a change, they all attack together.

Not a bad tactic is to expose ocean(water), which will quickly knock out all the faeries of darkness from the field, and then viteria(or whoever you have there by nature), which will finish off ebug... As a reward, Amy will receive a curious trophy - Staff of the Head of the Dwarfs Quinlin.
Nearby in the Arena there is a fairy of light looking like a swallowtail butterfly suana (Suane light fairy) - The Keeper of the Arena. She is haunted zegbuzz chaos, and she asks for help. After defeat zegbuzz suana joins Amy's squad. By the way, catch this zegbuzz I failed: the inscription "Catch the fairies!" and the sphere icon just didn't appear on the screen. It's a pity!

Fairy Tournament on the Big Tree
After the duel, go talk to the Druid. He will say that Quinlin's staff is proof of the betrayal of the dwarfs, and that now we need to talk to the mayor of Tilarin, he knows what to do. We go to Tilarin. The Mayor suggests sending the most powerful Faerie Master to find and stop Quinlin. And who is the strongest will determine tournament soon to be held at Giant Tree that grows in the swamp.
To come to the Giant Tree, you need to turn left from the teleporter along the footbridge. After removing the thorn bush, we stumble upon an elf named Janus(Janus), who mourns the loss of his lover in a duel zegbuzz... And at the same time completely blocks the path further.
Alas, for some reason, zegbuzzes are not caught in the wild! We recall that in the herbalist's shop, the owner really wanted to barter zegbuzz on the suanu, we go to her and change the fairy of light to a spotted creature. Go back to Janus and give him zegbuzz... He gives us an inferior level 0 stone faerie in exchange and disappears. Ce la vie!
We go further, pounding along the path of numerous fly agarics and obsessive sill Level 40. We catch the next pixie. We come to Tree... To win, you need to use a spiral staircase around the trunk to reach the top. Let's get started. First we hit Lucius with his collection of stone faeries around 35th level. Then our friend the gnome Eric (he believes that accusations against the gnomes are a misunderstanding) with his team of fairies of water and ice. Finally, the path is blocked by the one who has acquired zegbuzz Janus (the fairies have magically grown to level 38 during this time). We beat, we go further. Yes, Janus resent his loser zegbuzz and gives it back to you. We talk with the goblin, fight with him (he is also ready to defend the innocence of the gnomes), after which we finally get a reward: Fairy Card of Air... An air map with an active air faerie behind Amy makes it possible to jump on air vortices(as you will soon see, this is not for the faint of heart!).

By air vortices
There are many of them in different locations, I will not even try to list them all. Since you have to carry on

to grow a team, use this moment for a secondary exploration of locations in order to find small tornadoes.
Training should start from the location behind the cottage where the owl was sitting. Jump, practice. Walk the path to the Dwarven Tower. A couple of spheres taken from high cliffs will be a reward for your efforts.
Behind the Dwarven Tower, go to the Peaks. In the valley with the abyss below, remove from the cliff on the 22nd pixie... After leaving the Piki, go to the right. Catch the 23rd across the chasm pixie and take air evolution stone... If the collection has an extra tinefol- act on it and see the result!
In the basement of Lucius' cottage, the vortices give access to treasures - a pair of crystal spheres and a chest. At a location with pavilion air vortices form a ladder to stone evolution of nature lying on top of one of the columns. Finally, in the World of Clouds, a chain of vortices will make it possible to overcome the abyss that blocks the path to White Cathedral.
White Cathedral
Having jumped on the whirlwinds, we overcome the abyss. By the way, there are rare air fairies, and on the hill sparkles magic cloud(builds steps to another hill). Naturally, a dark elf is waiting for you on the way to the Cathedral. Beat. Go to The cathedral.
Are there locations inaccessible to magic merchants? Looks like no! This one trades in light magic. In the cathedral we meet the Druid. He says that he captured a dwarf who came to rob him. By the way, there are many useful things in the corners of the cathedral. And the gnome is our old friend Lasse. He denies the theft charge and gives Amy trading post key (Key to the dwarf factory). Lasse asks her to go to Monagham (Monagham) to an abandoned factory - there, according to him, answers to all questions can be found.

Monagham, an abandoned factory
After removing the stone from the road (location behind the Dwarven Tower), you find yourself in vast caves. The city lights shine in the distance - you go there. The counter owl will bring Amy up to date.
The first tier consists of three houses. In the back room of the first house lies Rune of the Cave World... In the same place, the gnome offers to replace the exotic energy faerie with a cool air one - decide for yourself whether you need it. The second house is the city hall. As a reward for clearing the path, Amy will be given a bag of 15 crystals. On the street, the gnome will talk about the magical fire map - Fairy Card of Fire, able to protect from heat. In the third house Jani (Jani), Lasse's girlfriend, worries about her missing friend. Further there is an ascent up the hill, where at the turn you will see a door in the wall. This is the door on gnome trading post.
The next tier is a house with an opening lever... It contains an elevator going down to the Fire Caverns. Behind the house is a teleporter circle. Near the forge. If you have gnome tools ( tools of the dwarves), the blacksmith will start

forge spells for metal faeries! And finally, the last building is score selling goods for crystals. One of the magic merchants with magic for fiery and psi-faeries.
We go to the trading post. At the factory, Amy is attacked by three metal faeries of guards - a couple Minari and Gigareх, and all at once in a crowd. if you have ocean- it will amuse her.
Above is the Head of the Dwarfs Quinn (Quinlin ). He says that at the request of the Druid, he helped him make a guard that guards the magic portal between Sensera and the Earth, and then the Druid betrayed him and locked him here, in his own factory. That is, the Druid himself is to blame for everything! Goodbye Quinlin gives Amy key to the World of Shadows - Key to the shadow realm.
In fact, this key is a universal gnomish master key, which, in addition to the World of Shadows, can open other doors locked by the gnomes. Yes, do not forget to go back to the White Cathedral, fight the Head of the Dark Elves and free Lasse! And then visit him at Jani's house, where they will thank you - in particular, Jani will give you another energetic darby for a collection. Lasse will ask you to say hello to the goblin Rafi. If you are not too lazy to do this, Rafi will tell you that while traveling he heard about a stone hidden behind a beautiful waterfall. This refers to the waterfalls behind the cottage. If you go around them on the left, you will find a hidden system of caves inhabited by psi faeries. Rare elsewhere beltaur- is a common occurrence here. And besides, there really is a second hidden fiery stone of transformation. If you haven't found the first one, this one will allow you to make from tinefol a fiery faerie needed to visit the Lava Caverns.

Behind closed doors
First door located in basements near Tiralin. Behind it is a wonderful place for young maidens to walk, with crypts, skeletons in the corners and the faeries of darkness and chaos leaping out of the dark corners with a whoop. But the main thing is that in the far part you will find a wonderful horn (fairy horn), and from that moment on, Amy will be able to challenge all the faeries hiding in shelters!
Second door- the third gate (here you met the dwarf Eric), leading from Tiralin. Behind them lies a part of the forest with ancient ruins, which is still closed to Amy. Ruins- the only place in the country where they meet faeries of lightDriane and Lighane... By catching these, you can grow your suanu instead of the lost one. Energy faeries can also be caught here. darby... In addition, in and around the ruins you will find two evolutionary stones of nature, crystal spheres and another magical faerie card - Fairy Card of Psi Magic. With an active psi faerie, Amy will know where the nearest wild faerie is.
Third door- behind the forest gatehouse. Once in, catch another giggling pixie... And the main attraction of the location is a few fairies of nature in the meadow,

who guard the last magical magic card with all of them - Fairy Card of Fire... You will have to go here: the map is a quest item. The keepers are attacked by the whole collective, namely: two bloomells Level 57 and four pelvis Level 38. Initially pelvis protected from damage - you need five shots each to break through this protection. This fight seemed to me one of the most difficult in the game.

Fire Caves Dark Caves
A wonderful place located under the city of the gnomes. Two things are needed to hike here: magic fire card and fire faerie over the shoulder, otherwise Amy burns out from the heat. The goal of the campaign is to capture the embodied dream of a lost skeleton from the Shadow Realm - a fiery faerie Pix .
Going down the elevator and overcoming the abyss over the lava gorge through the air vortices, we find ourselves in the first fiery cave. There are many crystals and little fire dragons Dragwin... If you act on them with the evolutionary stone of fire, you will get a cooler creature - Flagwin... There is only one exit from this cave to the great hall.
Before you is a huge hall with tunnels going somewhere from it. In fact, there are only a couple of locations attached to it, each with one entrance and one exit. Go around them. Here your task is to catch the necessary Pix (his older brothers are caught too) and take a few evolutionary fire stones that are scattered here and there. After completing, teleport to the cottage for free mana.

Shadow Realm - Shadow World
World of Shadows lies behind a large tree in a swamp. How will explain owl guide, its existence balances the light of the rest of the Sensera. Come inside.
Dark. Someone is crawling ahead. Sticks out on the steps dark Elf... Wicked. We beat. Go ahead. The cloud on the right (behind the vortices) creates steps to the column, at which the next pixie... At the end of the location, Amy is waiting for another elf with five faeries of approximately 50th level.
The second location begins with a ladder on which stands Head of the dark elves... Strange, but his army is slightly weaker than that of the minions. We beat and go into the hall behind him: this is the central square of the entire Kingdom of Shadows. There is a circle for teleportation and three locked gates with locks of different colors. A cloud of magical fireflies in the corner of the hall creates steps that will allow you to jump to the chest with red key (Red bone key).
The third location lies behind the red gate. On the right, behind the swinging steps, you will find the last rune.
for teleportation - Rune of the Shadow Realm. In the distance on the crypts, surrounded by piles of bones, sits magic merchant- apparently, he ate the previous buyers! But his assortment is good: spells of fire, ice, darkness and chaos. There is a box next to him, and in it lies Green Bone Key... Return to central

Portraits of fairies, not
naturally occurring.
Part two.

Hall.
Behind the green gate, a short passage leads to the fourth location. Blocks the road again dark Elf with a faerie heel - hit! Go along one of the many ladders to the chest in the center, there is the last piece of the country map - Map of the shadow realm... At the end of the location, you will find another meeting with dark elf... Behind him is the passage to the fifth square of the Kingdom of Shadows.
The main thing on this square is not an empty throne, but a couple of skeletons on an island, to which you will have to jump from a ladder nearby (you need to jump somewhere from the middle of the third step, if you count from above). The kneeling skeleton has the right Amy Blue bone key... He will tell you that he went to the Kingdom of Shadows for a beautiful fire faerie called Pix ... If you show him picsa, he will give the key. If you've been to fiery caves, pix you have. Having received the key, return to the central hall and open the last gate. Now Amy's path lies to To the dark cathedral.

The path to the Dark Cathedral. Guardian
There are three locations to go to the Dark Cathedral. First, catch the 28th along the way. pixie... On the sides, behind the swinging steps (a hymn to stuntmen), bags of good, crystals and spheres are laid out. Jump, have fun!
The road goes along the bridges, the path from time to time is blocked by dark elves. The most difficult battle is the last one - when two elves unite their armies to attack you. Approximate composition: Manox level 49 , Segbuzz 44,Turnox 54,Taze 44, Amnis 32,Rasrow 51,Maulrow 39,Dracwin 30, Flagwin 25. This combination was repeated in my two games. Little will not seem!
At the door of the Dark Cathedral, the White Druid is waiting for you: he believes that the unification of the Sensera and Earth worlds, which the prophecy promises, is a gigantic mistake, and is ready to stop the fulfillment of the prophecy and Amy herself at any cost. But, to be honest, after the previous battle, his army of only five faeries (three stone) does not make an impression!
There is a sculpture in the center of the Cathedral, and metal fairies are circling around - this is the one Guardian to be destroyed. But it is not possible to approach him - he is surrounded by a magical aura. Let's go look for the druid again. We rise to the top of the cathedral through the side door. On the way we catch the last couple pixie... Above is the Druid - his new army - two fairies of light and three fairies of darkness - is ready for battle again. After Amy's victory, he says that he places the fate of Sensera in her hands and removes the magical protection from the Guardian. Now you can destroy the Guardian.
The last battle does not seem difficult - the pumped fairies of water will easily cope with the task. There are five metal fairies to fight - Minari Level 39, Gigarex 49, Minari 39, Megary 39, Gigarex 60 - and the Guardian itself - a figure with shooting, but motionless eyes, which must be destroyed at the beginning of the battle. After that, it is easy to turn the rest of the protectors into scrap metal (metal corrosion!). Finally, watch the final video: it looks like Hyde Park is going to be fun tonight!
Congratulations! You completed the game.

Zanzarah: The Hidden Portal

Literally a couple of words about the game, on the passage of which I spent no more, no less, but 6 hours. In general, a good thing: the graphics do not get bored, there is
clever tricks of the developers, which they implemented in their adventure and quest cocktail. But a huge disadvantage is the countless number of fights with
stupefied with anger fairies and all sorts of their owners. I want to warn you right away - I played the game with the help of a cheat. Who has not yet figured out how to make him
work, can take my advice. After installing the game, an icon with the name will appear on the desktop. Right-click it and
select "properties". In the object, after the quotes, add a space, a dash and console. Apply! That's the whole cheat. To use it, press f11 and enter the desired
command. I needed "wizform" from 1 to 75 and "duel victory". The second is for an immediate victory in the duel (enter enter only after the start of the battle), the first
- for the "dishonest" accumulation of fairies. What a sin to hide here ... If you want to play honestly, suffer through every step yourself. In the game, I met a huge
a bunch of items that I never needed. And there are many secret passages from one point to another. Dig at your leisure, but remember that basic
techniques are described below. Well, now the sweetest thing is the walkthrough.

1. LONDON. We go upstairs to the attic and open the chest. We grab the hand of the garden of fairies. Open the hand collection menu and teleport to the garden.
2. FEY GARDEN. You can read a booklet, who in English chops, talk to the dwarf and take the bag of fairies from him. We go to the left, to the passage free from the stone.
3. ENDEVA (village, in short). Talk to the owl, she sometimes gives good advice. In general, try to communicate with everyone. You look, for free and they will say why.
But cunning gnomes should not pay for gossip - take care of the grandmother. Look into the tavern, talk to Rufus. He will give the key to his house. Can
to portray grannies from the peasants at the card table. After three or four phrases, they throw money with a request to fuck off. Do not forget the chest at the bar
rack open. We go to the house of Rufus and select the fairy. I strongly recommend the nature fairy (she is on the left). And we also take the hand of return through teleportation. We speak with
Lucius and get the Fairy Garden Map. In general, cards are a necessary thing, do not neglect.
4. FEY GARDEN. Get ready to fight with fairies stupefied with anger. Press f11, type duel victory and after loading the battle press enter. We do this with
everyone. On the way forward, do not forget to collect money, you can ignore the rest of the chests. The spheres are also not particularly useful - we are clever for free
we'll stuff them into the bag later. In front of the passage there will be a brazen elf - to hell with him! You already know how. Duel Victory, and that's it. Let him go to the farm
catch butterflies! We move forward, defeat the fairies, grab all sorts of objects - we go to the hunting hut. Near the entrance we get a bag for collecting elves. Come on
back to the village, collecting all the homeless evil in your purse - do not forget to free the pharmacist in the village. You don't have to buy potions: we save money. They
come in handy, believe me. Again we go to the hunting hut, we pass forward to the cottage.
5. COTTAGE. Tryndychim with a scarecrow, we beat another fairy-fool. We go into the cottage. We exchange five homeless people for money. We send the magic seller away.
We leave the house, we go forward again on one playing field.
6. FAIRY GARDEN. We are trying to catch two elves. But failure is not fatal. Go ahead, collect money, talk to the owl. With air currents and vortices
until we experiment, it's too early. We return to the village (in order not to wander for a long time, you can teleport through the return hand to the fairy garden and go through one game
field to the left is faster).
7. ENDEVA. We go to the left of the owl to the passage, which is blocking the Seamus. We speak to him and ask him to vacate the premises. Let's go ahead.
8. ENCHANTED FOREST. Let's go straight. If you do not want to fight with flying creatures that are sick on the head every five steps, try not to turn off
paths. Save time typing victory words. Bazaar with the elf. We go to the gate and say "Sesame".
9. TIGRALINE. We get the book of fairies and go into the city. Now we fill our bag with fairies. Hit f11 and enter wizform from 1 to 76 (or 75? - I don't remember).
Please be patient to enter. Go left, talk to Seamus. We put his arrogant muzzle in place. We go to the dwarf, talk and go into the door of the house,
what is the opposite. There we calm down the owner - we catch a homeless elf in the basement. And in the chest that is near the descent in the basement, we take the key of the catacombs. Back to
fountain and talk to the gnome. We buy three crystals from him. I forgot the fourth and fifth at home. Then we will go to him. We go to the chambers, talk to the mayor (or how
there it is) and go to the door to the right of the entrance. There, in a chest on the second floor, we are stocking up with a map of the enchanted forest. You can leaf through a book and herbs
prepare with potions. We get down and go to the last unexplored arch. Let's go ahead. We buy crystals from the drunk gnome and change them in the shop, which
on the contrary, on the hand of the return to Delmore (swamp backwater). You can teleport.
10. We go around all the houses, collecting everything. Should find (or receive from the goblins after talking) a map of the dark swamp (it is in the chest near the washing
goblin floors), return hand to Tiralin, collect money. There is also a bridge on the opposite side of the teleportation point. Let's go down and listen
inarticulate sounds of a goblin defeated by someone. We tell him that he is a rookie, and we go forward. We keep to the right side of the swamps (in relation to the head of the bandits with
crooked muzzles), we find two goats, we turn them into dust. The third is on the bridges near the teleportation point. Back to the coolest for
decisive battle. Enter the magic words and you're done. He will give you an ocean clam to summon fairies - a necessary thing, useful. We return to the village, listen
congratulatory words and in the shop where they sell all sorts of things, we buy GARLIC ATOMIZERS at ALL BABKA. A very useful thing, it costs, however, not cheap, but
there is no need to fight with fairies - I pressed "scare away the fool" and the whole business. And in general, look here more often and buy them as you accumulate money (from goblins
five diamonds per ad!). We go to the bridge, on the other side of the teleportation point. Talk to the goblin near the descent - he will tell you where to get the map
Fairies of nature. Stomp forward and keep an eye on the fireflies - they will show you the way forward. Along the way, kill goblins, fairies and collect money, but
try not to overlook the next firefly. Sooner or later, you will find yourself on the island, where you need to kick the goblin's ass, talk to the owl and take the fairies card
nature. Now activate the fairy (make the first fairy Syllia with the layout of the fairies that I suggested to you at the beginning) We approach the bush of thorny weed and weed
its pesticides! The sphere can be taken or not taken. We teleport to the garden of fairies.
FAIRY GARDEN. We go down to the elf and shake his chatter on a mustache. We teleport to the cottage.
COTTAGE. We go forward, past the house, again into the garden of fairies.
FAIRY GARDEN. Go to the left, there you can calm down the weed and listen to the gnome's chatter, go back, keeping to the left, trying to catch it again
homeless - elf, we pass forward, to the owl, turn right and destroy the weed.
MOUNTAIN WORLD. We destroy the dwarf. We go forward, collect coins. There is only one road - don't get lost. We go along the bridge, we destroy the dwarfs. Coins again
fairies and dwarfs. To hell with all this economy.
ICE ROCKS. We carefully descend down to the Christmas trees and birches, I don’t know how the ice that grew in these mountains, and, frightening off the embittered fools with atomizers,
collecting junk. In fact, your main goal will be to recruit elves - you need more heels to exchange. We go up from where we went down and start
climb the ledges of the mountains up - best on the right side, looking down from the cave where you came from. We go into one more cave and exit.
From the exit we turn right and go down into the arch of dark caves. Collect crystals, look into the enchanted forest (there is such a way out there), there
you can collect coins. We return upstairs and run forward. On the way you will meet a dwarf - you yourself know what to do. We go forward and leave to the Tower of the Dwarfs.
TOWER OF DGNOMS. We go to the left, we talk nicely with the bird. We go to the tower. We fight the gnomes one by one, moving forward floor by floor. At first not
forget to find the hand of return to the Tower of the Dwarfs, on the third - the map of the mountain world. After final battle with the last gnome, open the secret chest. Solution
puzzles: divide the square into three horizontal stripes - top, middle, bottom. The upper left cell is denoted by the number 1, the upper middle cell - 2, the right
top - 3; middle horizontal line from left to right 4, 5, 6, lower horizontal line 7, 8, 9. Then the solution is simple - press 1, 3, 9, 7, 2, 6, 8, 4, 5.
We take away the elementary key of the earth. We teleport to London, press f11 and start putting fairies in our bosom, typing wizform commands from 1 to 76 to the point of stupor.
We save the game and set the following combination of fairies: 1 - Sillia, 2 - Menkr, 3 - Jam Rock, 4 - Gorael, 5 - Pix, again we will port to the Dwarven Tower.
We turn left and go into the cave, where we have not yet been (but not yet to the gnome at the end of the road). We kill the Leader Dark Elves and we go to the fork of three roads. It is better
on the right, we collect money, crystals, coins and other rubbish such as mold magic (why the hell is it needed, I don't know). There you will find a passage to Monagam,
littered with stone (remember it) and one more passage to the mountain world. We run around it on the right side, we find a cave with a frightened gnome. Then you will come across more
one grotto leading to the next episode.
MOUNTAIN PIK. Run to the left, collect coins and return to go to the right of the entrance (you can go straight there). You will reach the ice caves.