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    FAQ/Walkthrough by pvannuys

    Version: 1.00 | Updated: 03/10/03 | Search Guide | Bookmark Guide

    Zanzarah – The Hidden Portal
    Walkthrough by sneaky@vipmail.com
    Copyright(c) 2003 by sneaky@vipmail.com
    
    Copyright notice:
    
          This walkthrough may not be reprinted or distributed on any web 
    site or printed media without my expressed written consent.  This 
    document is provided as a free resource to its intended audience.  No 
    other party may receive any monetary compensation for any portion of the 
    material presented within this document.  If permission is given by me 
    to use this document, it must be presented in its original form 
    unedited, with the exception of correcting any spelling or grammar 
    errors contained in this document or any reformatting required to 
    present this document on a given web site.  The owner of this document 
    reserves the right to rescind permission to use this document, if the 
    owner feels that any of the conditions stated in the copyright notice 
    have been violated. This copyright notice must accompany any reprinted 
    version of this document.
    
    REVISION HISTORY:
    
    01/29/03 Version 0.01 - Initial version.  Started the document and the 
    walkthrough.  I’m writing this walkthrough based on my second pass 
    through the game.  I just finished my first game, although, I am missing 
    eight fairies of the complete set of seventy-seven fairies.  I’ve done 
    some of this walkthrough from memory.  I’ll correct anything I got wrong 
    or don’t remember when I reach it on my new pass through the game.  
    
    2/4/03 Version 0.42 - According to the load game screen, I’m 42% of the 
    way through my second pass at this game.  I’ve just started on the quest 
    to get the Fairy Card of Stone.  I probably won’t release another rev. 
    of this walkthrough until I get the Stone or Air card.  That will 
    probably be next Monday.
    
    3/2/03 Version 1.00 – The walkthrough should be complete now.  I decided 
    to finish the walkthrough rather than come out with other partial 
    walkthroughs.  It took me a little longer than I expected to finish the 
    experience charts and cross-reference everything.  It is probable that 
    I’ve missed a wild fairy on some of the levels.  Some fairies spawn in 
    certain locations very rarely.  I may have missed some of these fairies 
    in my journey.  On a positive note, I did capture all of seventy-seven 
    fairies in my last pass through the game.
    
    ************************************************************************
    ****************************** CONTENTS ********************************
    ************************************************************************
    
    INTRODUCTION
          - Overview of this Document
          - Overview of the Game
          - General Hints
          - Known bugs and other issues
          - Things I haven’t figure out
          - Contacting me
    
    AMY’S ADVENTURES
          - Movement Keys and Interacting with the World
          - Jumping with the Runes
          - Roadblocks and other obstacles
                - Prickly Bushes
                - Boulders
                - Air Eddies 
          - Magic Merchants
          - Saving, Restoring and Dying
          - Using the Map
          - Mini-Games and Puzzles
          - Capturing Pixies
          - People and Places of Interest
              - Amy’s House in London
              - Rafi in the Fairy Garden
              - Scarecrow
              - Fairy Trainers
          - Items You Can Purchase from the Shopkeepers
                - Small Healing Potion
                - Medium Healing Potion
                - Big Healing Potion
                - Healing Herbs
                - Medicine
                - Mana Potion
                - Golden Carrot
                - Naming Magic
                - Garlic Atomizer
                - Silver Sphere
                - Golden Sphere
                - Crystal Sphere
    
    FAIRY DUELS
          - Preparing Your Fairy Deck
          - Preparing Your Fairies
          - Where Do I Find a Particular Fairy or Fairy Type?
          - The Different Types of Fairy Duels
          - Fairy Arena Overview
          - Special Spells and Abilities
          - Moving and Fighting in the Arena
          - Managing Multiple Fairies
          - Capturing Fairies
          - Battle Results Winning and Losing 
          - The Fairy Arenas
          - Low Level Arenas
                - The Cross
                - The Crosses
                - The Gazebo
          - Mid Level Arenas
                - The Coliseum
                - The Spiral
                - The Three Platforms
                - The Building Blocks
          - High Level Arenas
                - The Castle Turrets
                - The Roofed Platforms
                - The Dome
                - The Spindle
    
    WALKTHROUGH
    -----------
          PROLOGUE – AMY’S HOUSE IN LONDON
          PART 1 – FINDING A FAIRY
          PART 2 – GETTING OUT OF THE FAIRY GARDENS
          PART 3 – TO TIRALIN
          PART 4 – GETTING THE FAIRY CARD OF NATURE
          PART 5 – GETTING THE FAIRY CARD OF EARTH
                Getting the Elementary Key of Nature
                Getting the Elementary Key of Earth
                Getting the Elementary Key of Air
                Getting the Fairy Card of Earth
          PART 6 – GETTING THE FAIRY CARD OF AIR
          PART 7 – FINDING THE KEY TO THE IRON GATES
          PART 8 – ENTERING THE LAVA CAVES, PART 1
                Getting an Evolutionary Stone of Fire
          PART 9 – SOME SIDE QUESTS
                Finding the Cloverleaf
                Finding the Fairy Horn
                Finding the Fairy Card of PSI
                Getting a Missing Pixie
                Getting the Evolutionary Magic of Air
                Tying up Some Loose Ends in the Realm of Clouds
          PART 10 – ENTERING THE LAVA CAVES, PART 2
                Getting the Fairy Card of Fire
                Getting the Elemental Elevator Key of Fire
                Entering the Lava Caves
          PART 11 – TRAINING AND COMPLETING YOUR FAIRY COLLECTION
          PART 12 - THE SHADOW REALM
    
    THE LISTS
    ---------
    
    THE MAPS
          - Map of the Fairy Gardens
          - Map of the Enchanted Forest
          - Map of the Dark Swamp
          - Map of the Mountain World
          - Map of the Realm of Clouds
          - Map of the Shadow Realm
    
    THE FAIRIES
          - Fairy Overview
          - Fairies Strengths and Weakness Chart
          - Nature Fairies
          - Air Fairies
          - Water Fairies
          - Light Fairies
          - Energy Fairies
          - PSI Fairies
          - Stone Fairies
          - Ice Fairies
          - Fire Fairies
          - Dark Fairies
          - Chaos Fairies
          - Metal Fairies
          - Fairy Experience Charts
    
    THE SPELLS
          - Spell Overview
          - Nature Spells
          - Air Spells
          - Water Spells
          - Light Spells
          - Energy Spells
          - PSI Spells
          - Stone Spells
          - Ice Spells
          - Fire Spells
          - Dark Spells
          - Chaos Spells
          - Metal Spells
    
    THE ITEMS
          - Items Overview
          - Map Pieces
          - Runes
          - Elementary (Elevator) Keys
          - Fairy Cards
          - Fairy Evolution Items
          - Keys
          - Special Items
          - Fairy Related Items
          - Other Items
    
    THE MERCHANTS
          - Magic Merchants
          - Shopkeepers
          - The Best Prices for Items
    
    THE FAIRY TRADERS
          - Sillia, Tadana, or Grem
          - Tadana
          - Fygaery
          - Darbue
          - Suane
          - Segbuzz
          - Worgot
          - Violectra
    
    THE PIXIES
    
    ACKNOWLEDGEMENTS
    
    NOTE: To make searching through this document a little easier, all 
    section titles listed in the CONTENTS have at least four asterisks and 
    space before and after the title.  For example, if you want to find see 
    INTRODUCTION, you would search for “**** INTRODUCTION ****”. 
    
    
    ************************************************************************
    **************************** INTRODUCTION ******************************
    ************************************************************************
    
    ***********************************
    **** Overview of this Document ****
    ***********************************
    
          This document is divided into three sections.  The first section 
    contains hint and tips for surviving in Zanzarah.  The second section, 
    the main section, is a walkthrough of Zanzarah.  The walkthrough 
    contains notes and information on each section of the world.  It is 
    organized in the order in which I used to complete the game.  You may 
    not have to use the same order to successfully complete the game, 
    although you probably will do something pretty similar.  While the game 
    does give you the illusion of independence, it does force you to follow 
    a pretty set path.  The final section of this document is a set of 
    lists, with notes, about everything that I considered even somewhat 
    important.  In this section, you will find information on all 77 
    different types of fairies, all of the spells, items, merchants, and 
    pixies in the game, etc.  
    
          In the main section of the walkthrough, I’ve broken the game into 
    multiple parts.  The game itself does not actually call out separate 
    parts, but I have arbitrarily created sections out of each of the major 
    quests in the game.  (I’m calling any task that Rafi tells you to do a 
    quest). 
    
          As you probably noticed, assuming you’ve gotten that far in the 
    game, you can collect a series of runes that you can use to transport 
    Amy from one place in Zanzarah to another.  Where it simplifies the 
    walkthrough, I will include notes to jump to a location using a 
    particular rune.  You can chose to use the rune or you can manually walk 
    to the location I mention.  The advantage to using the runes is that you 
    can get to the location you want quickly.  The disadvantage of the runes 
    is that you miss the chance to fight more fairies and thus gain 
    experience points for fairies.  You also miss the chance to capture 
    those fairies or collect their items. The choice is yours...
    
          Finally, there are certain places in a particular level / area 
    that you can not reach when you get there the first time.  For example, 
    there may be some item blocked by a prickly bush or large rock and you 
    can’t move it.  If I feel the item is important enough, I’ll include 
    steps in the walkthrough to backtrack and get the item.  Again, feel 
    free to ignore these steps if you don’t think the item is worth the 
    effort.
    
          As always, this is partially a game of discovery and adventure. If 
    you read ahead in the walkthrough or read the Lists section, you may 
    spoil some of the surprises to come.
    
          Some other notes: I’m playing this game on a PC.  I don’t know if 
    this game is or will be ported to another platform.  Even if it is, I 
    will only be playing this game on Windows, so I won’t what the 
    differences are on other platforms.  The second note is that I haven’t 
    used the multi-player feature of this game and, as of right now, I don’t 
    intend to.  There are no tips about multi-player configurations, spells, 
    tricks, etc. in this document.  
    
          Also, I won’t do any technical troubleshooting on your game or 
    hardware.  If you have troubles running the game, contact the Tech. 
    Support help line for the game.
    
    ******************************
    **** Overview of the Game ****
    ******************************
    
          Zanzarah is basically a Pokemon clone with better graphics.  It 
    features an adventure game 3rd person feel which has you exploring the 
    world of Zanzarah, and a first person shooter type game which you use 
    during fairy duels.  Zanzarah places you in the role of Amy as she tries 
    to save Zanzarah from destruction, while collecting as many of the 77 
    different fairy types as possible.  Amy will travel across all of 
    Zanzarah collecting all sorts of objects to fulfill her quest. 
    
          You can’t lose the game or die in Zanzarah.  If Amy walks off a 
    cliff or drowns, the game will automatically restore the game to state 
    it was in the last time you saved or when you entered the current area, 
    which ever is more recent.  The same thing will happen if you lose all 
    of the fairies in your possession.  While the Fairy duels are fought in 
    a first person perspective, they generally rely more planning and fairy 
    selection than lightning fast reflexes.
    
          Zanzarah does have a different method of saving and restoring your 
    game.  It only allows you to save and load the game at the current spot.  
    You can not maintain multiple save files from within the game.  Before 
    launching the game, you can copy the current game to a different save 
    slot.  While I used this feature heavily to create this walkthrough, it 
    doesn’t seem to be that useful for the most part.  Also, when you 
    restore your game (or the game restores itself when Amy dies or loses 
    all her fairies), Amy will appear at the start to the last level you 
    were on.  In other words, you can save the items and the fairies you 
    have plus the level you are on, but you can’t your save the location in 
    the level.
    
    
    ***********************
    **** General Hints ****
    ***********************
    
          Big hint number 1: Read the manual.  Seriously though, the back 
    portion of the manual does give always a little more information than it 
    probably should.  It will tell you all of the places you will go, the 
    runes you will get, etc.  I found the help that you get by pressing the 
    F1 key to be pretty useful.  You can press the F1 key at any time in the 
    game, even during Fairy duels.  There are five different help pages 
    available.  You can get to the different pages by pressing the left or 
    right directory keys.  The most useful page, in my opinion, is the Fairy 
    Strength and Weaknesses page.  You can use this page before or during a 
    duel to figure out which fairy you should use against your opponent.  
    Unless you get intimately familiar with all your fairies and their 
    weaknesses, it’s a good idea to check out the Strengths and Weaknesses 
    page before a battle against multiple fairies.
          
          Big hint number 2: Re-map the keys in the game, so you have a more 
    useable configuration.  While using the arrow keys to move and fight may 
    seem intuitive; it’s difficult use successfully in fairy battles.  It’s 
    better to have your movement keys in some combination around the ‘a’ 
    through ‘f’ keys.  The reason for this is that during one of the fairy 
    battles, you will want to change fairies, which is done using the 1-5 
    keys.  If you have to look down and move hands between the arrow keys 
    and the number keys, you are losing valuable time.  During this time, 
    your fairy could be falling off the map or into one of the flames.  Even 
    worse, your opponent could have brought out a different type of fairy 
    that is very strong against your fairy.
    
          Anyway, my key combination for the game is as follows:
    
    Action                       Keyboard key
    -----------------------------------------
    Forward                           f
    Backward                          d
    Left                              a
    Right                             s
    Next Fairy                        r
    Previous Fairy                    e
    
          There are other combinations that may be better or easier for you.  
    Check out some of the FAQS on Quake, Unreal Tournament or other such 
    games for some different keyboard combinations.
    
          As for hints about the game itself, most of these are pretty 
    obvious.  Talk to everyone you see and ask him or her each of the 
    possible questions.  If a character approaches you to tell you to do 
    something, (like Rafi at the beginning of the game), talking to the 
    character again after they speak will usually give you new conversation 
    options.
    
          Try to get into every place possible.  There are a number of items 
    hidden behind buildings or rocks.  Even more items are placed in areas 
    where you are not required to visit.
    
          Take everything that isn’t nailed down.  Even if you are helping 
    some character in the game, don’t hesitate to steal everything they own.  
    At the start of the game in Endeva, you will get the key to Rufus’ 
    house.  He’s being nice and letting you select one of his fairies.  Just 
    because he’s being nice doesn’t mean that you should ignore the rune and 
    other goodies in the house.
    
          The English translation work in the game is sometimes a little 
    iffy.  If a character ask you a question, the answer is always supposed 
    to be “Yes”.  Answering “No” won’t necessarily cause any problems, but 
    you may have to go back through the conversation again and answer “Yes” 
    to get the result you want.  If a character is offering to explain how a 
    portion of the game works and you say “No”, a lot of times, you won’t 
    have the option to get the explanation latter.
    
          While it is not possible to lose the game, it is possible to get 
    in a situation where you can’t get all of the fairies.  There are only a 
    limited number of some items needed to cause a fairy’s evolution.  Some 
    of these items are used for multiple creatures’ evolution.  If you use 
    all of these items up on one creature, you may not be able to evolve the 
    second creature.
    
          When you get far enough in the game to have multiple fairies, try 
    to keep fairies of different types in your active deck.  Each fairy type 
    has its own strengths and weaknesses.  Any ideal fairy deck should have 
    one fairy’s weakness cover by other fairy’s strength.  For example, a 
    Nature Fairy’s weakness to Fire can be covered by having a Water Fairy 
    in your deck.  (Water Fairy’s are strong against Fire Fairies.)  The 
    Fairy strengths and weaknesses play a huge role in the Fairy Battles.  
    If one fairy is weak against a second type of fairy, then the first 
    fairy will do little or no damage against the second.  If the second 
    fairy is strong against the first fairy’s type, the second fairy will do 
    substantially more damage to the first than its normal attack would do.  
    If a fairy has both a weak attack against a particular type and is weak 
    to that type’s attack, the fairy will not last long in a battle against 
    another fairy of that type.  For example, a Fire Fairy has a weak attack 
    against a Water Fairy, and a Water Fairy has a strong attack against a 
    Fire Fairy.  So, if a Fire Fairy and a Water Fairy are fighting, the 
    Fire Fairy will most likely receive a lot of damage, while the Water 
    Fairy should be relatively unharmed.
    
          All of the means that you should try to match your fairies’ 
    strengths against your opponents’ weaknesses.  The more different types 
    you have in your deck, the more likely you are to find a fairy in your 
    deck that is strong against a particular opponent.  Also, you are less 
    likely to find an opponent that is strong against every fairy in your 
    deck.  Every time you get a new fairy type, check your deck and see if 
    you can improve your strengths while reducing your weaknesses.  Oh, and 
    you can only swap fairies in London.
    
          Try keeping a Fairy Sphere around, if possible.  Once you are able 
    to buy Fairy Spheres, try keeping at least one Fairy Sphere of each type 
    around.  When fighting wild fairies, the Fairy Sphere will allow you to 
    end the battle early and still get experience points.  You can capture a 
    fairy one to three shots (on average) earlier than you can defeat it.  
    Even if you capture a fairy in the arena, you still get the option to 
    capture or release it after the battle.  If you release the fairy, you 
    won’t use the Sphere.  The downside to this approach is that the wild 
    fairies will act differently when their health is low enough for a 
    capture.  The fairies will usually start firing spells off as fast as 
    possible, to prevent you for getting close and also to burn through all 
    of their mana.  As you know from the manual, once a fairy uses all of 
    its mana, it starts charging spells from its health.  This means, the 
    fairy you are trying to capture could be trying to kill itself by 
    exhausting it mana and then burning through its health.  Even worse, 
    some weakened fairies will make a beeline for the exit.  If they escape, 
    you end up with nothing, no experience, no new fairy and no new item or 
    Fairy Coins.
    
          On a related note, make sure your fairies always have enough mana 
    before a fight.  Using health to charge a spell will burn through a 
    fairy’s life very quickly.  When a fairy gets a new level, the fairy’s 
    health goes back to full, but the mana is only recharged up to 50% 
    (rounded up.)  (If you are already at 50%, you will get some additional 
    mana for leveling up, but you won’t automatically get fully recharged.)  
    That may be enough mana for one or two battles (depending on the total 
    mana available), but no more than that.  If you are going in battle 
    against another Fairy Master or Shadow Elf, you should have all your 
    fairies’ mana as full as possible.  You never know going into a battle 
    whether you will be relying on only one of your fairies to defeat all 
    your opponent’s fairies.
    
          Finally, if you ever get to a point where you have no idea what 
    you should do next, talk to Rafi.  (You can get to him using the Fairy 
    Garden Rune.)  Rafi will always tell you what you should be trying to 
    do.  If he tells you to go to a particular area and you don’t know where 
    that is, start reading the road signs or clicking on buildings on the 
    map.  Usually, he will tell you to go to an area that you were able to 
    open up using something you got from his last quest.  A yellow 
    exclamation point will appear on your map, on top of the target of 
    Rafi’s current quest.  You will only see this exclamation point if you 
    have the map piece that shows the quest’s target.
    
    
    *************************************
    **** Known bugs and other issues ****
    *************************************
    
          I’ve run into a clipping bug or two, but nothing major.  Several 
    times, when I was jumping on some stones floating in the air, I fell 
    through the stone.  This was especially true if the stone was moving.  
    (Hint – save before your jump on any moving stone.)  
    
          The translation work is a little interesting.  There are a couple 
    of misspelled words, like defence instead of defense, and a couple of 
    confusing text messages, but again, none of these are major problems.
    
          I’m not sure if you’d call this a bug or an intended feature, but 
    once you fill any type of slot in the game, you can never clear it.  
    Once you get five fairies in your deck, you can never have less than 
    five.  Once you fill a fairy’s spell slot, you always have to have a 
    spell in that slot.  You can replace the spell, but you can’t remove it.  
    So, if you ever plan on using more than one fairy in a given type, you 
    will probably need to get more than one copy of certain spells.
    
          There’s another bug that happens if your fairy gets frozen in a 
    battle and your fairy levels up as a result of the battle.  The frozen 
    status drastically slows down your fairy’s movement.  When your fairy 
    levels up, the game clears all of your fairy’s statuses.  Unfortunately 
    with the Frozen status, the game will clear the status but not the 
    effect of the status.  Thus, your fairy will move incredibly slowly but 
    you can’t use medicine to heal the fairy.  Leaving the current level 
    sometimes fixes this problem.  At other times, the only way to fix this 
    problem is to exit and reload the game.
    
    *************************************
    **** Things I haven’t figure out ****
    *************************************
    
          I think the elves and some of the other characters are speaking 
    French, but I’m not sure.  The Shadow Elves sound like they are speaking 
    a different language, but I can’t be positive about that either.
    
          I don’t know what “Magic Jumping” means.  There are some passive 
    spells that have the special ability of “Magic Jumping”.  This doesn’t 
    seem to have any effect on the fairy’s jumping ability.  It this spell 
    does have an effect, it’s so small that it seems practically worthless.
    
          Next, there’s a checkers like game that an elf challenges you to 
    play in Tiralin.  I’ve beaten the game before, but I haven’t developed a 
    consistent strategy to win yet.  Any advice on this would be 
    appreciated.
    
          Finally, I’ve never found any spot that consistent generates wild 
    Grem fairies.  I’ve found one Grem fairy once and that’s it.  I’ve found 
    Gremor fairies consistently in many different places, but I’ve never 
    found a Grem regularly.
    
    ***********************
    **** Contacting me ****
    ***********************
    
          If you find anything that I’ve missed or any mistake I’ve made, 
    please contact me at sneaky@vipmail.com.  If you have a question about 
    how to do something in the game, please check this walkthrough before 
    contacting me.  Again, I don’t trouble-shooting hardware or install 
    problems.
    
    ************************************************************************
    *************************** AMY’S ADVENTURES ***************************
    ************************************************************************
    
          This section of the walkthrough gives hints and advice for dealing 
    with Amy moving around in the world of Zanzarah.  More precisely, this 
    section deals with everything in Zanzarah, except for the fairies 
    themselves.
    
    ******************************************************
    **** Movement Keys and Interacting with the World ****
    ******************************************************
    
          Moving and interacting with Amy is pretty straightforward.  Amy 
    will move in the direction you press, with the direction you are looking 
    at always considered forward.  You interact with creatures and items by 
    clicking the left mouse button.
    
          When you are talking with a creature in the game, and they ask you 
    a question, always answer “yes”.  (The exception to this is when someone 
    asks if you want information about controlling a particular aspect of 
    the game.  In this situation, the choice is up to you.)  If a creature 
    talks to you and gives a plot-related speech, then ends the 
    conversation, you should talk to that creature again.  Usually, doing 
    this will give you some more information.  Always ask a creature about 
    every topic that he, she, or it is willing to provide information about.
    
          When you are moving around in the world outside of a city or town, 
    wild fairies can attack you.  Fairies can hide in any object that is of 
    their type.  So, Nature Fairies can hide in trees and Stone Fairies can 
    hide in rocks, boulders and rock walls.  It’s not always intuitive what 
    type fairies are hiding in certain locations, such as the PSI fairies 
    hanging out in caves.  When you pass near an object that holds a fairy, 
    the fairy will just jump out and attack you.  
    
          The game gives some hints that you can avoid fairy battles by 
    avoiding certain locations, but this is easier said than done.  Most of 
    the time the object that holds the fairy is situated in such a way that 
    getting by it without a fight is impossible.  Also, some fairy hideouts 
    will only give a fairy once per time you visit the level, but others 
    seem to start fights every time you get near them.  There have been a 
    couple of times where every time I went to get the loot from the first 
    fairy, I would get into a fight with a second fairy, and then visa 
    versa.  If you really need to avoid all fairy battles and get some place 
    to heal or recharge your fairies, you should use one of the runes.  
    (When you fight in one duel, all of the wild fairies respawn, except for 
    the one that you just fought.  If you capture a fairy from one location, 
    a fairy might not respawn at the location until you level the level. )
    
    ********************************
    **** Jumping with the Runes ****
    ********************************
    
          The fastest way to travel around Zanzarah is through the runes.  
    There are ten different runes you can find throughout the game.  Each 
    rune will take you to a different location in Zanzarah.  The locations 
    are fixed, so one rune will always take you to the same location.  The 
    rune destinations are marked with circles of white stones, except for 
    the London location and the Shadow Realm.  The London rune location is 
    Amy’s bedroom.  
    
          For most of the runes, you will find the rune near the 
    corresponding rune circle.  Runes appear as gray stones with blue 
    particles floating out of it.  To use the runes, press F2 and select the 
    rune you want to use.  For more information on each rune and where to 
    find it, see the List section at the end of the document.
     
    ****************************************
    **** Roadblocks and other obstacles ****
    ****************************************
    
          There are several different obstacles in the world of Zanzarah 
    that restrict your access to different areas.  These obstacles also 
    force you to visit most areas in a certain order.  To get past these 
    obstacles, you need to find a particular Fairy card.  With the magic 
    card and a fairy of the same type as the card, you will automatically 
    remove the obstacle.  There are three different obstacles in Zanzarah, 
    the prickly bush, boulders, and air eddies.
    
    **** Prickly Bushes ****
    
          Prickly Bushes are green spiky bushes with yellow fruit.  These 
    bushes usually block passageways, although sometimes they sit on top of 
    useful items.  You need to find the Fairy Card of Nature and have a 
    Nature fairy as your first fairy to eliminate a Prickly Bush.
    
    **** Boulders ****
    
          Boulders are giant rocks that block passages or sit on top of 
    important items.  You need to find the Fairy Card of Earth and have a 
    Stone fairy as your first fairy, to blow up a boulder.
    
    **** Air Eddies ****
    
          Air Eddies are white swirls of air that appear over a cliff or up 
    a ledge.  Sometimes there are Air Eddies near areas that appear 
    unreachable.  To use an Air Eddy, you must win the Fairy Card of Air and 
    then have an Air Fairy as your first Fairy.
    
    *************************
    **** Magic Merchants ****
    *************************
    
          In certain locations, usually near some form of civilization, you 
    will run into Magic Merchants.  Magic Merchants are strange reddish 
    creatures.  They have a yellow cap or forehead with a blue star in the 
    middle.  All Magic Merchants look the same, with one exception.  You can 
    not buy a particular spell from a Magic Merchant.  You must ask the 
    Magic Merchant to create a set of spell for you.
    
          The Magic Merchant has five potential slots for creating spells 
    each session.  Each slot will cost you two Fairy Coins, but you must 
    create all slots for one session.  Thus, each session will cost you 10 
    Fairy Coins.  For each slot, the Magic Merchant will either give you a 
    spell or a blank.  You may chose to get one and only one spell from each 
    session.  It does not cost any money to get a spell, only to create it 
    initially.  You will get some text say “NEW SPELL” next to any spell 
    that you don’t already have.  You can get more than one copy of a spell.  
    (This can be a good thing to do, especially for good spells.)
    
          Each Magic Merchant can only generate spells from a small subset 
    of the total available spell list.  A Magic Merchant can usually only 
    create spells from one of three different types.  Some Magic Merchants 
    can generate spells from all levels in their particular type, while 
    others can only generate a few levels of a spell type.  If you want a 
    particular spell, you will have to find the Magic Merchant that can 
    generate that spell and then wait (and pay) for that Magic Merchant to 
    actually create the spell.  Most spells are only sold by one Magic 
    Merchant.
    
          In the List section, below the Walkthrough, there is a list of all 
    the Magic Merchants, the spell they can create, and where they are 
    located.
    
    *************************************
    **** Saving, Restoring and Dying ****
    *************************************
    
          As I mentioned in the Introduction section, you can’t die or lose 
    the game in Zanzarah.  If Amy drowns, falls off a cliff, or something 
    similar, the game will reset the action to the point when Amy first 
    entered the level.  If you saved the after entering the current level 
    and then lose Amy, Amy will again reappear at the point where she 
    entered the level, but will have the same status she had when you saved.  
    If you lose all of your fairies in a battle, Amy will also reappear at 
    the start of the level.
    
    ***********************
    **** Using the Map ****
    ***********************
    
          You have a map available with the F4 key, but the map will only 
    work if you have the correct map piece.  There are six different map 
    pieces in the game.  When you have the map piece for the area you are 
    currently in, Amy’s head will appear on the map, along with key 
    locations.  If you are missing the map piece for your current location, 
    you will not see anything indicating your position on the map.  The 
    target of the next phase of your quest appears as a yellow exclamation 
    point on the map.
    
    ********************************
    **** Mini-Games and Puzzles ****
    ********************************
    
          There are a couple of mini-games or puzzles in Zanzarah.  The 
    first puzzle appears as a lock on certain key treasure chests.  The lock 
    appears as a three by three board with red shapes on some of the 
    squares.  The object of this puzzle is to remove all of the red shapes 
    or fill all of the squares with a red shape.  When you select a square, 
    that square and all squares immediately adjacent to the square 
    horizontally and vertically will flip states.  (If the square had a red 
    shape, then the red shape will disappear, and visa versa.) The standard 
    game board looks as so:  (The Xs may either be spaces or red colored 
    shapes.  The game doesn’t change regardless of what the Xs represent.) 
    
     |X|
    -----
    X| |X   
    -----
     |X|
    
          If you select the Top and Bottom Middle Squares, you will end up with 
    this:
    
    X| |X
    -----
    X| |X  
    -----
    X| |X
    
          Now, select the left and right Middle Squares to clear off all of the 
    squares.
    
          There’s another game that an elf in Tiralin challenges you to 
    play.  The game is a five by five board with five colored discs on the 
    top and bottom.  Your discs are on the bottom and your opponent’s is on 
    the top.  The object of the game is for you to move your discs onto the 
    row before your opponent moves his to the bottom row.  The discs move 
    like checkers, i.e. diagonally, but jumping is not allowed.  Your 
    opponent moves first.
    
          I’ve beaten this game a few times, but I haven’t developed a 
    method to win every time.  It costs 10 Fairy Coins to play the game.  If 
    you win, you get 15 Fairy Coins in return.  If you lose, you lose your 
    10 Coins.
    
    **************************
    **** Capturing Pixies ****
    **************************
    
          Early in the game, you will get a Pixie Bag so you can capture 
    Pixies on your travels.  Pixies are short, brown creatures that run 
    around and make an obnoxious laughing sound.  To capture a Pixie, you 
    have to basically run into it.  If you have a Pixie bag when you touch a 
    pixie, Amy will pick the Pixie up and place it in the bag.
    
          Capturing a Pixie can be rather challenging, since the Pixie can 
    run as fast as Amy can.  If you are lucky, you can run a pixie into a 
    corner, effectively trapping it.  Once its trapped, you can easily 
    capture it.
    
          Also, Pixies behave like little kids.  They will only run away 
    from you if they think you are chasing them.  If you turn you back to a 
    Pixie and walk away a little bit, sometimes the Pixie will turn around 
    and run towards you.  If you position yourself right, you can sometimes 
    force the Pixie to either run right into you or into a corner.
    
          If worst comes to worst and you have to chase the Pixie around, 
    try to make sharper turns than it does.  If you do this, you should 
    eventually close the distance between you.
    
    ***************************************
    **** People and Places of Interest ****
    ***************************************
    
    **** Amy’s House in London ****
    
          Other than providing a starting place for the game, Amy’s house is 
    also the place where you store all your extra fairies.  If you want to 
    swap some of the fairies in your deck for some of your captured fairies, 
    you must go to London.  London is only reachable through the Return 
    Rune.  You can do your fairy trading from any room in the house, so you 
    don’t have to hunt down any particular fairy in your house.  You don’t 
    have to be in London to rearrange the order of your fairies in your 
    deck.  (The Fairy Deck is the five fairies that you carry with you.)
    
    **** Rafi in the Fairy Garden ****
    
          Rafi, the Swamp Goblin, is the first creature you meet in 
    Zanzarah.  He’s also the most important creature, if you happen to get 
    lost or confused.  He will always tell you what you should be doing 
    next.  If you have found the map piece for the area that Rafi is 
    describing, a yellow exclamation point will appear over the quest’s 
    target location.  You can get to Rafi by using the Fairy Garden rune.
    
    **** Scarecrow ****
    
          Early in the game, you will find a scarecrow that asks for your 
    help.  Once you help him, he will recharge the mana of all the fairies 
    in your Fairy deck.  You can reach the scarecrow by using the Cottage 
    rune.
    
    **** Fairy Trainers ****
    
          Fairy Trainers are characters that will help you give your fairies 
    experience, by providing easy battles.  Battles with Fairy Trainer’s 
    fairies are different than other battles, because the Fairy Trainer’s 
    fairies will not fight back.  So, as long as you don’t run out of mana 
    or don’t fall off the map, you should easily win all Fairy Trainer 
    battles.
    
          You can also use Fairy Trainers to try out certain spells or spell 
    combinations.  You won’t be able to try all defensive or passive spells, 
    because some of these spells are only activated when the opposing fairy 
    attacks.
    
          There are two fairy trainers in Zanzarah.  Both trainers only have 
    Nature fairies.  The first trainer is in the Elves’ village, Endeva, 
    right near the entrance exit to Rafi’s cave.  He has a level 0 Sillia.  
    This trainer will train your fairies for free and will give you money 
    when you win.
    
          The second trainer is in a hut in the Goblin swamp town, Dunmore.  
    This trainer has two level 19 fairies, a Worgot and a Corgot.  This 
    trainer will charge you 60 Fairy Coins to train with his fairies.  He 
    will not give you anything when you win.
    
    *****************************************************
    **** Items You Can Purchase From the Shopkeepers ****
    *****************************************************
    
          Once you can find them, you can purchase a variety of items the 
    various shopkeepers in the game.  The shopkeepers and the magic 
    merchants are about the only place you can use all those Fairy Coins 
    you’ve been collecting.  All of the items that the shopkeepers sell are 
    used on fairies.  Most of these items are used on your fairies, although 
    some of them can be used to capture opposing fairies.  Each shopkeeper 
    will sell a maximum of five different items.  This means there is no one 
    person that can provide you with all your needs.  The items you can 
    purchase are:
    
    **** Small Healing Potion ****
    
          Small healing potions heal up to 20 of your fairies hit points.  
    (The game’s documents are wrong.  This potion only heals 20 hit points 
    not 25 points.)  These potions are fine when your fairy is a low level 
    and doesn’t have very many hit points.  I usually don’t buy small 
    healing potions. 
    
    **** Medium Healing Potion ****
    
          Medium healing potions heal up to 50 of your fairies hit points.  
    These potions are helpful after most battles, especially when you have 
    fairies with levels 12 or greater.  I usually take ten or more of these 
    with me when I set out on an adventure. 
    
    **** Big Healing Potion ****
    
          Big healing potions heal up to 100 of your fairies hit points.  
    These potions are very helpful once your fairies have a 100 or more hit 
    points.  Again, I usually take ten or more of these with me when I set 
    out on an adventure. 
    
    **** Healing Herbs ****
    
          Healing Herbs revive your fairies when they are defeated in 
    battle.  Using herbs will also restore about 1/4 of fairies hit points. 
    I usually take six or more of these with me when I set out on an 
    adventure.  You will need more Healing Herbs when your fairies are at 
    low level and less as they become more advanced.  You should always 
    carry some Herbs with you, since even your strongest fairy can be 
    defeated sometimes.
    
    **** Medicine ****
    
          Medicine removes all of the negative statuses on a fairy.  
    Opposing fairies can afflict statuses on your fairy with certain spells.  
    These statuses will cause your fairy to constantly lose hit points while 
    they are in a duel.  Once a fairy gets afflicted with a status, the 
    status will remain after the battle until the fairy rises another level 
    or your give the fairy some medicine.  I usually take six or more of 
    these with me when I set out on an adventure. 
    
    **** Mana Potion ****
    
          Mana potions will restore all the mana points for a particular 
    fairy.  You will need to have a health supply of mana potions since, 
    unlike health, your fairy’s mana is not fully restored when the fairy 
    reaches a new level.  I usually take twelve or more of these with me 
    when I set out on an adventure. 
    
    **** Golden Carrot ****
    
          A Golden Carrot will give a fairy enough experience points to be 
    one short of the next level.  These items are useful to rapidly raise 
    your fairies level.  Obviously, you should use a Golden Carrot on a 
    fairy just after it reaches a new level.  This will give you the most 
    benefit for the carrot.  Golden Carrots are most useful for advancing 
    your high level fairies.  You can’t use a Golden Carrot to take your 
    fairy from level 59 to level 60, but you can use it for all other 
    levels.  You don’t have to have any Golden Carrots with you start on a 
    new adventure.
    
    **** Molding Magic ****
    
          Molding Magic or Moulding Magic as the game incorrectly calls it, 
    allows you to name your fairy.  I’ve never actually used Molding Magic 
    on any fairy.
     
    **** Garlic Atomizer ****
    
          The instruction booklet doesn’t actually say what the Garlic 
    Atomizer does.  When you encounter a wild fairy, you can use the Garlic 
    Atomizer to scare off the wild fairy.  The wild fairy will flee, giving 
    you the money or item reward you would have gotten for fighting the 
    fairy.  You have to use the Garlic Atomizer immediately after you get 
    the notice that a wild fairy is attacking you.  Once your fairy follows 
    the wild fairy into the rock, tree, or whatever the fairy came from, you 
    can no longer use the Garlic Atomizer.  I found Garlic Atomizers to be a 
    convenience and not a necessity.  I’ve used Garlic Atomizers, but I’ve 
    never bought one. 
    
    **** Silver Sphere ****
    
          Spheres are required to capture a wild fairy.  You need one sphere 
    per fairy you capture.  The Silver Sphere can capture a fairy from level 
    0 to 20.  You use Silver Sphere’s to capture fairies up until around the 
    point when you get the first Fairy Card.  After that point, most of the 
    fairies you encounter will require a Golden Sphere.  I usually try to 
    have five or six Silver Spheres when I set out, but usually this is 
    overkill.  Still it’s better to have extra Spheres than lose a rare 
    fairy because you are out of Spheres.  See the section on Capturing 
    Fairies in the Fairy Battle section for more information on capturing 
    fairies.
    
    **** Golden Sphere ****
    
          Spheres are required to capture a wild fairy.  You need one sphere 
    per fairy you capture.  The Golden Sphere can capture a fairy from level 
    0 to 40.  You will only use a Golden Sphere to capture a fairy with a 
    level of 20 or less if you have no more Silver Spheres.  You will use 
    Golden Sphere’s to capture most fairies in the game.  You will quickly 
    outgrow the abilities of the Silver Sphere and you will only need a 
    Crystal Sphere for the last couple of areas in the game.  I usually try 
    to have ten Golden Spheres when I set out, but usually this is overkill.  
    You will need more Spheres when you set out to a new area and less if 
    you are going back through an already visited area.  See the section on 
    Capturing Fairies in the Fairy Battle section for more information on 
    capturing fairies.
    
    
    **** Crystal Sphere ****
    
          Spheres are required to capture a wild fairy.  You need one sphere 
    per fairy you capture.  The Crystal Sphere can capture a fairy from 
    level 0 to 60.  You will only use a Crystal Sphere to capture a fairy 
    with a level of 40 or less if you have no more Golden or Silver Spheres.  
    You will use Golden Sphere’s to capture most fairies in the game, so you 
    won’t need that many Crystal Spheres.  You will only need about eight to 
    ten Crystal Spheres in the entire game.  All of those will be used in 
    the final sections of the game. I usually try to have at least one 
    Crystal Spheres when I set out, but even one isn’t really necessary for 
    most of the game.  Having one Crystal Sphere “just in case” made me feel 
    better, so I bought one.  See the section on Capturing Fairies in the 
    Fairy Battle section for more information on capturing fairies.
    
    ************************************************************************
    ****************************** FAIRY DUELS *****************************
    ************************************************************************
    
          To get anywhere in Zanzarah, you will need fairies.  In fact, you 
    won’t be able be get beyond Rafi’s Cave and the Village of Endeva 
    without at least one fairy. Your fairies will fight for you against 
    other fairies.  Certain fairy types will even remove obstacles from your 
    path, if you have the correct Fairy Card.  
    
          You will spend a substantial portion of your time in Zanzarah 
    fighting fairy duels.  There are a number of set fairy duels you will 
    fight in and even more fairy battles against “wild” fairies.  This 
    section of the walkthrough discusses what you need to successfully fight 
    with your fairies.  First, we’ll start with how you can prepare yourself 
    before a fairy duel. 
    
    ***********************************
    **** Preparing Your Fairy Deck ****
    ***********************************
    
          There are twelve different types of fairies in Zanzarah.  Each 
    type of fairy has particular strengths and weaknesses to other fairy 
    types.  If the attacking fairy is strong against the opposing fairy’s 
    type, the attacking fairy will do substantially more damage to the 
    opposing fairy than his or her normal attack would do.  Similarly, if 
    the attacking fairy is weak against the opposing fairy’s type, the 
    attacking fairy will do little or no damage to his or her opponent.
          
          What all of this means is, that you want to fight with a fairy 
    that has a strong attack on the opposing fairy’s type.  Ideally, you 
    would also want the opposing fairy to have a weak attack against your 
    fairy as well.  
    
          If your opponent is a Nature fairy and you use a Fire Fairy, then 
    you should be easily able to defeat the Nature fairy without taking much 
    damage to your own fairy.  If you use a Metal fairy against the Nature 
    fairy, your Metal Fairy will do extra damage to the Nature fairy, but 
    the Nature fairy can do normal damage back.  If you brought out a PSI 
    fairy against the Nature Fairy, your PSI fairy would probably get 
    eliminated before you could even scratch the Nature Fairy.
    
          There are a couple of exceptions to this.  Critical hit damage 
    seems to do the normal amount of damage even to a resistant fairy.  
    Status changing attacks, such as poison, will also cause damage to 
    resistant fairies.  Next, some of the passive abilities that reduce or 
    eliminate defense, such as the Nature spell, “Thorn Armour”, will affect 
    the damage from even the most effective attack.  So, a Nature fairy with 
    the Passive “Thorn Armour” and the offensive spell “Falling Tree” (which 
    poisons the attacker) can still do damage to an attacking Fire, Ice, or 
    Metal Fairy.  At least the Nature fairy will hang around until its 
    “Thorn Armour” is exhausted.  Finally, there are some passive spells 
    that cause the attacking damage fairy to receive the same damage it 
    inflicts on the defending fairy.  If you use this passive spell on your 
    fairy, the more damage it takes, the faster it kills your opponent.  
    Unfortunately, your fairy still won’t last to long in the situation, but 
    sometimes weakening the opposing fairies is worth sacrificing one of 
    your fairies.
    
          So all of this basically means that you want to have the fairies 
    in your deck (your five active fairies) that are strong against the 
    opposing fairies.  You can plan for this in advance, to a certain 
    extent.  If you know you are going into a forest area, you would want to 
    bring along fairy types that are strong against Nature.  You have to be 
    careful though.  If you decided to prepare yourself for the Nature 
    fairies by bring five Fire fairies, a single Water fairy could wipe you 
    out.  Unless you’ve been through an area before and cleared out all of 
    the opposing fairy masters, you can never be totally sure what type of 
    fairies you will encounter.  (Fairy Masters are fairy collector, like 
    Amy.  They will usually have several fairies with different types.)
    
          All of this is a long, drawn out way of saying, “Diversity is 
    Key”.  The ideal fairy deck would have fairies that are strong against 
    every fairy type.  One fairy’s weakness should be covered by another 
    fairies strength.   For example, a Light fairy is weak against PSI 
    fairies.  Adding a Nature Fairy to your deck, which is strong against 
    PSI fairies would cover the Light fairy’s weakness.
    
          At the beginning of the game, you won’t have enough types of 
    fairies to make an ideal deck.  Just keep the most diverse deck possible 
    until you are able to find more fairies.  Also, when you capture a new 
    fairy type, head back to London and see if you can create a better fairy 
    combination.
    
          The deck I used to finish the game the first time contained an Ice 
    fairy (Greezloc), a Light fairy (Driane), a PSI fairy (Clumaur), my 
    strongest Water fairy (Oceana), and my strongest Nature fairy (Symgot).  
    I usually always had a Nature and / or a Water Fairy with me.  Once I 
    caught my first Ice and PSI fairy, I usually had one in my deck.  In 
    this deck, the Water fairy is basically just along for the ride, since 
    it doesn’t provide any additional protection.  It did take some pressure 
    off my Light fairy, which was pretty weak, compared to the rest of my 
    fairies.
    
          In the game I played while writing this walkthrough, I used a 
    Driane Light fairy, a Dredanox Dark fairy, a Clumaur PSI fairy, a 
    Greezloc Ice fairy and an Oceana Water fairy.  I barely used the Water 
    fairy on this second pass through the game.  This was due to the fact 
    that my Light and Ice fairies were at very high levels.  There were at 
    high levels because I spent a bunch of time and Golden Carrots on them 
    so I could finish my experience charts.
    
          The other thing that I did was to swap out a fairy that evolved to 
    its highest form with another fairy of the same type.  This let me grow 
    other fairies, so I could get more varieties.   When my first Nature 
    fairy turned into a Symgot, I switched to a Viteria.  I was missing a 
    Boneria, which is Viteria’s highest evolutionary form.  I did this so I 
    could complete my fairy collection.  This actually makes the game much 
    harder, since I was constantly replacing a strong fairy with a 
    relatively weak one.
    
    ********************************
    **** Preparing Your Fairies ****
    ********************************
    
          First, I’ll go through the obvious points.  You should always keep 
    your fairies at or near their peak health.  Depending on how my life 
    points your fairy has, it may be ok to leave a fairy down 10 – 25 
    points.  Any more than that, you should give the fairy a health potion.  
    If your fairy was defeated in battle, revive it with the Herbs.  If your 
    fairy as afflicted with some status, such as poisoned, give it some 
    Medicine.  Afflicted fairies won’t lose any health as you move around, 
    but will start losing health during your next duel.
    
          More importantly, if the fairy’s mana is low, give the fairy a 
    mana potion or recharge her / him at the scarecrow.  If your fairy has a 
    fairly strong spell and is strong against her or his opponent type, you 
    can probably get by with 5-7 shots.  If you are going against a fairy 
    where your fairy does normal damage and / or does not have a strong 
    offensive spell, you will probably need more a few more shots.  If you 
    are going against a Nature fairy that can reduce or eliminate the damage 
    of your first five shots, you will also need more mana for your spells.
    
          To determine how many shots your fairy has for a certain spell, 
    press F5 and click the Items tab.  Your fairies on the left will have a 
    set of numbers for their spells.  These will have the form of #/#, or in 
    some cases -/-.  The number on the left is the number of shots you have 
    left with that spell, the number on the right is the total number of 
    shots you can have at full mana.  Spells with mana listed at -/- have 
    unlimited mana.  Only passive spells can have unlimited mana.  The mana 
    for a spell is set by the cost of the spell.  The most expensive 
    offensive spell will only have 5 shots while the cheapest offensive one 
    will have 40.  Your fairy has a different bank of mana for each spell.  
    So, if you’ve given your fairy two offensive and two passive spells, 
    your fairy will have four sets of mana numbers.  Exhausting the mana for 
    one spell will not affect the remaining mana for the other spells.
    
          Actually, the number of shots left for a spell is tracked by the 
    spell itself, not the slot on the fairy.  If you own an extra copy of 
    your fairy’s spell, you can replace a spell with no shots left with the 
    extra spell and thus get a new set of mana.
    
          Occasionally, when your fairy reaches a new level, he or she will 
    gain a new spell level.  This will add a new circle or square under on 
    of the fairy’s four spell slots.  When this happens, you can give the 
    fairy a better or different spell.  To determine if you can put a 
    particular spell in a slot, look at the symbols under the slot.  If the 
    symbols are circles, you can put an offensive spell in the slot.  If the 
    symbols are squares, you can place a passive spell in the slot.  The 
    number of circles or squares is also important.  You can only place a 
    spell in a slot if the number of circles or squares on the spell is less 
    than or equal to the number of circles or squares on the fairy’s spell 
    slot.  You also have to match the color of the circles or squares to the 
    color(s) of the spell.  If the color on the circle or square is a 
    rainbow pattern, then any spell color will match with that symbol.  
    These rainbow slots give you the ability to give a fairy a spell of a 
    different type.  
    
          A fairy can have a maximum of three circles or squares per spell 
    slot.  Some fairies won’t get three circles or squares on a slot, even 
    if they get all the way to experience level 60.  Another note is that 
    when your fairy evolves to another fairy form, the composition of 
    circles and squares will probably change.  The new fairy may not have as 
    many symbols on certain slots and the number of wild card symbols may 
    also change.
    
          Spells aren’t inheritantly better just because they cost more.  
    Some of the more expensive spells may have less shots, do less damage, 
    or fire less frequently.  Always check the information on a spell before 
    giving it to your fairy.
    
          Personally, it seems like spells that have a slow or slowest fire 
    rate (one or two circles) take a very long time to charge.  If you get 
    hit with spell that slows down your charge time, you may have to wait a 
    while before you can get your next shot off.  The advantage to slower 
    firing spells is that you have more time to line up your shot before you 
    get hurt.  Fast charging spells don’t give you much leeway if the 
    opposing fairy moves out of the way.  If you hold a spell for too long, 
    the spell will hit your fairy at full force.  Typically the higher 
    damaging spells have a slower charge rate.
    
          Try to pick spells that complement your fairies abilities.  Also, 
    try to pick offensive and defensive spell pairs that complement each 
    other.  Nature fairies typically have a healthy number of hit points, 
    which should keep them around in most fight.  A number of the Nature 
    fairy’s passive spells reduce or eliminate damage caused by the opposing 
    fairies.  These spells will help the Nature fairies last even longer.  
    If you give a Nature fairy “Thorn Armour” and “Light Spurs”, your Nature 
    fairy can even temporarily go against a fairy that it is weak against.  
    The “Thorn Armour”, which eliminates the damage from 5 hits, will 
    provide the Nature fairy with protection while it reduces the opposing 
    fairy’s attack rate with its “Light Spurs” spell.  Once the Nature fairy 
    weakens her or his opponent, another of your fairies can finish up the 
    now hurt opponent.
    
          Also, there are times where you may get a particular fairy type 
    long before you find a spell merchant that sells that type of spell.  
    For these fairies, it may make sense to take advantage of any rainbow 
    symbol and give the fairy a spell of a different type.
    
          One finally note about selecting your lead fairy.  When you go 
    into battle, your lead fairy is the fairy you start fighting with.  Even 
    if you switch to another fairy immediately upon entering the fight, the 
    first fairy will share in the experience.  So, if you have a fairy you 
    are trying to improve, put it in the first slot.  It will gain 
    experience faster than any other fairy in your deck.
    
    ***********************************************************
    **** Where Do I Find a Particular Fairy or Fairy Type? ****
    ***********************************************************
    
          To find a particular fairy, check out the walkthrough or the lists 
    sections.  I’ve listed each fairy that I’ve found in each of the levels.  
    There are a few fairies that you can only get by trading with other 
    characters.  There are other fairies that you can only get by evolving 
    one fairy with a different item.  For example, you can never catch a 
    Tineves in the wild, but you can get one by giving a Tinefol an 
    Elemental Stone of Air.  Finally, it’s very rare to find the highest 
    evolutionary level of a particular fairy in the wild.  While you will 
    find Sillia and Viteria Nature, you will never find a wild Boneria, the 
    highest evolutionary form of a Sillia.  The only way I was ever able to 
    get a Boneria was to give a Viteria enough experience so she evolved 
    into a Boneria.  You will find the highest evolutionary level of a fairy 
    on certain set battles or on Fairy Masters, but you won’t be able to 
    catch those.
    
          To find a particular type of fairy, you have to go to that fairies 
    native environment.  For the most part, these are pretty obvious:
    
          - Nature fairies are found in trees and some bushes.
          - Air fairies are found in the clouds.
          - Stone fairies are found in large outdoor rocks.
          - Ice fairies are found in snowy areas.
          - Fire fairies are found near lava.
          - Metal fairies are found near metal scraps on in workshops.
    
          Some fairy types are located in less than obvious places:
    
          - Chaos fairies are found in catacombs and unnatural underground 
            places.
          - PSI fairies are found in Dark Caves.
    
          Other fairies are in special places or require special equipment:
    
          - Water fairies can only be summoned via the Ocean Conch.
          - Light, and Energy fairies can only be found in one or two 
            locations near the end of the game.
          - Dark fairies can be found near the Light and Energy fairies.  
            Dark fairies can also be found in the final map area of the game.  
            You can find a Dark fairy in the same location as a Chaos fairy.
    
    ********************************************
    **** The Different Types of Fairy Duels ****
    ********************************************
    
          There are three different types of Fairy Duels in Zanzarah, 
    battles against a single wild fairy, battles against a Fairy Master, and 
    set battles in a certain location.  These battle types are listed in 
    order of frequency and challenge.
    
          Of the three types of duels, the battles against wild fairies are 
    by far the most common.  The only fairy you can capture is a wild fairy.  
    There will only be one opposing fairy involved in a wild fairy duel.  
    Also, both you and the wild fairy can flee the battle.  You can fight 
    against a wild fairy anytime your get near a prominent piece of 
    landscape, from a tree to a large rock.  Wild fairy fights are usually 
    the easiest of the three battle types.
    
          Fairy Master battles are fights against other Fairy Collectors, 
    like you.  Fairy Masters can have up to five different fairies.  
    Usually, Fairy Masters will have fairies of several different types.  
    The Fairy Master will switch between his or her different fairies to try 
    and find a type that is effective against your current fairy.  The Fairy 
    Master will usually let you get one shot off against his / her current 
    fairy before switching to a new fairy, so you can eventually wear all of 
    the fairies down.
    
          The hardest Fairy duel is the set battle.  Set battles are fairy 
    duels that happen when you approach a certain area.  You can usually 
    tell when a set battle will occur because you will see a bunch a fairies 
    hanging over an area, though this is not always the case.  Set battles 
    are against several fairies usually of the same type.  The challenge to 
    these set battles is that all or most of the opposing fairies appear on 
    the field at the same time.  This means that your one fairy can be hit 
    by spells from multiple fairies at the same time.  If you are not 
    careful, these set battles can eliminate all of your fairies very 
    quickly.  You could argue that all Fairy Master battles are set battles.  
    Some of the set battles do involve Fairy Masters as well.  I’m calling a 
    set battles the handful of difficult battles in the game.
      
    ******************************
    **** Fairy Arena Overview ****
    ******************************
    
          When you are first brought into a fairy duel, you have a chance to 
    observe all of the battle participants.  Each of the fairies that are 
    available for the battle appears on an individual pedestal.  Your view 
    starts off centered on the first opposing fairy.  In this preview mode, 
    you can see each fairy along with all of the fairy’s offensive and 
    passive spells.  You can move the mouse left and right to rotate your 
    view.  If you press the left and right arrow keys you can move between 
    the different fairies.  You can also view your own fairies by pressing 
    the left or right arrow key enough time.  
    
          You can use this view to plan your attack for the actual battle.  
    By looking at each fairy, you can (hopefully) determine the type of the 
    fairy.  In this way, you can figure out which of your fairies has the 
    best chance against each of the opposing fairies.  The F1 help is also 
    available here, so you can double-check the fairies’ strengths and 
    weaknesses before the fight.  When you press the left mouse button, the 
    fairies take off of the pedestals and the battle begins.
     
          There are eleven different fairy arena layouts.  Each of these 
    different layouts will have one of twelve or so different textures, 
    based on the type of the opposing fairy’s type.  So, if you are fighting 
    a Water fairy, the arena will have an underwater look with seaweed on 
    the rocks while a battle with a Nature have an outdoors fill with moss 
    growing on the stone rocks.  While the arenas’ layouts may be different 
    all arenas obey the same rules.  (There’s actually one more arena that’s 
    only used in one special place.  To avoid giving away too much, I’ll 
    only describe this special arena in the walkthrough section.)
    
          All arenas are a series of stone structures hanging in the air.  
    If your fairy falls off below the structures too far, your fairy will be 
    defeated.  So when you are flying over one of the gaps in the ground, 
    make sure you have enough jump energy to clear the gap.  The later 
    arenas feature more gaps than the earlier ones.  While falling too far 
    will kill your fairies, you can still fall a certain distance with no 
    ill effects.  You are able to fly completely under the bottom of every 
    level, provided you stay fairly close to the bottom of the level.
    
          Also, most arenas will have a bright pulsating light in one 
    location.  Usually this light will the highest point in the arena, or on 
    top of a pedestal, platform, or arch.  For battles with Wild Fairies, 
    the light will be unobstructed.  When fighting set battles or against 
    other Fairy Battles, the light will be guarded by a series of rotating 
    stone rings.  
    
          If the light is unguarded then you or the opposing fairy can flee 
    into the light.  If a fairy makes it into the light, the fairy duel will 
    be over.  You will not receive any experience or reward if you or the 
    opposing fairy flees the battle.  Opposing fairies tend to flee to the 
    light if they are wounded to the point where they can be captured.  It 
    seems that the opposing fairies can get much closer to the light without 
    fleeing than you can, so be careful.
    
          If the light is guarded by a set of rotating rings, no fairy can 
    flee the duel.  This means that all set battles and Fairy Master duels 
    are fights to the death.  These duels will not end until one side has 
    lost all of its fairies.
    
          Some arenas, especially ones with the Stone and PSI fairy tile 
    set, have burning flames in certain locations.  If your fairy touches 
    this flame, your fairy will be instantly defeated.
    
          One final note, the battle isn’t over until the victory page pops 
    up.  The victory page is the overlay that shows you how much experience 
    you won from the battle.  The battle is still active and your fairy can 
    still receive damage up until this victory page shows up.  So, if you 
    kill the final opposing fairy and then fall to your death, your fairy 
    will die.  If your last fairy dies after you’ve defeated the last fairy 
    but before the victory page, you will lose the duel.
    
          The duel will end almost immediately after you catch a fairy.  If 
    you defeat a fairy, the game will give you almost ten seconds before 
    showing the victory page.  While this will give you extra time to 
    collect extra coins make sure you don’t get hurt by the extra time.
    
    ******************************************
    **** Moving and Fighting in the Arena ****
    ******************************************
    
          You move your fairy in the Arena in a similar way to moving Amy 
    around.  The biggest difference in the movement is the fairies jump 
    ability.   Your can make your fairy jump or fly by pressing the right 
    mouse button.  Pressing the button once accelerates your fairy upwards a 
    little amount.  One press of the right mouse button doesn’t really do 
    much, but pressing the right mouse button several times will allow you 
    to fly effectively.
    
          Make sure you key an eye on the green jump / fly energy bar.  
    Every time you press the right mouse button, the jump energy bar will 
    decrease.  Once the green energy bar disappears, you will not be able to 
    use your jump ability again, until you recharge it.  You can recharge 
    your jump ability by staying on the ground.  This means that you will 
    have to be careful flying over the gaps and edges in the map.  If you 
    run out of jump energy will over one of the openings, your fairy could 
    end up falling below the arena, to her or his death.  
    
          There are some attack spells that reduce or eliminate your jump 
    energy.  If you find that one of the opposing fairies is equipped with 
    one of these spells, you should be extra careful when flying over an 
    opening in the map.
    
          To fight the opposing fairy, you need to press and hold the left 
    mouse button.  This will charge you offensive spell.  As you hold the 
    left mouse button down, you will hear a charging sound and circular 
    lines forming around your target.  The strength of your spell increases 
    as you hold down the button.  The lines start as blue and turn red as 
    you charge the spell.  The lines will also close in around your target.  
    If you hold the left mouse button down long enough, you spell will start 
    flashing between red and white.  If hold the mouse button down much past 
    this point, the spell will overload and damage your fairy.  When this 
    happens, your fairy will take the full force of the spells damage.
    
          To prevent this, you need to fire your spell at the opposing 
    fairy.  This present you with the challenge of charging your spell up 
    long enough to do a lot of damage to the opposing fairy while making 
    sure you can get a clear shot off before your spell overloads.  If you 
    can’t find a clear shot and your spell is about is overload, it’s better 
    to just release the spell and start again.  It’s better to lose the mana 
    for the spell than get hurt when it backfires.
    
          Speaking of mana, each spell you cast takes one unit of mana once 
    you fire it.  The mana remaining for your current offensive spell is 
    located in the lower left hand corner of the screen.  If you exhaust all 
    of your mana, you can still charge your offensive spell, but at a cost 
    of your fairy’s health.  You won’t lose health for charging the spell, 
    but you will lose health when you fire the spell.  You seem to lose a 
    substantial amount of health this way.  Most fairies can’t fire more 
    than five or six spells this way before they end up killing themselves.  
    Remember also that if you lose your last fairy defeating your opponent, 
    you still lose the match.  Charge you offensive spells with your life 
    only when you are absolutely desperate.
    
          The speed in which your spell charges is dependent on the firing 
    rate of the spell.  Typically, spells with an average (3 dot) charging 
    rate, charge in what seems like a reasonable amount of time.  Faster 
    charging rates charge up really quickly, while slower ones seem to take 
    a very long time.  If your fairy has a spell with a slower firing rate 
    than your opponent’s spell, you can potentially take a number of hits 
    before you can fire back once.  On the plus side, the slower firing 
    spells usually cause more damage than the faster spells.
    
          The downside to the faster charging spells is that you have less 
    time to line up your shot before your spell overloads.  With fast 
    charging spells, you should make sure you can see your opponent before 
    charging your spell.  With slower charging spells, you should charge 
    your spell in hiding.  Once your spell is partially charged, then you 
    can hunt for your opponent.  You can also hold a slower charging spell 
    for much longer before it will backfire on you.
    
          Once your fairy advances in level high enough, you can get a 
    second set of offensive and passive spells.  You can toggle to the 
    second set of spells by pressing the middle mouse button or whatever key 
    you remapped this ability to.  This second set of spells will give you 
    more ammunition to fight and gives you a possible second strategy to use 
    against the opposing fairy.
    
          Your fairy’s passive spells are automatically used when they are 
    needed.  Defensive passive spells are fired every time you get hit by an 
    opposing fairy’s spell.  Offensive passive spells are fired off every 
    time you hit an opposing fairy.  Passive spells that are always active 
    either provide a constant ability, like increased spell charge rate, or 
    a once per battle benefit, like the Water Healing spells.  (Actually, I 
    think the two Water Healing spells are applied once per battle, but I’m 
    not 100% positive about this.)  
    
          The first person view of the fairy battles gives you some 
    advantages in that you can dodge the opposing fairies’ spells.  Dodging 
    spells is pretty challenging and you won’t be able to do it all of the 
    time.  The game is very generous with its spell targeting.  As long as 
    your target is even partially over the opposing fairy, your spell with 
    hit him or her.  If you are fairly close to the opposing fairy, you can 
    even hit her or him if your target is near but not on the opposing 
    fairy.
    
          While this is great while you are on offense, it makes dodging 
    your opponent’s spells difficult.  The advantage that you have is with 
    the opposing fairy’s spell charging.  If you listen, you can hear the 
    opposing fairy’s spell charging.  If you hear that the opposing fairy’s 
    spell is almost fully charged, try to get a wall or barrier between you 
    and the other fairy.  If you keep an obstacle between you and the other 
    fairy, you will force your opponent to either discharge his or her spell 
    or take damage from it.  Then your opponent will have to recharge his or 
    her spell, giving you a chance to attack.  Try to attack immediately 
    after your opponent fires his or her spell.
    
          If you are in plain view of your opponent and he or she is about 
    to fire at you, you can try moving erratically.  If you are lucky, you 
    may end up dodging the shot, but more times than not, you will get hit.  
    For what it’s worth, you have more maneuverability in the air than on 
    the ground.     
    
          If you can’t see the opposing fairy because you aren’t looking the 
    right way, you will see a green pair of fairy wings somewhere on the 
    screen.  If these wings are on the edge of the map, they indicate the 
    direction you need to turn to find the opposing fairy.  If the fairy is 
    hidden behind a wall but would be in your field of vision, if it weren’t 
    for the wall, you might not see the green pair of wings.
    
    **************************************
    **** Special Spells and Abilities ****
    **************************************
    
          Some of the spells your opponent’s use against can make your life 
    more interesting.  Some spell cause status changes along with any direct 
    damage they do.  These status changes can either affect the performance 
    of your fairy or cause lingering damage.
    
          The spells that affect your fairy’s performance negatively are 
    usually temporary in nature.  These spells will prevent you from moving, 
    prevent you from flying, reduce your spell charge rate, reduce your jump 
    recharge rate, or blind you.  Of these affects, I find the reduced spell 
    recharge rate to be the most frustrating.  If you have a fairy will a 
    slow firing spell, getting hit with a reduced charging rate will prevent 
    you from fighting until your fairy can shake off the effects of the 
    spell.
    
          Spells that cause lingering damage, such as poisoned or burnt, 
    will continue to cause your fairy damage will he or she is actively in 
    the fight.  Your fairy will not lose health while it is waiting in 
    reserve or when you are back in control of Amy.  However, the damage 
    your fairy receives while fighting is significant and can defeat your 
    fairy fairly quickly.  Swapping fairies against an attacker that can 
    poison or burn your fairies is usually a bad choice.  With a few luck 
    hits, the attacker can poison or burn a number of your fairies, reducing 
    your fighting ability.  The frozen status is also a permanent status.  
    This status does not cause in damage, but it slows your fairies movement 
    down to a crawl.
    
          There’s also a particularly dangerous passive ability that you 
    should watch for.  The “opponent receives same damage inflicted” ability 
    will send all damage caused to a fairy back to the attacking fairy.  
    With this spell, even a fairy that is vulnerable to its attacker can 
    inflict serious damage to the attacker. These spells reflect status 
    changes as well, so be careful.
    
          The misnamed Reflection spell is also a useful spell.  This spell 
    is actually a life-stealing spell.  Every point of damage you inflict on 
    your opponent comes back to you as additional Hit Points.  This spell is 
    obviously more effective if your fairy can cause extra damage to your 
    opponent.
    
          There are a couple of annoying passive spells that will either 
    teleport you fairy to a random location on the board or twirl you fairy 
    around.  The worst thing these spells can do is to cause you to waste a 
    shot by moving you away from the other fairy.  The twirl you around 
    spell will constantly try to shift your view to the left or right.  Just 
    moving your mouse slightly will counteract this spell.  I was correcting 
    for this somewhat instinctively before I even realized there was a spell 
    that causes you to turn.
    
          There is one other spell I don’t like to face, “Thorn Armour”.  
    “Thorn Armour”, a Nature passive spell, will completely protect its 
    owner from all damage for five hits.  This means that no matter how high 
    you charge your spell, you first five shots at that fairy will cause no 
    damage.  The only you can do is try to hit the protected fairy five 
    times as quickly as possible with the weakest charge spell you can, to 
    eliminate the protection.
    
    ***********************************
    **** Managing Multiple Fairies ****
    ***********************************
    
          Once you capture your first fairy, you will always have multiple 
    fairies in your fairy deck.  (You will have the first fairy you pick 
    plus the captured fairy.)  You can have up to five fairies in your Fairy 
    Deck.  Once you fill a spot in your deck with a fairy, you can never 
    empty the slot again.  You can transfer fairies in your deck with other 
    fairies you have captured when you are in London.
    
          When you start a battle, the fairy in the number 1 position will 
    be the first fairy that you control.  You can switch to another fairy by 
    pressing a number between 1 and 5, or using the Previous and Next Fairy 
    keys.
    
          While you are fighting, you should always bring out a fairy that 
    is strong against the current opponent(s).  You can press the F1 key at 
    any time during the battle to double-check the fairy strengths and 
    weaknesses chart.  Note that all the experience gained from a battle 
    will be shared with any fairy that appeared in the battle, even if that 
    fairy never fired off one spell.  Thus, your lead fairy will gain 
    experience in every single battle you fight.
    
          A word of warning about changing fairies: you active fairy won’t 
    disappear immediately.  When you change fairies, it takes a couple of 
    seconds for the current fairy to leave.  You current fairy shrinks then 
    disappears with a flash of light.  While all this is happening, you can 
    still be hit.  So, if you are fighting a Fairy Master and the Fairy 
    Master brings out a fairy that is strong against your current fairy, the 
    Fairy Master has a chance to hit your current fairy before you can 
    recall it.
    
          This can work either for or against you.  It works to your 
    advantage in that you can get a shot off against a fairy that’s getting 
    called back.  I have defeated several fairies by firing into the flash 
    of light that appears as the fairy gets called back.  However, a Fairy 
    Master will always try to bring out a fairy that is strong against your 
    current fairy.  By the time you figure out what type the new fairy is 
    and call back your current fairy, the new Fairy Master fairy could have 
    charged up an offensive spell.  While your fairy is disappearing, the 
    Fairy Master’s fairy could unleash a very painful spell.  Usually, if 
    you are quick about changing fairies, this won’t happen.  If you try to 
    get one last shot off against a disappearing fairy, you may end up 
    waiting too long.
    
    ***************************
    **** Capturing Fairies ****
    ***************************
          
          You can only capture a wild fairy.  To capture a wild fairy, you 
    must have at least a Silver Sphere to capture a fairy from levels 0 to 
    20, a Golden Sphere for levels 0 through 40, and a Crystal Sphere for 
    all levels.  The game will automatically chose the lowest powered Sphere 
    that will capture the fairy.
    
          One quick way to know if you are able to catch the opposing fairy 
    is to look in the upper right hand corner of the screen when you are in 
    the arena.  If you see an icon of a Sphere, they you have the potential 
    to catch the opposing fairy.  If you don’t see the Sphere icon, then you 
    either aren’t allowed to catch the opposing fairy or you don’t have a 
    Sphere that is strong enough to catch the fairy.  If you see a ghost 
    image of the Sphere icon, then you have not weakened the opposing fairy 
    enough to catch it.  If you see the Sphere lit up with an arrow pointing 
    to it, then you can capture the fairy.
    
          To capture a fairy, you must first remove about 80% to 90% of the 
    fairy’s health.  Once you do this the message “Capture the Fairy” will 
    appear in the middle of the screen.  If you touch the opposing fairy 
    when this is flashing, you will capture the fairy.  The battle will 
    immediately end.  After you dismiss the victory page, you will be given 
    the option of releasing or capturing the fairy.  If you release the 
    fairy, you will get some coin or money reward.  If you capture the 
    fairy, you will not get a reward.  If you currently have less than five 
    fairies, the captured fairy will appear in your Fairy Deck.  If your 
    Fairy Deck is full, the captured fairy will be sent to London.
    
          Once you are able to capture a fairy, the fairy’s fight tactics 
    will change.  The fairy will usually start firing off spells as fast as 
    possible at you.  It will also eventually make a run for the exit.  What 
    the fairy is trying to do is escape getting captured.  By firing spells 
    off at you rapidly, the fairy can keep you away and exhaust his or her 
    mana supply.  Once the mana supply is gone, a few more shots will defeat 
    the fairy, thus allowing it to escape.
    
          Since it takes fewer shots to capture a fairy than to defeat it, 
    sometimes it is easier to try to capture the fairy.  This is especially 
    true at the beginning of the game, when your fairies are not very strong 
    and your deck does not have much variety.
    
          When you capture a fairy, it will lose a substantial amount of 
    experience.  Any fairy below level six will become level 0.  A fifty 
    level Dark fairy I captured at the end of the game was level 16 when I 
    got back to London. No matter what level I capture a fairy at, I’ve 
    never ended up with the caught fairy’s level greater than 16.  In other 
    words, you will always have a bunch of work to do to train a fairy you 
    captured so that it has a decent experience level.
    
          On a final note, you may not want to bring out a fairy that is 
    strong against the fairy you intend to capture, especially if you target 
    has a low experience level.  If you aren’t careful, you may end up 
    defeating the fairy instead of capturing it.
    
    *******************************************
    **** Battle Results Winning and Losing ****
    *******************************************
     
          A fairy duel will end if you capture the wild fairy, lose all your 
    fairies or defeat all of the opponent’s fairies.  If you capture or 
    defeat the opposing fairies, all your fairies that participated in the 
    battle will gain experience.  You will gain the same experience for 
    capturing or defeating your opponent.
    
          If all of your fairies are defeated, the game will automatically 
    restore your game.  When the game is restored, you (Amy) will appear at 
    the entrance to the level, exactly as you were the last time you saved 
    or when you entered the level, which ever occurred most recently.
    
          If you capture a fairy in battle, you will have the option to 
    actually follow through with the capture or release the fairy.
    
          If you release a fairy or defeat a fairy, you will get a reward.  
    The reward will be either some fairy coins or a bag.  The bag will 
    contain one healing potion, Healing Herbs, or Medicine.  Sometimes 
    defeating some Fairy Masters or winning some fixed battles will not give 
    you a reward.  Winning these battles may simply open up a blocked path 
    or give you some nice experience.
    
          If you earn enough experience in battle, one or more of your 
    fairies my gain a new level.  When a fairy gains a new level, the fairy 
    will gain more Life Points and increase his or her chance to get a 
    Special attack.  Other fairies will additionally gain more jump energy 
    and / or additional movement speed.  The Life Points are the number of 
    hit points your fairy gains.  The Special skill refers to the chance of 
    making a critical hit.  The numbers for making a successful Special 
    attack, along with the Jump energy and movement speed are hidden inside 
    the game.  Because of this, these numbers really don’t have much 
    meaning, other than knowing your fairy is improving.
    
          If certain fairies gain a special level, they have the opportunity 
    to evolve to another fairy.  When this happens you will get a message 
    informing you that a fairy is evolving.  You will have a chance to 
    cancel the evolution, if you want to keep your old fairy.  When a fairy 
    evolves, it will get a new base hit point, dexterity, jump strength and 
    special attack percentage, as well as a new look.  The new fairy will 
    also have a different combination of offensive and passive capabilities.  
    The newly evolved fairy may not be able to use all of the spells that it 
    used before evolution.  For a list of which fairies evolve to what forms 
    when, see The Fairies section at the end of this document.
    
    **************************
    **** The Fairy Arenas ****
    **************************
    
          There are eleven standard arenas in the game.  The artwork used 
    for the arena, the background and the sky are dependent on the type of 
    fairy you are attacking.  If you are attacking a Water fairy, you will 
    see water textures and if you are attacking a Stone fairy, you will see 
    rock and cave textures.  Although the textures are different, the arena 
    basic layouts are the same.
    
          The details on the arenas are somewhat different depending on the 
    type of fairy you are fighting.  The placement on the exit and some of 
    the floating discs may be different for different fairy types.  The 
    placement of these things will always be the same for every fairy you 
    attack with the same type.  For example, with “The Spiral” arena, if you 
    are attacking an Air Fairy, the exit is on a disc that is located just 
    off the highest coil.  When you fight a PSI fairy in “The Spiral”, the 
    Air Fairy’s disc is missing and a new disc with the exit is located 
    about half way down the spiral.  Some of the tile sets will also replace 
    some of the pillars with statues.
    
          There are a couple of exceptions to this rule.  Some fairy types, 
    such as Nature fairies, have multiple texture sets.  Nature fairies have 
    both forest and swamp textures.  The arena layout for the forest texture 
    is always the same, but might be different than the layout for the swamp 
    texture.  Also, sometimes certain fairies will share the same tile-set 
    for an arena, such as the Energy and Dark fairies.
    
          The eleven arenas are grouped into the three sets of three or four 
    arenas.  Each of the sets roughly corresponds to a level range of the 
    opposing fairy.  The Low Level arena set is used if opposing fairy is 
    level 0 through 20, the Mid Level arena set is used for levels 21 
    through 40, and the High Level arena set is used for all levels above 
    40.  These arena levels correspond to the lowest type of Sphere required 
    to catch the opposing fairy.  You need a Silver Sphere to catch a fairy 
    in the Low Level arena, a Golden Sphere for a Mid Level arena fairy and 
    a Crystal Sphere for the High Level arena fairy.  There are some 
    exceptions to this as well.  Sometimes a fairy’s level is close to 
    another the cutoff for a higher of lower set, you may end up fighting a 
    fairy in an arena for the border set.
          
          Also, some of the fairy types, like stone, PSI, and Chaos, add 
    flames and torches to the arena.  This fire isn’t just there for looks.  
    If your fairy touches the flame, you will instantly lose your fairy.  
    You have to watch for this, because some of the arenas will start you 
    pretty close to a flame.  If you aren’t careful, you could fall into the 
    flame.
    
          As far as I know, the arena layouts don’t have any particular 
    name.  I’ve given them names to make referring to them easier.  I’ve 
    tried to come up with a logical name based on a predominate feature of 
    the arena.  I’ve listed all of the places that I’ve found the exits or 
    other key features.  I probably haven’t tried every fairy type in every 
    arena, so I might have the exact exit location listed for your current 
    arena.  This is definitely true of the High Level arenas, since I 
    haven’t played in those very often.
    
    **** Low Level Arenas **** 
    
          The Low Level Arenas all have a relatively simple structure.  They 
    consist of one giant square base with large stone structures on top.  
    There are no gaps or openings in the Low Level arenas.  Some of these 
    arenas do have floating disc platforms one the edges of the map.  Your 
    fairy can still fall to its death by going over the edge of the map, so 
    you do always have to be aware of where all the time.
    
          Overall, navigating the Low Level Arena maps is fairly easy.  As 
    long as you don’t get too close to the opposing fairy, you can usually 
    find cover.
    
          You will fight in the Low Level Arenas pretty much exclusively 
    until you reach Dwarf’s Tower.  After Dwarf’s Tower, you will rarely 
    fight in a Low Level Arena, unless of course you go back to some of the 
    beginning areas.
    
          **** The Cross ****
    
    Description:
    
                I could probably call this arena the plus sign as well, but 
          I like “The Cross” better.  Anyway, this arena consists of a 
          square base with two walls.  Each wall goes from the middle of one 
          side to the middle of the opposite side.  This forms a cross or 
          plus sign in the middle of the arena.  There is a pillar in the 
          center of the cross.  There are openings cut into the sides of the 
          wall that connect the four square areas created by the cross.  
          These openings allow you to move completely around the map will 
          staying on the lowest level.
    
          On each of the four corners there is a pillar.  There may be 
          some type of flame on top of these pillars.  If your fairy walks 
          through the flame, your fairy will be instantly killed.
    
    Exit (Light) Locations: 
    
          The Exit is on top of the center.
    
    Tips: 
    
                I usually just run around on top of the cross.  You can use 
          the pillar in the middle to hide from the opposing fairy.  Running 
          around on the base of the arena works fine too.  I personally find 
          it a little easier to dodge or hide from the opposing fairy’s 
          shots while on the top of the cross.
    
    Extra Notes:
    
    None
    
          **** The Crosses ****
    
    Description:
    
                “The Crosses” is a map with three plus signs stacked on top 
          a square base.  The plus signs get narrower and shorter as then 
          progress up off the base.  On top of the highest plus sign is a 
          pillar.  There are four floating platforms just off the map, one 
          off each end of the cross.
    
    Exit (Light) Locations:
    
                The Exit is either on top of the center pedestal or one of 
          the side pedestals.
    
    Tips:
    
                This arena plays almost identically to “The Cross”.  Again, 
          I usually stay on or close to the top.  This level is a little 
          easier than “The Cross”, because it’s easier to dodge the opposing 
          fairy’s shot.  If you are on the top, you can usually drop down 
          one level and avoid any incoming shot.  I think staying above your 
          opponent is the key to this level. If your opponent is one the 
          ground and you are at the top of the highest cross, your opponent 
          has nowhere to hide, while you simply back up to hide.
    
    Extra Notes:
    
          None
    
          **** The Gazebo ****
    
    Description:
    
                “The Gazebo” has a square base with a slightly smaller 
          square level above the base.  There are walls that come down off 
          the four corners of the higher square, connecting it to the base. 
          This provides a semi-enclosed area below the higher square.  There 
          is a small square opening in the middle of the higher level.  
          Above this is opening is a pyramid roof.  This roof is supported 
          by eight columns, two in each corner.  There is sometimes a flame 
          in the middle of the pyramid roof.  The flame will kill your 
          fairy, it your fairy tries to walk through it.
    
                There are four floating discs on this map, one just of the 
          middle of each side of the base square.  You usually start above 
          one of these discs and your opponent usually starts above the disc 
          to your right.
    
                This probably isn’t a good name for this arena, but for some 
          reason, it reminds me of a gazebo.
    
    Exit (Light) Locations:
    
                The exit is usually on one of the two empty discs or on top 
          of the pyramid roof.  (That is, one of the two discs that neither 
          you nor the opposing fairy start over.) 
    
    Tips:
    
                I usually try to stay on the top level of this map, but I 
          can’t always do that.  I don’t feel like I have as much control 
          when I’m on the bottom level on this map.  It is harder to time 
          your shots, if the other fairy is hiding behind one of the corner 
          walls.  You don’t know if the fairy will still be there when you 
          turn the corner or if they’ve move somewhere else.  
    
                You can usually get a quick shot off at your opponent before 
          you move off your disc at the beginning of the game.  Doing so, 
          however, sometimes means that you will spend the fight of the game 
          on the lower level.
    
    Extra Notes:
    
                The pillars, supporting the pyramid roof, are not big enough 
          to block the opposing fairies shot.  Just because you hide behind 
          one of these doesn’t mean you are safe.  If you really need to 
          hide, put the pyramid roof between you and the opposing fairy.
    
    **** Mid Level Arenas **** 
    
          The Mid Level Arenas all have a more complex structure than the 
    Low Level Arenas.  There are some openings on the floor of map.  In some 
    of the arenas, you may have to travel over some openings in the ground 
    before you can reach your opponent.  Since there are more structures in 
    Mid Level Arenas than the Low Level ones, it is easier to hide 
    temporarily from the opposing fairy or fairies.  You need to check your 
    Jump Energy before attempting to cross some of the openings.  You need 
    to make sure you have enough strength to cross the gap before you start, 
    otherwise you risk losing your fairy.
    
          Overall, navigating the Mid Level Arena maps is fairly still 
    pretty straightforward, with “The Spiral” being the one exception.
    
          You will fight in the Mid Level Arenas more often than the two 
    other levels combined.  These arenas are fun to fight in, so seeing them 
    many times does not get boring.
    
          **** The Coliseum ****
    
    Description:
    
                “The Coliseum” arena is a large stone circle, with the big 
          opening in the center.  There are two rings of walls, giving three 
          different circular avenues for your fairy to move.  The ring walls 
          also have breaks at regular intervals, allowing you to traverse 
          the entire map without Jumping.  There are pillars on top of the 
          walls and stone obelisks on each side of each opening in the wall.
    
    Exit (Light) Locations:
    
                The exit to “The Coliseum” is always in the center of the 
          map.  There is a large amount of empty space between the exit and 
          the end of the inner edge of the ring.  Make sure you have enough 
          Jump Energy to reach the exit, if you decide to use it.
    
    Tips:
    
                I usually jump up a wall at the start of the match.  If I 
          have a slow charging spell, I will hide next to the wall to start 
          charging the spell.  Once I’ve got the spell charged about half 
          way, I’ll fly / jump high above the level until I get a clear shot 
          at the other fairy.  Once I shot, I try to land near the opposing 
          fairy, to finish her or him off.  Sometimes it is hard to hide on 
          this level because there are so many different angles the opposing 
          fairy can use to get to you.
    
    Extra Notes:
    
                If you shoot a fairy on across the center opening and that 
          fairy is near the inner wall, most of the coins you can get will 
          fall into the center opening.  If you are interested in collecting 
          coins, you might want to change your angle somewhat to have the 
          coins land in a different location.
    
          **** The Spiral ****
    
    Description:
    
                “The Spiral” is a very unique arena.  It consists of two 
          spirals joined at the top and the bottom.  The inner spiral takes 
          a gradual drop down to the lowest point.  The outer spiral falls 
          much faster, making it harder to use effectively.  The outer 
          spiral is useable for about the half of the top and bottom levels.  
    
                The coils of each spiral are rounded instead of the normal 
          square land.  Coins and sometimes you have a tendency to slide off 
          the coil, to the next level or off the map.  The bottom segment of 
          both coils is so round that it is difficult to stand on.
    
                In the center of the coils is a long mesh cylinder.  While 
          you can somewhat see through this cylinder, you cannot shoot 
          through it.  Also, there are some points where the cylinder is so 
          close to the inner edge of the inner cylinder that your fairy 
          cannot fit between them.  If you want to drop to a lower level and 
          the cylinder is blocking you, you need to move farther up or down 
          the spiral and try again.
    
                There is usually one or more floating discs just beyond the 
          outer coil.  
    
    Exit (Light) Locations:
    
          The exit location is located on one of the floating discs.
    
    Tips:
    
                This is probably my least favorite level out of all of them.  
          It’s difficult to collect any coins because they rarely stay still 
          and they have a tendency to fall off of the map.  If the other 
          fairy starts to run away, it is difficult to line up another shot, 
          because of the mesh cylinder.  If the other fairy gets ahead of 
          you, it’s hard to catch up to get a clear shot.  You can try to 
          cut off the other fairy by falling or rising up to the next level, 
          but some times you don’t have enough room to get through.  I’ve 
          gotten better at this level, but I use to waste a lot of shots 
          because I couldn’t get a clear lie on the other fairy.
    
                Once the opposing fairy reaches the bottom of the spiral, he 
          or she will normally turn around and start running up the spiral 
          again.  You can usually just wait for them to come back instead of 
          chasing them all the way to the bottom.  The one exception to this 
          is if you’ve got the “Capture the Fairy” message flashing on your 
          screen and the exit is on the lower disc, the other fairy may run 
          to the bottom of the spiral and escape.  You better hope you can 
          catch up if the other fairy is trying to flee.
    
    Extra Notes:
                
                The mesh cylinder in the middle of the map seems to be a 
          coin magnet.  If a coin touches the mesh, the coin gets stuck. If 
          you leave the coin long enough, it will get sucked into the center 
          of the cylinder and fall to the bottom.  Once the coin is inside 
          the cylinder, you won’t be able to collect it.
    
          **** The Three Platforms ****
    
    Description:
    
                This arena is built on three different bases.  Two of the 
          bases are mirror images of each other.  They both have a large 
          column in the middle and smaller columns on two their four 
          corners.  The third base holds a large arch. There is also a large 
          column floating in the space between the two identical sections.
    
    Exit (Light) Locations:
    
                The exit is either on top of the arch or on one of the 
          columns.
    
    Tips:
    
                This is a pretty open arena.  While you can hide behind the 
          arch or the large columns, you can’t stay hidden for very long.  
          Usually most battles end up moving around one of the three 
          sections.
    
    Extra Notes:
    
          None
    
          **** The Building Blocks ****
    
    Description:
    
                I can’t really think of a better name for the arena, but 
          this really doesn’t describe the level well.  This level is made 
          on one large square.  There is a square hole cut out in the middle 
          of the arena.  There’s a disc floating over this hole.  The arena 
          surface is broken up with a bunch of large blocks.  There are two 
          big arches on opposite corners of the map.  There is also one 
          floating disc and one pillar outside of the main square.  There 
          may be another floating disc outside the main level as well, 
          depending on the opposing fairy.
    
    Exit (Light) Locations:
    
                The exit is either on the disc in the center of the map or 
          on one of the disc or pillars that are not connected to the base 
          of the arena.
    
    Tips:
    
                This level is one of the easiest for you to hide.  It’s also 
          one of the easiest to lose track of where the other fairy is 
          located.  If you are trying to hide and you lose track of the 
          other fairy, it’s probably going to be sneaking up behind you.  
          Overall, this is a pretty basic level where all of your tactics 
          should work.
    
    Extra Notes:
    
          None
    
    **** High Level Arenas **** 
    
          Most of the High Level Arenas have a relatively complex structure.  
    They usually consist of a series of small platforms scattered over the 
    map.  There are usually more gaps than solid land of these maps, with 
    one exception.
    
          Overall, navigating the High Level Arena maps is fairly 
    challenging.  If you get hit in mid flight with a frozen (you can’t move 
    except up or down) or an Eliminate Jump Energy spell, you could be in 
    trouble.
    
          You will rarely fight in the High Level Arenas.  You will face a 
    few set battles in these arenas.  Also a number of the battles in the 
    final map piece happen in these arenas.
    
          **** The Castle Turrets ****
    
    Description:
    
                This level has three medieval castle turrets on separate 
          pieces of land.  The castle turrets are hollow in the middle with 
          opening on the bottom.  The bottom openings face the other 
          structures on the map.  In between the three islands with the 
          turrets are a series of platforms and other small floating 
          structures.  There’s a large structure in the middle of the map 
          that has several different platforms around a columnar base.
    
    Exit (Light) Locations:
    
                The exit is located on one of the floating discs in the 
          middle of the map or on the lowest level of the structure in the 
          center of the map
    
    Tips:
    
                Be very careful flying around in this level.  If you run out 
          of Jump Energy, you could be in big trouble. Most of the fights I 
          have in this arena end up with me and the other fairy circling 
          around the base of one the turrets.  Hopefully, by the time you 
          are fighting in this level, you have a fairy with a lot of Jump 
          Energy.
    
                This level is fairly open, so it can be challenging at times 
          to hide.  At other times, the turrets are so big that it can be 
          hard to find the other fairy before your current spell overloads.  
          Unless you are fighting with a bad combination of fairies, this 
          can be a fun level.
    
    Extra Notes:
    
                Falling into the top of a turret can be a good way to get of 
          the immediate danger.  However, once you are at the bottom of the 
          turret, you are somewhat cornered.  I would try to get away from 
          the inside of the turret as quickly as possible.
    
          **** The Roofed Platforms ****
    
    Description:
    
                This level has no large chunk of solid land.  Instead this 
          level has a bunch of floating platforms.  A number of these 
          platforms have a large cylinder in the middle supporting a cone 
          shaped “roof”.  The other platforms are discs with a small column 
          in the middle.  The platforms are scattered about in varying 
          intervals and heights.
    
    Exit (Light) Locations:
    
                The exit is located on one of the floating discs or onto of 
          one of the columns.
    
    Tips:
    
                Fights on this level will usually bounce from one platform 
          to the other.  Fighting around the cone shaped roof works pretty 
          well.  Since there is so much open space, make sure you carefully 
          watch your Jump Energy.  Running out of Jump Energy when you are 
          not on one of the platforms is usually fatal.
    
    Extra Notes:
    
          None
    
          **** The Spindle ****
    
    Description:
    
                There is a giant spindle like structure in the center of 
          this arena.  (A spindle is a tapering rod or stick.)  There are 
          several circular platforms centered on the spindle.  Around the 
          main structure, there are a series of discs with a short pillar in 
          the middle.  These pillared discs spiral around the spindle 
          structure.
    
    Exit (Light) Locations:
    
                So far, I’ve only found the exit on top of the lowest 
          pillared disc.
    
    Tips:
    
                Fights on this arena feel pretty similar to those on “The 
          Roofed Platform” arena.  So much so, that I didn’t realize that 
          these were two separate arenas for quite some time.  While the 
          fights in “The Roofed Platforms” involve hopping from one platform 
          to another, most fights on this level involving flying up and down 
          the spindle.  Running out of Jump Energy in this arena in not 
          quite as critical as it is in “The Roofed Platforms”.
    
    Extra Notes:
    
          None
    
          **** The Dome ****
    
    Description:
    
                To me, “The Dome” is a pretty easy arena for being in the 
          High Level Arena ground.  There are no gaps on this level and no 
          real complex structures.  
    
                The level consists of a large dome on top of a solid square 
          base.  There are four holes near the top of the dome.  There are 
          also entrances on for sides of the dome, at the base.  Inside the 
          dome, right in the middle, below the opening in the top, is a 
          block structure.  The shape of the structure changes depending on 
          the tile set being used.
     
    Exit (Light) Locations:
    
                I’ve always found the exit to be on the block right on top 
          of the dome.
    
    Tips:
    
                This level is fairly easy.  There really aren’t that many 
          places to hide; though by the time I started fighting these 
          fights, I really didn’t need any hiding places.  Most fights 
          involve the fairies running along the outside of the dome.  It 
          gets really tight inside the dome, so I would avoid going in 
          there, if possible.
    
                I say I didn’t need hiding places when I got to this level 
          because I already had a balanced deck.  I was always bringing out 
          strong fairies against weak opponents, so I would never take much 
          damage.  Most of my fairies were strong enough that they could 
          take a few hits without being at risk.
    
    Extra Notes:
    
          None
    
    ************************************************************************
    ***************************** WALKTHROUGH ******************************
    ************************************************************************
    
          There are two extremes you can take to play this game.  You can go 
    through the game trying to get a complete fairy collection or you can 
    try to get the best possible set of fairies.  These approaches are 
    somewhat the opposite of each other.  
    
          If you are trying to get complete your fairy collection, you need 
    to spend your time evolving fairies to their highest form.  For most 
    fairies, you can easily catch the lower and middle evolutionary forms, 
    but you can not catch the highest form.  To get the highest form, you 
    have to advance the lower fairy form up in levels until it evolves.  
    Since there are many fairies you need to do this with, usually as soon 
    as you evolve your fairy to the highest level, you would trade that 
    fairy for another fairy.  This always leaves you will a fairy deck that 
    is not the strongest deck you can make.
    
          The other approach is to build up the strongest deck possible.  
    With this approach, you would take your strongest fairy and keep 
    improving it.  You may not evolve your fairies to higher forms, because 
    the higher forms are not always stronger than the lower forms.  You 
    would still need to swap out your fairies when you get a better fairy 
    type, but you would not be trading fairies very often.
    
          Probably the best approach is somewhere between these two 
    extremes.  For the most part, in this walkthrough, I was only interested 
    in getting a complete fairy collection.  I would regular retire my 
    strongest fairies for a fairy that I needed to evolve.  This did make my 
    game harder, but it allowed me to pretty complete my fairy collection 
    before I finished the game.
    
          Some other notes about the walkthrough: I noticed after I started 
    making this walkthrough that some of the various Fairy Masters’ fairies 
    are randomly selected.  So after a certain point in the walkthrough, I 
    stop telling what fairies a particular Fairy Master owns.  
    
          Also, I got tired of writing down every single Fairy Coin’s 
    location in the game.  I still give the location of the item bags, but 
    I’ve stopped reporting the Fairy Coin locations.  Most of the time, it’s 
    pretty easy to find the coins.
    
    ************************************************************************
    ****************************** PROLOGUE ********************************
    ************************************************************************
    
          The game starts with Amy in her house in London.  A strange 
    Goblin, Rafi, appears holding a chest.  He runs up to the attic, leaves 
    the box and disappears.  Amy hears Rafi and decides to investigate.  
    Instead of going up to the attic where the noise stopped, she decides to 
    go downstairs when the noise started.  Hopefully Amy will act a little 
    more intelligently when you are controlling her.
    
          There’s nothing to really do in London.  You can look out the 
    window and enjoy the view of London.  You can look in Amy’s room if you 
    want.  Notice she’s got a computer and a TV in her room but her mom 
    doesn’t have anything but a dresser and a bed.  Once you get bored 
    looking around the house, go up to the attic.  Amy will notice a chest 
    on a bookshelf. (This has got to be the cleanest attic I’ve ever seen.)  
    Open the chest and you will get the “Rune of the Fairy Garden”. Click on 
    the rune and you will be magically transported to Zanzarah.  (You can 
    press the F2 key at any time to get to the rune menu.)
    
    ************************************************************************
    ********************** PART 1 – FINDING A FAIRY ************************
    ************************************************************************
    
          You start your journey in Rafi’s cave, inside the Fairy Gardens.
    
    *********************
    **** Rafi’s Cave ****
    *********************
    
          Items Available:
                Medium Healing Potion – on a rock outside of the cave
                
          Wild Fairies:
                In the big tree: Blumella and Worgot
                In the pond: Tadana
    
          Exits:
    
                Exit to Endeva, Village of the Fairies
                Exit to FG-7, blocked by a boulder
    
          Characters: 
                Rafi, the Goblin - Rafi will always tell you about your next 
                quest.
    
          Notes: 
                There’s a flying book you can read that briefly describes 
                the plot up to the current point.
      
          Note 2: 
                I only get wild fairies in this level if I first summon a 
                Water fairy with the Ocean Conch, which you don’t have yet.
    
          As you exit the cave, Rafi will talk to you.  He will ask you a 
    question.  The correct answer probably should be “Yes”, but it is 
    irrelevant what you pick. He will give you the Fairy Bag.  This will 
    give you access to your inventory when you press F5.
    
          If you talk to him again, he will tell you to get a fairy.  He 
    says you can find one in Endeva.  That’s where we’re going next.  Grab 
    all of the items and read the book before you go.  (There’s only one 
    exit you can take right now.)
    
    ******************************************************
    **** Endeva, Village in the Garden of the Fairies ****
    ******************************************************
    
          Items Available:
                Small Healing Potion – behind Rufus’s house, near the stream
                Silver Sphere – behind the Tavern, on the stream side
                      
          Wild Fairies:
                None
    
          Exits:
                Exit to Rafi’s Cave
                Exit to Fairy Garden, FG-1, blocked by Lucius, Guardian of 
                      the Pixies
                Exit towards the Enchanted Forest, FG-6, guarded by Seamus 
    
          Characters: 
                Owl – tells you about the Fairy Trainer
                Elf – Fairy Trainer of 1 level 0 Sillia
                Lucius, the Guardian of the Pixies (temporary)
                Seamus (temporary)
    
          Notes:
                Rufus’s house – initially locked
                Herb Shop 
                Tavern
    
          Talk to all of the characters and collect all of the items.  Talk 
    to the owl twice.  The Fairy Trainer will tell you to talk to Rufus to 
    get a fairy.  Seamus will tell you to get a Pixie Collecting Bag.  A 
    random elf will tell you he lost a Silver Sphere in the village.  If you 
    talk to him again, he will tell you to capture the pixies.  When you 
    talk to Lucius, he will tell you to see Rufus in the tavern to get a 
    fairy.  Facing away from Lucius, go into the house on your left.  This 
    is the Herb Shop.
    
    **** Herb Shop ****
    
          Items Available:
                Mana Potion – on the floor of the shop
                Small Healing Potion – on the floor of the shop
    
          Characters:
                Shopkeeper – won’t sell you anything until you capture the 
                      Pixie
    
          Notes:
                The first pixie is running around in the shop.
    
          We can’t do much in the shop right now, since the shop is closed.  
    We couldn’t buy anything anyway because we don’t have any money (Fairy 
    Coins).  Just steal all of the items and leave.  Remember what the 
    Pixie’s laugh sounded like.  All Pixies’ laugh the same way.  Whenever 
    you hear this laugh, you will know a Pixie is nearby.
    
          Exit the Herb Shop and enter the tavern.  The tavern is to the 
    left of the Herb Shop, straight across from Lucius.
    
    **** Tavern ****
    
          Items Available:
                2 Healing Herbs – in the casket / chest on the end of the 
                      bar
    
          Characters:
                Rufus, the Fairy Master
                Female Elf – gives you some basic information
                Elves playing poker
    
          Notes:
                If you annoy the elves playing poker, sometimes they will 
                give a Fairy Coin to go away.
    
          Talk to Rufus, answer “Yes” and he will give you a key to his 
    house, “Rufus’ House Key”.  Exit the Tavern and go to Rufus’ house.  His 
    house is the one with the big lock on the door.  When you approach the 
    house, the door will automatically unlock.  Enter Rufus’ house.
    
    **** Rufus’ House ****
    
          Items Available:
                Rune of Return – that’s the stone with the blue lights 
                      bubbling off of it
                2 Medium Healing Potions – in the chest / casket on the back 
                      windowsill.
    
          Fairies Available:
                Sillia, a Nature Fairy
                Tadana, a Water Fairy
                Grem, a Stone Fairy
    
          Notes:
                      There are three fairies in this room.  You must chose 
                one of the three to be your starting fairy.
    
          Ah, decisions decisions.  You can click on each of the three 
    fairies to get a quick description of the fairy.  If you select “No” you 
    won’t pick the fairy.  You can check as many times as you want before 
    you press “Yes”.
    
          Deliberate all you want, but your choice really doesn’t matter. 
    The first three fairies you will catch will be a Nature, Water, and 
    Stone fairy.  You will definitely get a Tadana as your first Water 
    fairy, but you won’t catch a Sillia or a Grem as your first Nature 
    Fairy.  
    
          Sillia is the easiest fairy to start with, but Sillias are one of 
    the easiest fairies to catch later in the game.  Sillias are fast with 
    pretty a quick firing spell, though not quite as fast as Tadana’s spell.  
    Sillias have more hit points than the Tadana.  
    
          The Tadana Water fairy is also an easy fairy to start out with.  
    The Tadana has the fast firing spell and has a slightly better chance to 
    get Critical Hits than the Sillia. For the most part, the difference 
    between the Tadana and the Sillia are negligible at the beginning.  Even 
    though the starting message says you may have some tough fights with a 
    Water fairy, you should be able to catch another fairy longer before you 
    could have troubles with the Water fairy.
    
          Grems are slower and have much slower firing spells.  The Grems’ 
    spells do a lot more damage when they first charge up, though.  The Grem 
    is probably the hardest fairy to start with.  If you don’t hide from the 
    other fairy while your spell charges up, your Grem will be hit by 
    several spells before it has a chance to shot one spell.  
    
          When I first played the game, I chose a Grem.  For this 
    walkthrough, I picked a Tadana.  I picked the Tadana because I thought 
    it was harder to find Water fairies than any other fairy type in the 
    game.  Playing the game this time through, I didn’t have any troubles 
    catching Water fairies.  I’ve only found one wild Grem in all of the 
    games I’ve played.  If you want to complete your fairy collection with 
    the least amount of difficulty, I would pick the Grem and never evolve 
    it.
    
          Basically, any choice you make will be fine.  For your first game, 
    I’d recommend you pick either the Sillia, but with patience, you will do 
    fine with any of the fairies.
    
          Pick your fairy and leave Rufus’ house.  Go to the Fairy Trainer 
    Elf and fight a few battles.  When you get your fairy to about level 10 
    or 11 and you feel comfortable with the controls in the fairy battles, 
    talk to Lucius.  You won’t get too much experience fighting the 
    trainer’s fairy, so don’t hang around too long.  If you fight too many 
    battles, you won’t have enough mana to fight against the wild fairies 
    you are about to find.  
    
          Lucius tell you to meet him on the other end of the Fairy Garden.  
    He will briefly tell you how to fight with fairies, if you want to know.  
    He will also give you the “Map of the Fairy Gardens”.  You can look at 
    the map by pressing the F4 key.  Then he will leave the entrance.  Time 
    to start exploring!
    
    ************************************************************************
    ************** PART 2 – GETTING OUT OF THE FAIRY GARDENS ***************
    ************************************************************************
    
          To get out of the Fairy Gardens, you have to get the Pixie 
    Collection Bag from Lucius, the Guardian of the Pixies.  To get the bag, 
    you have to travel across the Fairy Gardens.
    
          At the start of this section, I had 1 fairy, a level 10 Water 
    fairy (Tadana).
    
    *****************************************
    **** FG-1, the Garden of the Fairies ****
    *****************************************
    
          Items Available:
                Four Fairy Coins – on a rock
                Fairy Coins x 4 – in a bag behind a tree
                Fairy Coins x 5 – in a bag behind a tree
                Fairy Coins x 8 – in a bag behind a tree
    
          Wild Fairies:
                Nature fairies – Worgot and Blumella
                Stone fairy - Vesbat            
          
          Exits:
                Exit to Endeva, Village in the Fairy Garden
                Exit to Fairy Garden, FG-2, blocked by Elf Fairy Master 
                      (temporary)
    
          Characters: 
                Owl – tells you fairies come out of prominent objects on the 
                      map.  He also tells you that you can avoid wild fairy 
                      fights, which isn’t always true.
                Elf – a Fairy Master – has a level 0 Worgot and a level 2 
                      Sillia.
    
          Notes: 
                There are two pixies running around this map.
    
          Try to capture your first wild fairy on this level.  If picked a 
    Stone Fairy, try to capture a Nature fairy.  If you pick Nature Fairy, 
    try to capture a Stone Fairy.  If you picked a Water Fairy, pick 
    whichever fairy type you want.  Don’t waste your Sphere getting a 
    Blumella though, since Blumellas will never evolve to another fairy 
    type.  If you are going to capture a Nature Fairy, capture a Worgot.  
    The Worgot is a better Nature fairy than the Blumella anyway.
    
          Every time you fight one wild fairy, all of the other wild fairy 
    locations reset.  You won’t always get a wild fairy at each spawn point.  
    Sometimes the fairies are sleeping.  Later in the game you can find an 
    item that will wake sleeping fairies.  You can continually run around 
    the level, spawning fights to you get the fairy you want.  Make sure you 
    train your captured fairy up a few levels, since it will probably be 
    level 0 when you capture it.  (Use the Fairy Trainer in Endeva, if you 
    need help training your fairy.  I trained my fairy up to level 8 before 
    I continued.)
    
          To leave this level, you have fight against your first Fairy 
    Master.  When you beat him, he will give you two mana potions.  He will 
    leave opening the way to more of the Fairy Gardens.  Go to the next 
    area.
    
    *****************************************
    **** FG-2, the Garden of the Fairies ****
    *****************************************
    
          Items Available:
                Fairy Coins x 7 – in a bag near the waterfall
                Medium Healing Potion – near the owl
                Small Healing Potion – on top of a stone
                Silver Sphere – under a tree, guarded by a level 9 or 10 
                      Nature Fairy.
    
          Wild Fairies:
                Nature fairies – Worgot and Blumella
                Stone fairy – Vesbat
                Water fairies (summoned with Ocean Conch) - Cera            
    
          Exits:
                Exit to Fairy Garden – FG-1
                Exit to Fairy Garden – FG-3
    
          Characters: 
                Owl – tells you about the Fairy Spheres.
                Female Elf – tells you about the fairy guarding the Silver 
                      Sphere.  Once you defeat the fairy, she will trade you 
                      a Tadana for a Silver Sphere.
    
          Talk to the elf and she will tell you about the fairy guarding the 
    Silver Sphere.  Save your game and prepare to fight your first 
    challenging battle.  You are going to be attacked by a level 9 – 11 
    Symgot or Lana Nature Fairy.  The battle is challenging because, most 
    likely, your fairies aren’t very strong right now.  This Nature fairy 
    will also probably have some protection spell that makes your attacks 
    less effective.  Do your best and if you lose, gain a few more levels 
    and try again.  Remember to save before you fight this battle, so you 
    won’t lose any experience you’ve gained.
    
          Once you’ve defeated the fairy, you can get your second Silver 
    Sphere.  Use this Sphere to get the fairy type you don’t have.  If you 
    don’t have a Water fairy, trade your Sphere with the elf to get a Tadana 
    Water fairy.  Train this new fairy up to level 8 before continuing.  You 
    should have a Nature, Water, and Stone Fairy before you exit to the 
    Cottage, two levels from here.
    
    *****************************************
    **** FG-3, the Garden of the Fairies ****
    *****************************************
    
          Items Available:
                None
    
          Wild Fairies:
                Nature fairies – Worgot and Blumella
                Stone fairy - Vesbat            
                Water fairies (summoned with Ocean Conch) – Goop, Tadana
    
          Exits:
                Exit to Fairy Garden, FG-2
                Exit to Cottage
    
          Characters: 
                Lucius, the Guardian of the Pixies (temporary) – Lucius will 
                      give you a Pixie Collection Bag when you talk to him.
    
          Notes: 
                There are two pixies running around this map.
    
          If you haven’t gotten your third fairy yet, you should be able to 
    get it here.  Talk to Lucius to get the Pixie Bag.  Capture the two 
    pixies then follow Lucius to the Cottage.  You usually have to corner a 
    pixie to capture it.  As soon as you get close enough to a pixie, Amy 
    will automatically grab it.  You will get a brief flash of have some 
    number of pixies out of thirty every time you catch a pixie.  There are 
    thirty pixies total to catch in the game.
    
    *********************
    **** The Cottage ****
    *********************
    
          Items Available:
                Small Healing Potion – to the left of the level’s entrance
                Medium Healing Potion – to the left of the level’s entrance
                Small Healing Potion – to the left of the level’s entrance
                4 Fairy Coins – behind the cottage
    
          Wild Fairies:
                None
    
          Exits:
                Exit to Fairy Garden, FG-3
                Exit to Fairy Garden, FG-4
    
          Characters: 
                The scarecrow – defeat the three Chaos fairies for him and 
                      he will recharge all your fairies’ mana for free.
    
          Notes: 
                This level is the destination of the Cottage rune.  Lucius’s 
                      cottage is here.
    
          Collect all of the items on the level, but don’t talk to the 
    scarecrow yet.  Enter the cottage.
    
    **** The Cottage ****
    
          Items Available:
                Silver Sphere – in the chest / casket on the stool
    
          Exits:
                Exit to the Cottage
                Exit to the Pixie Collectors cellar (locked)
    
          Characters:
                Lucius – gives you rewards for every five pixies you catch
                Magic Merchant – creates offensive and defensive spells for 
                      Nature, Water, and Stone fairies.
    
    
          Get the Silver Sphere and talk to Lucius if you want.  He won’t 
    tell you anything useful.  We’re here to buy spells.  Use the Magic 
    Merchant to buy spells for your fairies.  Make sure you get at least the 
    Nature passive spell of “Birch Skin” from the Magic Merchant.  “Falling 
    Tree” is also a very useful Nature spell to get.
    
          Give your Nature fairy “Birch Skin” and the most damaging Nature 
    spell you can equip, either “Falling Tree” or “Razor Blade”.  Give your 
    other two fairies better spells as well.  Set your Nature fairy as the 
    first, active fairy, then exit the Cottage.
    
          Talk to the scarecrow and answer “Yes”.  (This text is poorly 
    translated.  Answering yes means you want to help the scarecrow, even 
    though that’s really not what the text says.)  Be prepared to fight your 
    first set battle.
    
          Set Battles feature fighting against multiple fairies at the same 
    time.  With this battle, you will fight 3 Chaos fairies.  If you check 
    your Strengths and Weaknesses chart, you will see that Nature fairies do 
    well against Chaos fairies.  As long as you get rid of the Chaos fairies 
    quickly, you shouldn’t have too much trouble with this fight.  Try to 
    position yourself so you can only see one fairy at a time.  Getting hit 
    by all three fairies will quickly weaken your own fairy.
    
          When you defeat the Chaos fairies, talk to the scarecrow again and 
    ask him to replenish your mana.  This will completely recharge all of 
    the fairies’ mana in your fairy deck.  You can get the scarecrow to do 
    this as many times as you want throughout the game.  When you are done, 
    take the exit to FG-4.
    
    *****************************************
    **** FG-4, the Garden of the Fairies ****
    *****************************************
    
          Items Available:
                Silver Sphere – on a rock to the right of the entrance
                Cottage Rune – to the right of the Silver Sphere
                4 Fairy Coins – near the opening in the rock.
    
          Wild Fairies:
                Nature fairies – Worgot and Blumella
                Stone fairy - Vesbat            
    
          Exits:
                Exit to Fairy Garden, FG-5
                Exit to Cottage
    
          Characters: 
                Dwarf (blocked by Prickly Bush)
                Magic Merchant (blocked by Prickly Bush)
    
          Notes: 
                There are two pixies running around this map.  There is an 
          area on this map that is blocked by a Prickly Bush.
    
          Collect the items.  The pixies on this map are rather challenging 
    to get.  They are both near the far exit to this level.  You usually can 
    catch one easily and the other will run under the opening in the rock.  
    You can’t follow the pixie here.  If you walk away from the opening and 
    the exit with your back to the exit and then stop, the pixie will 
    usually run towards you, then towards the exit.  It may take you a while 
    to maneuver yourself into the correct position, but you can do it.  You 
    can then corner the pixie and capture it.
    
    *****************************************
    **** FG-5, the Garden of the Fairies ****
    *****************************************
    
          Items Available:
                Medium Healing Potion – on the ground next to the stone ramp
                8 Fairy Coins – going up the stone ramp.
                3 Fairy Coins – above an Air Eddy (need Air Fairy and Fairy 
                      Card of Air to get coins)
                Healing Herbs – under the large Boulder (need the Fairy Card 
                      of Stone to remove this boulder)
    
          Wild Fairies:
                none
    
          Exits:
                Exit to Fairy Garden, FG-4
                Exit to MW-8, blocked by a Large Boulder
                Exit to the Mountain World, MW-1, blocked by a Prickly Bush
    
          Characters: 
                Owl – tells you about the various obstacles in Zanzarah
                
                Notes: 
                      If you approach the stone to the left of the entrance, a 
                fairy will pop out and point out the sparkling lights behind the 
                plant.  Step into the lights, and 11 Fairy Coins will appear.
    
          Once you grab all of the stuff in FG-5, go back and collect the 
    other Pixies you passed before you got the Pixie Bag.  You should have 
    caught 7 Pixies when you are done.  If you’ve been following this 
    walkthrough exactly, then you are missing two Pixies in FG-1 and 1 in 
    the Herb Shop of Endeva.  When you capture the Pixie in the Herb Shop, 
    buy enough Medium Healing potions so you have at least 12 and enough 
    Herbs so you have 8.  You probably should have a minimum of 12 Mana 
    Potions and 1 or 2 Big Healing Potions.  You should have more than 
    enough Fairy Coins to purchase this by now.  
          
          When you enter Endeva, you will see Rufus standing around.  When 
    you talk to him, he will challenge you to a fairy battle.  He has 2 
    Nature fairies (Sillia, level 3 and Worgot, level 3), and Water fairy 
    (Aquana, level 4).  His fairies should be a lower level than yours are, 
    so you should be able to win fairly easily.  None of his fairies have 
    passive spells and only the Water fairy has an extra offensive spell.
    
          Once you beat Rufus, use the Cottage Rune.  Talk to the scarecrow 
    to replenish your fairies’ mana.  Enter the Cottage and talk to Lucius 
    to get your reward for capturing your first 5 Pixies, 30 Fairy Coins. 
    
          After you get the reward, use the Rune of the Fairy Garden and 
    talk to Rafi.  He will give you a new mission.  He will tell you to go 
    to the Fairy City of Tiralin, then the Goblins’ village of Dunmore 
    
    ************************************************************************
    ************************* PART 3 – TO TIRALIN **************************
    ************************************************************************
    
          At the start of this section, I had 3 fairies, a level 15 Water 
    fairy (Tadana), a level 10 Stone Fairy (Vesbat), and a level 15 Nature 
    fairy (Worgot).
    
          Go to Endeva and talk to Seamus.  He is guarding the only exit you 
    haven’t used yet.  When you talk to him, he gets upset and says he will 
    met you later.  Ooh, foreshadowing...  Go through the exit to the next 
    area, FG-6
    
    *****************************************
    **** FG-6, the Garden of the Fairies ****
    *****************************************
    
          Items Available:
                Small Healing Potion – near the sparkling lights
                2 Fairy Coins – to the left of the entrance
    
          Wild Fairies:
                Nature Fairy - Worgot
    
          Exits:
                Exit to Endeva, village in the Fairy Garden
                Exit to EF-1, leads to Tiralin 
                Exit to EF-3, leads to the Forest in the woods
    
          Characters: 
                None
                
    
          Notes: 
                There are some sparkling lights straight ahead.  If you 
          enter the light, you will get 5 Fairy Coins plus a Small Healing 
          Potion, Medium Healing Potion, Big Healing Potion and a Mana Potion.  
          Take the exit to the left, towards Tiralin.  The area to the right 
          doesn’t lead to any place important yet.  The fairies in this area 
          are generally too tough for your fairies right now.
    
    ************************************
    **** EF-1, the Enchanted Forest ****
    ************************************
    
          Items Available:
                Fairy Coins – to the left of the entrance
    
          Wild Fairies:
                Nature Fairies – Worgot, Lana, Blumella, Corgot
                Stone Fairies - Vesbat
    
          Exits:
                Exit to FG-6, the Fairy Gardens
                Exit to Tiralin West
    
          Characters: 
                Elf – tells you about the Nature fairy’s poison spell.  He 
                      tells you that Medicine will cure poison.  He gives 
                      you one medicine vial.
    
          Notes: 
                There is a Pixie behind the large rock to the right of the 
          entrance.  There are two sparkling lights to the right of the 
          entrance to Tiralin.  These lights will generate a Silver Sphere plus 
          the rocks to reach the Sphere.
          
          Approach the gates to Tiralin.  When you get near the gates, 
    Lasse, the Dwarf, will tell you he is searching for his father, Dwarf 
    Master Quinlin.  He gives you a Book of Fairies, which lets you see 
    information about all your captured fairies.  Press F3 to view the Book 
    of Fairies.  Enter Tiralin West.
    
    **********************
    **** Tiralin West ****
    **********************
    
          Items Available:
                None
    
          Wild Fairies:
                None
    
          Exits:
                Exit to EF-1, the Enchanted Forest
                Exit to Tiralin East
                Exit to EF-5, towards the Ruins in the Forest (locked)
                Exit to Town Hall
    
          Characters: 
                Swamp Goblin – on the fountain – he doesn’t say anything to 
                      you.
                Female Elf – tells you about Swamp Goblins and obstacles.  
                      She mentions that you can’t get to Dunmore, the Swamp Goblins 
                            village anymore by foot.
                Dwarf – offers to sell you three crystals for 5, 7, and 10 
                      Fairy Coins.  After you buy all three, he will give you some 
                information about the Dwarves.
                            
    
          Notes: 
                The archway to the right leads to Tiralin East.  The area 
          through the archway to the left is still part of Tiralin West.
    
          Talk to all three of the characters near the fountains.  Go 
    towards the archway to the left.  When you do, Seamus will appear and 
    challenge you to a Fairy Battle.  (He finally got some fairies.)  He’s 
    got four Stone fairies.  Unfortunately for him, only one of the Stone 
    Fairies has a passive spell.  All of the offensive spells on the fairies 
    are the slow charging “Small Stone” spell.  If you’ve got a half way 
    decent Water and Nature fairy, you should have no troubles taking these 
    fairies.
    
          Continue through the archway to the Dwarf at the far door.  Talk 
    to him.  His name is Eirik and he will challenge you to another fairy 
    battle.  Make sure your fairies are healed from your last battle before 
    accepting.  Eirik specializes in Water fairies.  He has three Water 
    fairies, two Tadanas and one Aquana.  The Aquana is pretty tough, but 
    the other two fairies are easy.  If you defeat him, Eirik will tell you 
    about some perfect fairy combination.  Turn around and enter the 
    building behind you.
    
    **** The Shop ****
    
          Items Available:
                Catacomb Key – in the chest / casket at the top of the 
                      stairs to the cellar.
    
          Characters:
                Elf – get rid of the Pixie in the cellar and this elf will 
                      sell you some unique items.
    
          Notes: 
                There’s a Pixie in the cellar of this building.
    
          Talk to the elf.  The elf will tell you that there is a Pixie in 
    his basement.  Catch the Pixie then talk with the elf again.  Talk to 
    the Elf a second time and you can buy some items from him.  You really 
    don’t need any of these items right now, with the exception of some Mana 
    Potions, maybe.  Don’t spend too much money here, because we’ve got more 
    important things to spend it on soon.
    
          Leave the shop, go back under the archway, and enter Town Hall.  
    It’s the large building on your left, when you walk through the archway.
    
    *******************
    **** Town Hall ****
    *******************
    
          Items Available:
                Map of the Enchanted Forest – in a chest at the top of the 
                      stairs.
                2 Small Healing Potion – on railing on the second floor
                Medium Healing Potion – on railing on the second floor
                Big Healing Potion – on railing on the second floor
                Small Healing Potion – near statue behind the female elf
                Garlic Atomizer – near statue behind the female elf.
                
          Wild Fairies:
                None
    
          Exits:
                Exit to Tiralin West
    
          Characters: 
                Male Elf – Mayor – He doesn’t tell you anything useful.
                Female Elf – tells you about how bad humans are.
                            
          Notes: 
                The Book on the top level with tells you about the Fairy Card 
          of Nature.  It’s located in the swamp, near Dunmore.  When you find 
          this card, you will be able to get by Prickly Bushes.
    
          Gather all of the stuff and leave Town Hall.  Take the only 
    archway you haven’t gone through to get to Tiralin East.
    
    **********************
    **** Tiralin East ****
    **********************
    
          Items Available:
                Mana Potion – near the Catacombs
                Mana Potion – near gates to EF-2
                Golden Sphere – in an alley, behind some boxes, near the 
                      gates to EF-2
    
          Wild Fairies:
                None
    
          Exits:
                Exit to EF-2, the Enchanted Forest
                Exit to Tiralin West
                Exit to the Catacombs (locked) need Catacomb Key to enter
    
          Characters: 
                Male Swamp Goblin – talks to you when you enter Tiralin 
                      East.  He asks you to save his town of Dunmore.  He 
                      tells you that there is a rune that will take you to 
                      Dunmore.
                Female Swamp Goblin – doesn’t tell you anything useful.
                Elf – He is initially prejudiced against human and dwarves.  
                      Later, he becomes ambivalent to humans.
    
          Notes: 
                Tiralin East has a Tavern, a Magic Shop, and a Dwarf 
          Exchange Booth.  Tiralin East is the destination of the Rune of Tiralin.  
          Tiralin East is also the location of most of the shops in Tiralin.
    
    **** Tavern ****
    
          Items Available:
                Healing Herbs – under the staircase
                Small Healing Potion – at the end of the second floor 
          landing
    
          Characters:
                Female Elf behind bar – She tells you gossip about Zanzarah 
                      for money.  Her gossip tells you about the four shops in 
                      Tiralin.  She will also trade Silver Spheres for items.  
                      Her items are typically a waste of good Silver Spheres just 
                      like her gossip is a waste of coins.
                Male Elf near bar – challenges you to a checker like game 
                      for 10 Fairy Coins.  If you win, he will give you 15 Fairy 
                      Coins.  I don’t have a method for winning this game 
                      consistently.  Try your luck if you want, but don’t waste too 
                      much money.
                Male Elf on second floor – offers to trade you a Fygaery for 
                      a JumRock.  This is the only way you can get a Fygaery Nature.
    
          Collect the loot and leave.  There’s not much you can do here 
    right now.
    
    **** Magic Shop ****
    
          Items Available:
                Medicine – in a chest / casket on the second floor
    
          Characters:
                Female Elf behind desk – She will sell you the Swamp Rune 
                      (to Dunmore) for 5 crystals.  She also sells Fairy Healing 
                      items.  Once you purchase the Swamp Rune, she will offer to 
                      trade you a Segbuzz for a Suane. This is the only way you 
                      can get a Segbuzz.
                Male Elf near desk – He sells you Silver, Golden, and 
                      Crystal Spheres.
                Spell Merchant – sells you Nature, Water, and Stone spells
    
          I’d buy a few Golden Spheres and Silver Spheres after you get your 
    5 crystals from the Dwarf Exchange Booth.
    
    **** Dwarf Exchange Booth ****
    
          Items Available:
                Small Healing Potion – in chest / casket
    
          Characters:
                Dwarf – sells 1 crystal to you for 10 Fairy Coins or buys 1 
                      crystal from you for 5 Fairy Coins.
    
          You need a total of 5 Crystals to buy the Swamp Rune.  If you 
    bought 3 Crystals from the Dwarf at the entrance, you need to buy 2 more 
    here.
    
          Get your 5 crystals and buy the Swamp Rune from the Elf in the 
    Magic Shop.  Blow the rest of your money on Silver and Golden Spheres.  
    When you are done, enter the Catacombs, which are near the archway to 
    Tiralin West.
    
    *******************
    **** Catacombs ****
    *******************
    
          Items Available:
                3 Fairy Coins – on the floor near the entrance
                Healing Herbs – on in a chest / casket near the Chaos fairy 
                      spawning point
                Healing Herbs – in a chest / casket near the Catacomb Guard
                2 Fairy Coins – on the floor near the Catacomb Guard
                Evolutionary Magic of Fire – in chest / casket near the 
                      Catacomb Guard
                Small Healing Potion – near owl and Magic Merchant
                2 Healing Herbs – near owl and Magic Merchant
                Big Healing Potion – near owl and Magic Merchant
    
          Wild Fairies:
                Chaos Fairies – Skelbo or Rasrow
    
          Exits:
                Exit to Tiralin East
                Exit to Lower Catabombs (locked) need Heavy Iron Key
    
          Characters: 
                Owl – tells you that you need the Heavy Iron Key to go lower 
                      in the Catacombs
                Magic Merchant – sells you the first three Ice and Chaos 
                      spells.
    
          Notes: 
                A wild Chaos fairy will probably attack you on your way to 
          the Catacomb Guard.  Try to capture this fairy to get your fourth 
          fairy type.
    
          At the bottom of the Catacombs, on the left side, the Catacomb 
    Guard, a level 34 Dark Fairy, (Manox), will attack you.  Your Water 
    fairy is strong against Dark fairies.  The Dark fairy will cream your 
    Nature and Stone fairies.  Give your Water fairy the Shapeless Power 
    passive spell for a little extra protection.
    
          Work your way down the Catacombs until you get the Evolutionary 
    Magic of Fire.  Now you’ve got a choice, you can either go to Dunmore or 
    take a little side trip that will make your life much easier.  Follow my 
    recommendation and exit the far side of Tiralin into EF-2, the Enchanted 
    Forest heading to Dunmore.
    
    ************************************
    **** EF-2, the Enchanted Forest ****
    ************************************
    
          Items Available:
                7 Fairy Coins – in a bag to the right of the exit from 
                      Tiralin
                Medium Healing Potion – to the right of the exit to Dunmore
                Small Healing Potion – to the left of the exit to Dunmore
                7 Fairy Coins – in a bag to the left of the exit to Dunmore
    
          Wild Fairies:
                Nature Fairies – Pfoe, Lana, Viteria, Tinefol, and Corgot
                Stone Fairies – Vesbat and JumRock
    
          Exits:
                Exit to DC-1, the Mountain Word, blocked by Air Eddies
                Exit to MS-1, towards Dunmore, block in MS-1 by a Prickly 
                      Bush
                Exit to Tiralin East
    
          Characters: 
                None
    
          Our goal here is simple, capture a Tinefol.  No other Nature fairy 
    is important.  Keep running around until you capture a Tinefol.  (Make 
    sure you don’t use your Chaos fairy against a Nature fairy.)
    
          Why am I making such a big deal about the Nature fairy Tinefol? 
    You can evolve a Nature Tinefol fairy into a Fire Tinezard fairy with 
    the Evolutionary Magic of Fire, which we just we found in the Catacombs.  
    Fire Fairies are strong against Nature fairies.  Most of the fairies we 
    are fighting right now are Nature fairies.  Getting a Tinezard will make 
    many of our future fights much easier.
    
          Once you get the Tinezard, go back to Tiralin and buy more 
    Spheres, if you’ve gotten enough money.  Then go to the cottage to get 
    your fairies’ mana recharged.  Talk to Rafi at the Fairy Gardens and he 
    will tell you to get the Fairy Card of Nature.  That’s what we are going 
    to do, so it’s off to Dunmore.
    
    ************************************************************************
    ************** PART 4 – GETTING THE FAIRY CARD OF NATURE ***************
    ************************************************************************
    
          To get the Fairy Card of Nature, we have to navigate through the 
    Misty Swamp to find the protected card.  Activate the Rune of Dunmore to 
    get to the Misty Swamp
    
          At the start of this section, I had 8 fairies.  My 5 active 
    fairies were a level 8 Tinezard, a level 19 Water fairy (Tadana), a 
    level 13 Stone Fairy (Vesbat), and a level 20 Nature fairy (Worgot).  I 
    used some extra Silver Spheres to capture 3 other Nature fairies.  I did 
    this just to improve my Fairy collection not for any strategic reason.  
    I had captured 9 of the 30 Pixies at this point.
    
          A word of warning about the swamp, if you step into the water, Amy 
    will start to sink.  When the water reaches Amy’s head, she will drown 
    and the game will reload.  Amy can’t move much while she is in the swamp 
    water.  Also, if any coin or item falls in the swamp water, it will 
    probably be gone by the time you regain control of Amy.
    
    *****************
    **** Dunmore ****
    *****************
    
          Items Available:
                2 Big Healing Potions – behind hut 1
                2 Healing Herbs – behind hut 3
                2 Mana Potions – behind hut 4
    
          Wild Fairies:
                Nature Fairies – Abery, Corgot, and Abnobery
    
          Exits:
                Exit to MS-2 blocked by Shadow Elf then by a Prickly Bush 
                      then an elf.
                Exit to MS-3 – towards Fairy Card of Nature
                Exit to MS-5 – towards Tiralin
    
          Characters:
                Swamp Elf – tells you about the leader of the Shadow Elves, 
                      the General
                The other characters here don’t tell you anything useful. 
                
          Notes: 
                This level contains several small huts and one large hut in 
          the center.  This level introduces you to Shadow Elves.  Shadow Elves are 
          evil Fairy Masters that block your progress.  To get past a Shadow Elf, 
          you have to defeat its fairies in a fairy battle.  Most Shadow Elves 
          have Fire and / or Dark fairies.
    
          To the left of where you arrive is a Shadow Elf.  Approach it and 
    you will enter a fairy battle.  The Shadow Elf has 1 level 4 Rasrow 
    (Chaos fairy), 1 level 9 Pix (Fire fairy), and 1 level 7 Skeljaw (Chaos 
    fairy).  Your Nature and Fire fairies will be very effective against the 
    Chaos fairies and your Water fairy will be very effective against the 
    Fire fairy.
    
          After you win the fight, go to the village and collect all of the 
    stuff outside.  Go into each hut, collect all of the items there are 
    talk to all of the people.
    
    **** Large Hut ****
    
          Items Available:
                4 Fairy Coins – on benches
                Rune of Tiralin – in a chest / casket on a bench.
                2 Small Healing Potions – on the follow, near the desk
    
          Characters:
                Mowit – Swamp Goblin – tells you the Shadow Elves stole the 
                      Ocean Conch shell.  The Ocean Conch shell is used to 
                      summon Water fairies.
                Forest Elf – He says Prickly Bushes invade his home.  He 
                      tells you the Fairy Card of Nature is in the swamp and 
                      that floating lights illuminates the way.
    
    **** Small Huts ****
    
          I’ve given the small huts numbers from 1 to 4 going clockwise 
    around the large hut.  Hut number 1 is to the right of the large hut, 
    when your back is to the door.
    
          Items Available:
                Mana Potion – on chest in Hut 1
                4 Fairy Coins – on the ground of Hut 3
                Map of the Dark Swamp – in a chest / casket in Hut 3
    
          Characters:
                Swamp Goblin in hut 1 – offers to train your fairies for 60 
                      Fairy Coins.  If you agree, you will fight 1 level 20 
                      Corgot and 1 level 20 Worgot.  These fairies will not 
                      fight back.
                Magic Merchant in hut 2 – sells Water and PSI spells
                Swamp Goblin merchant in hut 2 – tells you to follow the 
                      lights to the Fairy Card of Nature
                Swamp Goblin in hut 3 – has a cleaning compulsion
                Female Swamp Goblin in hut 4 – asks you to get rid of the 
                      Shadow Elves
                Male Swamp Goblin in hut 4 – is paranoid about the Shadow 
                      Elves.  When you defeat all of the Shadow Elves, he will 
                      offer you a Big Healing Potion, a Mana Potion, or a Silver 
                      Sphere.  The Silver Sphere is worth more.
    
          Once you’ve collected all of these items, head down the ramp in 
    front of the Large Hut.  A Swamp Goblin will approach you and tell you 
    that the Shadow Elves whipped his fairies.  He warns you about the 
    Shadow Elf leader, the General.
    
          Go down the ramp and take a right.  You will see another Shadow 
    Elf.  This one has exactly the same fairies as the last Shadow Elf.  
    There’s a second Shadow Elf on this same ring of islands.  This elf also 
    has the same fairies.
    
          Once you defeat the second elf, take a look around.  You should 
    see a few small globes of light.  These globes will move around the same 
    place leaving a trail of light.  Theses are your guides to the Fairy 
    Card of Nature.  Near the second Shadow Elf, there’s line of islands.  
    Follow these islands until you get to the next level.
    
    *******************************
    **** MS-3, the Misty Swamp ****
    *******************************
    
          Items Available:
                Medium Healing Potion – on an island of the main path, past 
                      the owl
                6 Fairy Coins – in a bag, near the Medium Healing Potion
                5 Fairy Coins – on an island beyond the Medium Healing 
                      Potion
                Small Healing Potion – on the main path, past the Medium 
                      Healing Potion
                Small Healing Potion – on the first island you jump on to 
                      get to the Fairy Card of Nature
                Medium Healing Potion – on the first island you jump on to 
                      get to the Fairy Card of Nature
                9 Fairy Coins in a bag – on the first island you jump on to 
                      get to the Fairy Card of Nature
                Small Healing Potion – near the Shadow Elf
                Silver Sphere – at the base of the island with the Fairy 
                      Card of Nature
                Silver Sphere – at the top of the island with the Fairy Card 
                      of Nature, covered by a Prickly Bush
                Fairy Card of Nature – on the top of an island with large 
                      rock projections
    
          Wild Fairies:
                Nature Fairies – Corgot, Abery, Abnobery
    
          Exits:
                Exit to Dunmore, Village of the Goblins 
                Exit to MS-4, the Misty Swamp
    
          Characters: 
                Owl – tells you to follow the ghostly lights
                Owl 2 – tells you about the power of the Fairy Card of 
                      Nature
    
          Notes:
                There’s a hidden sparkling light on an island near the exit 
          to MS-4.  It will toss out 9 Fairy Coins on a nearby island.
    
          Follow the land until you get to the owl.  If you take a left past 
    the owl, you can get to the next level without any Shadow Elf fights.  
    If you take a right, you will fight a Shadow Elf.  The lights take you 
    to the left and so will I.  Take the next left at the branch in the 
    island.  You will see a small island to your left.  This island will 
    take you to the island that has the Fairy Card of Nature. 
    
          Start island hopping until you reach a large island with large 
    pillar like rocks sticking out on top.  Go around the island until you 
    find the way to the top.  There’s a Shadow Elf guarding the way.  This 
    Shadow Elf has four random fairies.  She may have some PSI fairies and 
    some Ice fairies.  Your Nature and Chaos fairies are strong against the 
    PSI fairies and your Fire fairy is strong against the Ice fairies.  This 
    fight can be fairly tough, so save before you start it.  Even with a 
    strong Nature fairy, the fight against the PSI fairy can still be hard.
    
          Once you defeat the Shadow Elf, go to top of the island and 
    collect the Fairy Card of Nature.  With a Nature fairy as your first 
    fairy, approach the Prickly Bush nearby.  When you get close enough, 
    your Nature fairy will automatically eliminate the Prickly Bush.
    
          Going past the turn off to the Fairy Card of Nature, there is a 
    Shadow Elf.  This Shadow Elf has a level 18 Stobat (Stone), a level 21 
    Sireal (Air), a level 22 Ferix (Fire), and a level 23 Stobat (Stone).  
    You don’t have any fairies that are very effective against stone, but 
    your Stone fairy is effective against the Air fairy and your Water fairy 
    is effective against the Fire fairy.  If you take the first left past 
    the Shadow Elf, you will get to MS-4.
    
    *******************************
    **** MS-4, the Misty Swamp ****
    *******************************
    
          Items Available:
                There’s a bunch of Fairy Coins throughout this level.
                2 Silver Spheres – on different islands
                Silver Sphere – in a tree
                2 Small Healing Potions – on different island
                Golden Carrot – up a tree
                Crystal Sphere – in a chest / casket
    
          Wild Fairies:
                Nature Fairies – Worgot, Sillia, Abnobery
    
          Exits:
                Exit to MS-3, the Misty Swamp
    
          Characters: 
    
          Notes:
                There are four Pixies on this level.  There is a sparkling 
          light on one of the trees.  It throws out eight coins below the tree.
    
          This level is sort of a bonus level.  There’s a bunch of coins, 
    Pixies, and other useful items here.  
    
          After you finish this area head back to Dunmore.  At the bridge 
    from Dunmore, take a left.  You should be facing a different looking 
    Shadow Elf.  This is the Shadow Elf General.  The General always has 5 
    fairies.  My fight against the General featured 3 Chaos fairies, 1 
    Energy fairy, and 1 Fire fairy.  Try to apply your fairies so their 
    strengths match a weakness of one of the General’s current fairies.  I 
    found this battle to be much easier than the fight near the Fairy Card 
    of Nature.  When you win this battle, you get the Ocean Conch.  The 
    Ocean Conch will let you summon Water fairies in certain locations.  If 
    you hear a click and see an icon of the Water Conch on the top left of 
    the screen, you can press the left mouse button to summon a Water fairy.
    
          If you go back up ramp to Dunmore, the Goblin there will challenge 
    you to a friendly fairy duel.  He had two fairies when I challenged him, 
    a Stone and Nature fairy.  Go back down the ramp, turn left and go past 
    the location where the General.  Keep going until you reach area MS-5.
    
    *******************************
    **** MS-5, the Misty Swamp ****
    *******************************
    
          Items Available:
                None
    
          Wild Fairies:
                Nature Fairies – Corgot, Abery, Abnobery, Viteria
                Water Fairies (Summoned by Ocean Conch) - Cera
    
          Exits:
                Exit to Dunmore, Village of the Swamp Goblins
                Exit to MS-1, the Misty Swamp
    
          Characters: 
                None
    
    *******************************
    **** MS-1, the Misty Swamp ****
    *******************************
    
          Items Available:
                There are Fairy Coins all over this map.
                3 Big Healing Potions – under the cliff
    
          Wild Fairies:
                None
    
          Exits:
                Exit to MS-5, the Misty Swamp
                Exit to EF-2, the Enchanted Forest (blocked by Prickly Bush)
    
          Characters: 
                None
    
          Other Things of Note:
                
                This is another sort of bonus level.  There are two Pixies 
          in this level.
    
          Collect the Pixies and go to the Cottage.  Replenish your fairies’ 
    mana and talk to Lucius.  He will give you the Key of the Guardian of 
    the Pixies.  This key will open up the cellar in this house.
    
    **** Cottage Cellar ****
    
          Items Available:
                Crystals – on the ground
                Evolutionary Magic of Nature - in chest / casket with a lock
                Crystal Sphere – past the first set of Air Eddies
                2 Fairy Coins – past the first set of Air Eddies
                Crystal Sphere – past the second set of Air Eddies
                Garlic Atomizer – in a chest, past the second set of Air 
                      Eddies
    
          Wild Fairies:
                Chaos fairies – Rasrow, Skelbo
                Dark fairies - Manox
    
          You can’t get to the final section of this level, because it is 
    accessible only by jumping air eddies.  I’ve only seen a Dark fairy down 
    here once, but I did catch it while writing this walkthrough.
    
          If you want, you can take some time to capture some fairies you 
    don’t already have.  When you are done, go to Tiralin and buy some more 
    supplies.  Buy more Golden Spheres than Silver Spheres, since you won’t 
    find as many low level fairies as you were getting.  Go back to Fairy 
    Gardens and talk to Rafi.
    
    ************************************************************************
    ************** PART 5 – GETTING THE FAIRY CARD OF EARTH ****************
    ************************************************************************
    
          To get the Fairy Card of Earth, we have to find three elemental 
    elevator keys to activate the Dwarf Elevator to the Realm of Clouds.  
    Once up in the Realm of Clouds, we have to search the area for the Fairy 
    Card.  Rafi also tells us to visit the Forest Hut.
    
          At the start of this level, I had 21 fairies.  My 5 active fairies 
    were a level 15 Nature fairy (Viteria), a level 26 Water fairy (Aquana), 
    a level 15 Stone fairy (Vesbat), a level 17 Chaos fairy (Rasrow), and a 
    level 16 Fire fairy (Tinezard).  I temporarily retired my level 29 
    Nature far (Symgot) since it reached its highest evolutionary form.  I’m 
    trying to get all of the fairy varieties, so I’m now working on evolving 
    my Viteria to a Boneria.  
    
          I’ve caught 21 fairies so far.  I’ve got 9 Nature fairies, 7 Water 
    fairies, 1 Stone fairy, 2 Chaos fairy, 1 Fire fairy, and 1 Dark fairy.  
    With these fairies, I have 16 different fairy varieties. (I caught extra 
    fairies of some types, such as Tadana and Lana, because I plan on 
    evolving one of them to a higher form.)
    
          I did catch a Dark fairy, but I’m not going to use it.  I think 
    this fairy is rare enough that most of you won’t catch it.  I’ll 
    continue to write this walkthrough using the commonly available fairies 
    instead of the very rare fairies.  I had captured 15 of the 30 Pixies at 
    this point.
    
          A note about the cliffs in this portion of the game - be careful 
    because you can fall off the edge.  You will lose a lot of your fairy 
    duel rewards because they will fly off the cliff.  This will happen a 
    lot between now and the end of the game.
    
    
    **********************************************
    **** Getting the Elemental Key of Nature ****
    **********************************************
    
          Now, let’s start this mission.  Make sure you have a Nature fairy 
    with you.  I’m going to the Forest Hut first, to save some backtracking.  
    Go to FG-6, the level just north of Endeva, through the exit Seamus once 
    blocked.  Instead of taking a left towards Tiralin, take a right towards 
    the Forest Hut.  This will bring us to EF-3.
    
    ************************************
    **** EF-3, the Enchanted Forest ****
    ************************************
    
          Items Available:
                There are Fairy Coins all over this map.
                Small Healing Potion – on the rock outcropping
                2 Big Healing Potions – on the rock outcropping
                2 Golden Sphere – on a hidden ledge.  Go around the edge of 
                      the map, to the right of the exit to the next level.  
                      Go through what looks like the entrance to a new level.  
                      If you’ve got the right opening, it will take you to a 
                      ledge.  At the far corner of the ledge, behind a tree 
                      are the two Spheres.
    
          Wild Fairies:
                Nature fairies – Lana, Corgot, Sillia, Tinefol
                Water fairies – Cera, Goop
    
          Exits:
                Exit to FG-6, the Fairy Gardens
                Exit to EF-4, the Enchanted Forest
    
          Characters: 
                Elf – near the bridge
    
          Notes:
                There’s a Pixie on this level, behind the outcropping of 
          stone.
    
          The elf near the bridge will challenge you to a fairy duel.  He 
    has three Nature fairies.  These fairies shouldn’t be too much of a 
    challenge for you at this point, especially if you have the Fire fairy.
    
          Grab all of the stuff and head to EF-4.
    
    ************************************
    **** EF-4, the Enchanted Forest ****
    ************************************
    
          Items Available:
                There are Fairy Coins all over this map.
                Small Healing Potion – near exit to Forest Hut
                Big Healing Potion – near exit to Forest Hut
                Big Healing Potion – to the right of the entrance
                Silver Sphere – behind the large rock along the path
                Mana Potion – on top of a large rock ledge
    
          Wild Fairies:
                Nature fairies – Lana, Corgot, Abery
    
          Exits:
                Exit to EF-3, the Enchanted Forest
                Exit to the Forest Hut
    
          Characters: 
                None
    
          Other Things of Note:
                There is a sparkling light to the right of the level 
          entrance.  It will give you 12 Fairy Coins.  There’s a magic pond 
          in the center of this map.  This pond will heal your Nature fairies 
          and restore all of their mana.
    
          Collect the items and go on to the Forest Hut.  There’s a Prickly 
    Bush at the start of this level, so get your Nature fairy out.
    
    ************************
    **** The Forest Hut ****
    ************************
    
          Items Available:
                Garlic Atomizer – behind the Forest Hut
                Big Healing Potion – under Prickly Bush 4
                9 Fairy Coins – in a bag, behind the root that make a fence 
                      near the Forest Hut’s front door
                Medium Healing Potion – behind the root that makes a fence 
                      near the Forest Hut’s front door
                3 Fairy Coins – near Prickly Bush 5
                3 Medicines – ground floor of the hut
                3 Big Healing Potions – under Prickly Bush 2, at the top of 
                      the Forest Hut
    
          Wild Fairies:
                Nature fairies – Sillia, Viteria
                Water fairies – Goop, Tadana
    
          Exits:
                Exit to EF-4, the Enchanted Forest
                Exit to EF-7 (locked)
    
          Characters: 
                Female Forest Elf – offers you the Elementary Key of Nature 
          if you clear out all five Prickly Bushes on this level
    
          Go talk to the Forest Elf in front of the tree stump house.  She will 
    tell you to remove the Prickly Bushes surrounding her house.  The 
    Prickly Bushes are located:
    
    1) In front of the Forest Hut
    2) On top of the Forest Hut – you have to climb to the top of the house
    3) Behind the Forest Hut
    4) To the left of the Forest Hut front door – when exiting the hut
    5) Behind a big rock – to the front left of the Forest Hut, when exiting 
    the hut
    
          After you clear all five of the Prickly Bushes, she will give you the 
    Elementary Key of Nature.  If you talk to her again, she will tell you 
    to inform her husband that all of the Prickly Bushes are clear.  Her 
    husband is in the Large Hut in Dunmore.  Once he’s back, he will offer 
    to convert 2 Small Healing Potions into 1 Big Healing Potion.
    
    *********************************************
    **** Getting the Elementary Key of Earth ****
    *********************************************
    
          Go back to the Cottage, recharge your fairies, then go to FG-4.  
    (Don’t spend your money buying things.  Go to FG-4 first.
    
    *****************************************************
    **** FG-4, the Garden of the Fairies – Revisited ****
    *****************************************************
    
          Items Available:
                5 Fairy Coins – near the Dwarf and Magic Merchant
    
          Wild Fairies:
                Nature fairies – Worgot and Blumella
                Stone fairy - Vesbat            
    
          Exits:
                Exit to Fairy Garden, FG-5
                Exit to Cottage
    
          Characters: 
                Dwarf – offers you an Energy fairy (Darbue) for 400 Fairy 
                      Coins
                Magic Merchant  - sells all of the Energy Spells
    
          Clear the Prickly Bush on the far right side of this map.  Buy the 
    Energy fairy from the Dwarf and get any spells you need from the Magic 
    Merchant.
    
          Once I got the Energy fairy, I replaced my Chaos Fairy with the 
    Energy fairy.  When you set your fairies and restocked your supplies, go 
    to FG-5.  Clear the Prickly Bush on the way to the Dwarf Tower.  Go 
    through the new opening to MW-1.  I think this is the last Prickly Bush 
    in the game.
    
    **********************************
    **** MW-1, the Mountain World ****
    **********************************
    
          Items Available:
                There are a few loose Fairy Coins on this level.
                8 Fairy Coins – in a bag near the start of the level
                7 Fairy Coins – in a bag near the start of the level
                Small Healing Potion – just past the Shadow Elf
                Medium Healing Potion – just past the Shadow Elf
                Silver Sphere – accessible by stepping into the Sparkling 
                      Lights
    
          Wild Fairies:
                Water fairies – Cera
    
          Exits:
                Exit to FG-5, the Fairy Gardens
                Exit to MW-2, the Mountain World
    
          Characters: 
                Shadow Elf
    
          Notes:
                There’s a Shadow Elf blocking your path at the start of the 
          level.  There are Sparkling Lights on a small ledge, just past the 
          Shadow Elf.  These lights will create a ledge to the Silver Sphere, 
          just beyond the lights.  
    
          The Shadow Elf has three pretty low level fairies.  Before you use 
    the lights, save your game.  The ledge here is pretty small.  If you 
    aren’t careful, Amy will fall into the water and drown.
    
    **********************************
    **** MW-2, the Mountain World ****
    **********************************
    
          Items Available:
                There are a few loose Fairy Coins on this level.
                Healing Herbs – on a rock, between the lights and the Sphere
                Medium Healing Potion – on a rock, between the lights and 
                      the Sphere
                Silver Sphere – accessible by stepping into the Sparkling 
                      Lights
                9 Fairy Coins – in a bag, behind a rock, near the level exit
    
          Wild Fairies:
                Stone fairies – Vesbat, Stobat, Gremor
    
          Exits:
                Exit to MW-1, the Mountain World
                Exit to MW-3, the Mountain World
    
          Characters: 
                Shadow Elf
    
          Notes:
                There’s a Shadow Elf blocking your path at the start of the 
          level.  There are Sparkling Lights to the right of the bridge, inside a 
          plant.  These lights will create a ledge to the Silver Sphere, just 
          beyond the lights.  
    
          The Shadow Elf has four average level fairies (high teens to low 
    20s).  Pick your best fairies and have fun.
     
    **********************************
    **** MW-3, the Mountain World ****
    **********************************
    
          Items Available:
                There are a few loose Fairy Coins on this level.
                Big Healing Potion – on the stone ledge, near the large 
                      stone
                Small Healing Potion – on the stone ledge around the level
                 2 Garlic Atomizers – on the ground below the large stone 
                      projection
                Small Healing Potion – on the ground below the large stone 
                      projection
                Silver Sphere – At the far end of the valley
                2 Silver Spheres – Created on two platforms by walking into 
                      the two sparkling lights.
                Golden Sphere – On the large stone at the top of this level.
    
          Wild Fairies:
                Stone fairies – Vesbat, Stobat, Gremor, JumJum
                Nature fairies – Sillia, Viteria, Tinefol
    
          Exits:
                Exit to MW-2, the Mountain World
                Exit to MW-4, the Mountain World
    
          Characters: 
                None
    
          Notes:
                There are some sparking lights on a ledge just below the 
          entrance to the level.  These lights create five stone platforms, four 
          in a row plus an addition ledge on the other side of the huge stone.  
          Walk to the lone platform, and you will find another ball of sparkling 
          lights.  Stepping into this light will create two Silver Spheres, one on 
          each of the lower two ledges.  There’s a Pixie in the valley, near the 
          small pine trees.
    
          Follow the ledge along to top of the level to the left into the 
    tunnel.  Take the left branch in the tunnel and walk into the glowing 
    light.  This light will take you to the top of the large stone at the 
    top of this level.  Below you there is a Golden Sphere.  Hop down the 
    large stone on top of the Golden Sphere and then solid ground.
    
          Go back into the tunnel and take the right branch.  Follow the 
    tunnel then the ledge until you come to the entrance of a cave.  Enter 
    the cave to leave this level.
    
    **********************************
    **** MW-4, the Mountain World ****
    **********************************
    
          Items Available:
                There are a few loose Fairy Coins on this level.
                6 Fairy Coins – in a bag to the right of the level entrance
                Silver Sphere – on a stone among the trees near the entrance 
                      to the Dark Caves
                5 Fairy Coins – in the far end of the grove of trees, near 
                      the edge
                Big Healing Potion – in the far end of the grove to trees, 
                      near the edge
                Healing Herbs – on a rock, past the Shadow Elf
                Silver Sphere – behind the tree, past the Shadow Elf, to the 
                      right      
                Golden Sphere – on top of rock, past the Shadow Elf, 
                      accessible through only Air Eddies
                
          Wild Fairies:
                Stone fairies – Vesbat, Stobat, Gremor, JumJum
                Nature fairies – Sillia, Viteria, Tinefol
    
          Exits:
                Exit to MW-3, the Mountain World
                Exit to Tower of the Dwarves
                Exit to DC-1, the Dark Caves
    
          Characters: 
                Shadow Elf – blocking way to MW-5 – has five level 30 
          fairies – Chaos, Water, Fire, and Air fairies
    
          Defeat the Shadow Elf, get the items, then enter the Dark Caves.  
    The Dark Caves are the cave entrance near the grove of trees.
                
    ******************************
    **** DC-1, the Dark Caves ****
    ******************************
    
          Items Available:
                There are a few loose Crystals on this level.
                5 Fairy Coins – in a bag along the left passageway
                5 Fairy Coins – in a bag along the left passageway
                Big Healing Potion – in a niche along the left passageway
                Small Healing Potion – in a niche along the left passage
                5 Fairy Coins – in a bag along the right passageway
                Big Healing Potion – along the right passageway
                7 Fairy Coins – in a bag along the right passageway
                Small Healing Potion – along the right passageway
                      
          Wild Fairies:
                PSI fairies – Mentaur, Mencre
    
          Exits:
                Exit to MW-4, the Mountain World
                Exit to EF-2, the Enchanted Forest, on the other side of the 
                      Eddies
    
          Characters: 
                None
    
          Watch out for the “Quake of Power” spell on the PSI fairies. This 
    spell will damage your fairies every time you hit the PSI fairy.  All we 
    are doing here is trying to collect a PSI fairy or two.  Once you have a 
    couple of PSI fairies, go back to MW-4, then onto the Tower of the 
    Dwarves.
    
    **********************************
    **** The Tower of the Dwarves ****
    **********************************
    
          Items Available:
                None
    
          Wild Fairies:
                None
    
          Exits:
                Exit to MW-4, the Mountain World
                Exit to MW-5, the Dwarves’ special place
                Exit to MW-7, towards Monagham and the Ice Caves
                Exit to RC-1, the Realm of Clouds via the Dwarf Elevator
    
          Characters: 
                Owl – tells you that to get to the highest points in 
                      Zanzarah, you need to use the dwarves’ elevators.  You 
                      need Elemental Stone Keys to drive the elevators.  The 
                      elevator near the Dwarves’ Tower needs an Air, Earth, 
                      and Nature key to run.
                Dwarf – he blocks one of the exits.  He will let you through 
                      if you beat him in a fairy duel.  You have to have a PSI 
                      fairy in you fairy deck before he will agree to fight you.
    
          Other Things of Note:
                The destination spot for the Mountain Rune is here.  The 
          elevator to the Realm of Clouds is here.  The Dwarves’ Tower is here.
    
          Enter the Dwarves’ Tower.
    
    **** Dwarves’ Tower – Ground floor ****
    
          Items Available:
                Rune of the Dwarf Tower – The Dwarf Tower is on the floor, 
                      between the bookshelves.
    
          Characters:
                Tower Dwarf – He tells you the Elemental Stone of Earth is 
          at the top of the tower.  He also says you must beat him in a Fairy Duel 
          to continue up the tower.  He’s got three PSI fairies of the Mentaur 
          family.
    
    **** Dwarves’ Tower – Stairs ****
    
          Items Available:
                2 Small Healing Potions – in the bookshelves to the right of 
                      the entrance from the first landing
                Garlic Atomizer – in the bookshelves to the right of the 
                      entrance from the first landing
                Map of the Mountain World – in a chest / casket, in the room 
                      off of the third landing
    
          Characters:
                Tower Dwarf – in the room on the first landing.  This is the 
                      Dwarf you just defeated.  He tells you about the same thing 
                      the Owl outside the tower said.
                Tower Dwarf – on the second landing – He challenges you to 
                      the second Fairy Duel.  He’s got 3 Stone fairies in the Grem 
                      family.  Watch out for the “Unintentional Movement” passive 
                      spell.  This will take every hit point the Stone fairy does 
                      to you and restore that many hit points to the Stone fairy.  
                      When you defeat him, he will tell you about the books you’ve 
                      been  finding in the game.
                Tower Dwarf – on the third landing – He challenges you to yet 
                      another Fairy Duel.   He’s got two Stone fairies and two PSI 
                      fairies.  When you defeat him, he will tell you the Realm of 
                      the Clouds.
                      
                Notes:
                      There is Book in the room off the second landing that tells 
                you about the elevator and the Elementary Keys to use the elevators.
    
    **** Dwarves’ Tower – Top Level****
    
          Items Available:
                3 Fairy Coins – next to the chest
                Elemental Key of Earth – in the chest / casket – you have to 
                      remove all of the red squares before you can open the chest
    
          Characters:
                Tower Dwarf – Challenges you to the last Fairy Duel of the 
          Tower.  He’s got three Stone fairies and one Fire fairy.  When you 
          defeat him, you can take the Elemental Key of Earth.  When you defeat 
          him, he will tell you a little bit about the plot.
    
    ******************************************
    **** Getting the Elemental Key of Air ****
    ******************************************
    
          Two keys down, one to go.  Take this time to go back to London and 
    add a PSI fairy to your deck.  Replenish your items and Spheres at 
    Tiralin.  When you are done, use to Mountain Rune to get back to the 
    Tower of the Dwarves.
    
          At the end of this phase, my fairy deck was 1 level 26 Energy 
    Fairy (Bue), 1 level 8 Water Fairy (Cera), 1 level 11 PSI Fairy 
    (Mentaur), 1 level 6 Nature Fairy (Lana), and 1 level 17 Fire fairy 
    (Tinezard).  I’ve temporarily retired my level 33 Nature fairy 
    (Boneria), level 32 Water fairy (Oceana), and my level 22 Stone fairy 
    (Vesbat).  Do this is going to make the next few levels more difficult, 
    since I’ll be using much weaker fairies than the levels expect.  Doing 
    this will help me get more of the fairy varieties, which is my goal.  I 
    didn’t realize that I could catch wild fairies in all of the Cera 
    fairy’s evolutionary form.  If I had, I would not have used the Cera.
    
          I have 36 fairies caught right now in 24 different fairy 
    varieties.  I have duplicates of some fairies so that I can eventually 
    evolve them into other fairy varieties while still keeping the original 
    variety.  I currently have caught 17 Pixies.
    
          Once you are back at the Dwarf tower, go talk to the Dwarf that is 
    blocking the path at the far end of the level.  If you have a PSI fairy, 
    you can get into a fairy duel with the Dwarf.  The Dwarf has three PSI 
    fairies of the Mencre family and two Stone fairies.  Nature and Energy 
    fairies are very effective against PSI fairies and PSI fairies are 
    strong against Stone fairies.  Again, be careful of the “Quake of Power” 
    spell on the PSI fairies.  This spell will quickly kill any of your 
    fairies that are strong against PSI fairies.  When you defeat the Dwarf, 
    follow him into the stone passageway to 
    
    **********************************
    **** MW-5, the Mountain World ****
    **********************************
    
          Items Available:
                6 Fairy Coins - on the bridge
                2 Small Healing Potion – near the light at the entrance to 
                      this level
                8 Fairy Coins – near the light at the entrance to the level
                 Golden Sphere – It’s on top of a rock pile, the far end of 
                      the bridge.  You are supposed to have to wait to get 
                      the Fairy Card of Air to get this Sphere, but you don’t 
                      have to.  If you time it just right, you can jump on to 
                      the rock face that is closest to the bridge, right next 
                      to the rope. 
                Golden Sphere – hidden behind the rock to the Dwarf’s right 
                      side. (The opposite side of the more visible Golden Sphere)
                Big Healing Potion – on the same ledge as the destination 
                      for the transporting light
                Silver Sphere – on a ledge below the Golden Sphere – You can 
                      fall of rock with the Golden Sphere on to this rock, but I 
                      haven’t figured out how to get off this rock.  If you save 
                      your game, when you fall to your death, the game will be 
                      restored with you holding the Silver Sphere.
     
          Wild Fairies:
                None
    
          Exits:
                Exit to the Tower of the Dwarves
    
          Characters: 
                Dwarf – Tells you that he is guarding access to a rare Dwarf 
                      treasure.  You need to show him some of Forgotten Tools of 
                      the Dwarves before he will give you access to the treasure.  
                      The treasure is the chest floating out in space.
    
          Notes:
                There is one of the transporting lights near the entrance to 
          this level.  This light dumps you out just below the far of bridge.
    
          The only point of going to this level now is to get a couple of 
    extra Spheres.  Get the Spheres then go back to the Tower of the 
    Dwarves.  Take the exit in the middle of the level.  This is the only 
    exit we haven’t taken yet.  This will take us to MW-6.
    
    **********************************
    **** MW-6, the Mountain World ****
    **********************************
    
          Items Available:
                There are Fairy Coins in various spots across this level
                2 Moulding (Molding) Magics – in a chest / casket – keep 
                      taking right turns on this level, until you get to 
                      a small room with a pillar in the middle.  The chest 
                      for the Moulding Magic is here.  (This really should be 
                      Molding Magic, but let’s not be too picky.)
                Medium Healing Potion – near the signpost to the Mountain 
                      Peak
                Healing Herbs – near the boulder blocking the path to 
                      Monagham
                
          Wild Fairies:
                Stone fairies - Vesbat
    
          Exits:
                Exit to the Tower of the Dwarves
                Exit to MW-7, towards the Mountain Peak
                Exit towards Monagham, Village of the Dwarves (blocked by a 
                      boulder)
    
          Characters: 
                Leader of the Shadow Elves – Blocks your path at the start 
          of the level – He has three Fire fairies, two from the Pix family and 
          one from the Dracwin family.  Your water fairy should have fun here.
    
          Notes:
                There’s a Pixie on this level.  It’s near the exit to MW-7.  
          This one’s a pain to catch, because it’s hard to corner it.
    
    **********************************
    **** MW-7, the Mountain World ****
    **********************************
    
          Items Available:
                There are several Fairy Coins on this level
                Small Healing Potion – in a niche, to the left of the Pixie 
                      plateau
                Medium Healing Potion – in a niche to the left of the Pixie 
                      plateau
                Healing Herbs – near the exit of the level
                Silver Sphere – in a cave, on the right branch
                2 Healing Herbs – accessible by using the Sparkling Lights
    
          Wild Fairies:
                Stone fairies – Vesbat, Stobat, Grem, Gremor
                Nature fairies – Sillia, Viteria, Tinefol
    
          Exits:
                Exit to MW-6, towards the Mountain Peak
                Exit to DC-2, the Dark Caves
    
          Characters:
                Dwarf – Challenges you to a fairy duel – He has a Tinefol, a 
          Tinerog, a Tinezard, and a Tineves.  When you beat him, he talks about 
          evolving Tinefols. 
    
          Notes:
                There’s a Pixie on this level.  It’s on top of a stone 
          plateau.  You won’t be able to capture this Pixie until you get the 
          Fairy Card of Air.  There are also some sparkling lights on this level.  
          These lights will create stone platforms from the wooden overlook near 
          the level’s exit to a stone ledge below the plateau.
                
          I’ve only found the Grem fairy once on this level.  It spawned 
    near the Sparkling lights.
    
          Collect the items if you want, then continue on towards the 
    Mountain Peak.
    
    ******************************
    **** DC-2, the Dark Caves ****
    ******************************
    
          Items Available:
                There are a few loose Crystals on this level.
                Healing Herbs – in a chest, found by following the left wall
                Big Healing Potion – in a chest found by following the left 
                      wall
                      
          Wild Fairies:
                PSI fairies – Mentaur, Mencre
    
          Exits:
                Exit to MW-7, the Mountain World
                Exit to MP-1, the Mountain Peaks
    
          Characters: 
                Shadow Elf – blocks your way to the Mountain Peak.  He has 
          Chaos, Water, Ice, Fire, and Air fairies.  This can be a fairly tough 
          fight. You really have to be quick changing your fairies, so you can 
          always have a strong fairy out against the Shadow Elf’s fairies.
    
          Watch out for the “Quake of Power” spell on the PSI fairies. This 
    spell will damage your fairies every time you hit the PSI fairy. 
    
    **********************************
    **** MP-1, the Mountain Peaks ****
    **********************************
    
          Items Available:
                There are loose Coins all around this level.
                Silver Sphere – There’s a narrow ledge at the end of the 
                      rock wall to your right.  Follow the ledge and you will find 
                      the Sphere.
                Silver Sphere – This Sphere is floating in the air to the 
                      right of the path.  You can get some platforms to the Sphere 
                      by stepping into the Sparkling lights.  You are supposed to 
                      near the Fairy Card of Air to get the Sphere, but if you jump 
                      on the last platform, you can reach the Sphere.
                      
          Wild Fairies:
                Ice fairies – Feez, Greez
    
          Exits:
                Exit to DC-2, the Dark Caves
                Exit to MP-2, the Mountain Peaks
                Exit to MP-3, the Mountain Peaks
    
          Characters: 
                None
    
          Notes:
                There are some sparkling lights near the first Silver 
          Sphere.  These lights make the stone platforms to the second Silver 
          Sphere, as well as giving you a way to get out off of the stone ledge.
          
          Take the exit to the left of the level entrance.  There’s nothing 
    you can do on the right exit until you get the Fairy Card of Air.
    
    **********************************
    **** MP-2, the Mountain Peaks ****
    **********************************
    
          Items Available:
                There are loose Coins all around this level.
                Golden Sphere – in the trees, before the bridge
                Small Healing Potion – in the trees, before the bridge
                5 Fairy Coins – at the end of the bridge
                3 Small Healing Potions – near the entrance to the Dark 
                      Caves
                      
          Wild Fairies:
                Ice fairies – Feez, Greez
    
          Exits:
                Exit to MP-1, the Mountain Peaks
                Exit to DC-3, the Dark Caves
    
          Characters: 
                None
    
          Notes:
                The destination of the Mountain Rune is on this level.
          
          Get the stuff and collect a few Ice fairies.  When you are done, 
    enter the Dark Caves.
    
    ******************************
    **** DC-3, the Dark Caves ****
    ******************************
    
          Items Available:
                There are Crystals all around this level.
                Rune of the Ice World – To get the Mountain Rune, follow the 
                      left wall from the entrance to the room with this rune.
    
          Wild Fairies:
                PSI fairies – Mencre, Mentaur
    
          Exits:
                Exit to MP-2, the Mountain Peaks
                Exit to the Ice Caves
    
          Characters: 
                None
    
          Notes:
                There’s a Pixie on this level
    
    ***********************
    **** The Ice Caves ****
    ***********************
    
          Items Available:
                There are Crystals all around this level.
                Big Healing Potion – in a chest near Lasse
                Elemental Key of Air – Lasse will give you this when you 
                      rescue him.
    
          Wild Fairies:
                Water fairies – Tadana
                PSI fairies - Mentaur
    
          Exits:
                Exit to DC-3, the Dark Caves
    
          Characters: 
                None
    
    
          Notes:
                The Sparkling Lights near Lasse will create a stone disc.  
          These discs allow you to reach one of the four fairies.
    
          This level is very small.  It consists of one, single large room.  
    Talk to Lasse.  He will tell you to defeat four fairies so he can 
    escape.  The will give you the Elemental Key of Air when you help him.
    
    *****************************************
    **** Getting the Fairy Card of Earth ****
    *****************************************
    
          Finally, we have all the keys we need to get to the Realm of 
    Clouds.  This means we can finally go after the Fairy Card of Stone.  
    Replenish your items and Spheres at Tiralin.  Go back to London and make 
    sure you have one Stone fairy with you.  (We are trying to get the Fairy 
    Card of Stone, so it might be nice to have a fairy that can actually use 
    the card.  Also, we are going up to the Realm of Clouds where there 
    might be Air fairies - hint, hint).  When you are done, use to Mountain 
    Rune to get back to the Tower of the Dwarves.
    
          At the end of this phase, my fairy deck had 1 level 12 Ice fairy 
    (Greez), 1 level 21 Water fairy (Amnis), 1 level 32 PSI Fairy (Clum), 1 
    level 30 Energy fairy (Bue), and 1 level 22 Stone fairy (Vesbat).  I’ve 
    temporarily retired my level 22 Nature fairy (Liana) and my level 20 
    Fire fairy (Tinezard).  My Ice fairy will take of the Fire fairy’s job 
    for pretty much the rest of the game.  Through the past section, I’ve 
    grown to strongly dislike the Cera Water fairy.  It seems like every 
    time I take this fairy out, it gets killed before it can fire off two 
    shots.  After a bunch of painful training, I finally grew the Cera into 
    an Anmis.  I think I’m going to like the Amnis a lot more, seeing that 
    it actually has some hit points.
    
          I have 42 fairies caught right now in 31 different fairy 
    varieties.  I have duplicates of some fairies so that I can eventually 
    evolve them into other fairy varieties while still keeping the original 
    variety.  I currently have caught 19 Pixies.
    
          In case you are wondering how I’m advancing my fairies so quickly, 
    it’s because I’m taking time out to train them.  I’m not talking about 
    training them against one of the two Fairy Master trainers.  What I mean 
    is that I run around a level to the various spawn points of wild 
    fairies.  When you fight against one wild fairy, all of the other wild 
    fairies in the level potentially re-spawn.  This means you can run back 
    and forth between two or three different spawn points and keep fighting 
    fairy battles.  Do this will fairly rapidly raise your fairies 
    experience level.  This works best if your fairy is strong against the 
    spawning fairy’s type.  This method works much better when you finally 
    get the Fairy Horn, but we’ve got a ways to go before we can get that 
    item.
    
          Once you are back at the Dwarf tower, go to the elevator to the 
    left of your arrival point.  You should see a triangular platform with a 
    glowing pedestal at each point.  (If one of the points is not glowing, 
    then you are missing one of the elevator keys.)  When you climb onto the 
    circular shape in the middle of the triangular platform, the elevator 
    will take you to the Realm of the Clouds.  Through the magic of 
    Zanzarah, the centrifugal force of the spinning platform won’t actually 
    have any effect on Amy, so she won’t go flying off into space.  Anyway, 
    the elevator will take you to RC-1, the Realm of Clouds.
    
          A note about the Realm of Clouds, if you walk off the edge of the 
    land, you will die.  A number of the rewards from wild fairy duels will 
    be thrown off the land.  There’s nothing you can do to get these 
    rewards.
    
    ***********************************
    **** RC-1, the Realm of Clouds ****
    ***********************************
    
          Items Available:
                There are Fairy Coins all around this level.
                Big Healing Potion – near an obelisk 
                Map of the Realm of Clouds – in a chest near exit to RC-3
                Silver Sphere – on a rocky hill near the chest that holds 
                      the “Map of the Realm of Clouds” – you can climb up 
                      to this Sphere
    
          Wild Fairies:
                Nature fairies – Sillia, Viteria, Tinefol
                Air fairies – Airia, Luria, Sirael
    
          Exits:
                Exit to RC-2, the Realm of Clouds (the walkway)
                Exit to RC-3, the Realm of Clouds (the spiral transporter) 
    
          Characters: 
                Owl – tells you about the Realm of Clouds
          
    ***********************************
    **** RC-2, the Realm of Clouds ****
    ***********************************
    
          Items Available:
                There are Fairy Coins all around this level.
                2 x 8 Fairy Coins – in a bag near the exit towards the White 
                      Cathedral
                Medium Healing Potion – near the exit towards the White 
                      Cathedral
                4 Fairy Coins – in a bag near the exit towards the White 
                      Catehedral
                Medium Healing Potion – near the exit to East Pavilion
    
          Wild Fairies:
                Air fairies – Airia, Luria
    
          Exits:
                Exit to RC-1, the Realm of Clouds (the walkway)
                Exit to East Pavilion (exit - the spiral transporter)
                Exit to RC-4 the Realm of the Clouds (towards the White 
                      Cathedral)
    
          Characters: 
                Shadow Elf – blocks the way to all other exits – He has one 
                      Fire fairy, two Water fairies, one Chaos fairy, and one 
                      Stone fairy.
                Shadow Elf – blocks the exit to East Pavilion – He has one 
                      Dark fairy, one Ice fairy, one Nature fairy, and two Water 
                      fairies.
    
          Notes:
                The destination for the Rune of the Realm of Clouds is here, 
          in the center of the level.  Also, you can climb on top of the hill near 
          the exit to the White Cathedral.
    
    ************************
    **** East Pavilion  ****
    ************************
    
          Items Available:
                There are Fairy Coins all around this level.
                Rune of the Realm of the Clouds – to the left of the 
                      entrance
                Golden Sphere – under a boulder, to the right of the 
                      pavilion
                Silver Sphere – to the left of the pavilion – need the Fairy 
                      Card of Air to reach it
                Evolutionary Magic of Nature – This stone is on top of one 
                      of the pillars on the right side of this level.  You will 
                      need the Fairy Card of Air to reach this stone.            
    
          Wild Fairies:
                Nature fairies – Tinefol, Sillia, Viteria
                Air fairies – Sirael, Gorael
                Stone fairies – Stobat, Gremor
    
          Exits:
                Exit to RC-2, the Realm of Clouds
    
          Characters: 
                Magic Merchant – sells Air and low level Light spells
                White Druid (temporary) – tells you to defeat two Shadow 
                      Elves that are pestering him.  When you do, he gives you the 
                      Fairy Card of Stone.
    
          Talk to the Druid.  He will tell you to defeat the two Shadow 
    Elves that appear on this level.  The first Shadow Elf, on the bridge, 
    has two Chaos fairies, one Ice fairy, and one Nature fairy.  The second 
    Shadow Elf has two Chaos fairies, one Ice fairy, and one Fire fairy.  
    Defeat these Shadow Elves then talk to the White Druid.  He will give 
    you the Fairy Card of Earth.  With the Fairy Card of Earth and a Stone 
    fairy in as your active fairy, you can blow up boulders blocking your 
    path.  Sometimes, boulders are cover useful items.
          
          Collect all of the items, then go back to the Dwarf elevator on 
    RC-1.  When you get there, take the other exit to RC-3.
    
    ************************************************************************
    *************** PART 6 – GETTING THE FAIRY CARD OF AIR *****************
    ************************************************************************
    
          The next Fairy Card on the list is the Fairy Card of Air.  There’s 
    a much shorter path to this card than the last card, but we still need 
    to make a couple of detours.
    
          At the end of this section, in my fairy deck I have a 1 level 21 
    Ice fairy (Greez), 1 level 22 Water fairy (Amnis), 1 level 34 PSI Fairy 
    (Clum), 1 level 30 Energy fairy (Bue), and 1 level 21 Stone fairy 
    (Gremor).  I’ve retired my level 33 Stone fairy (Garbat).  The Amnis is 
    definitely better than the weak Cera.  I don’t have to worry about 
    losing my Amnis every time I bring it out.
    
          I have 48 fairies caught right now in 36 different fairy 
    varieties.  I have duplicates of some fairies so that I can eventually 
    evolve them into other fairy varieties while still keeping the original 
    variety.  I currently have caught 20 Pixies.
    
    ***********************************
    **** RC-3, the Realm of Clouds ****
    ***********************************
    
          Items Available:
                There are Fairy Coins all around this level.
    
          Wild Fairies:
                Nature fairies – Sillia, Viteria, Tinefol
                Air fairies – Sirael, Gorael
    
          Exits:
                Exit to RC-1, the Realm of Clouds
                Exit to the Arena
    
          Characters: 
    
          Notes:
                There’s a Pixie on the hill to your left, when you first 
          enter the level.  There are some Sparkling Lights on a narrow ledge 
          behind the hill.  These lights create some stone discs that will allow 
          you to get to the top of the hill and catch the Pixie.  
          
          There are some more Sparkling Lights behind another hill, 
    near the exit to the Arena.  These lights will give you five Fairy 
    Coins.
    
    *******************
    **** The Arena ****
    *******************
    
          Items Available:
                None
    
          Wild Fairies:
                None
    
          Exits:
                Exit to RC-3, the Realm of Clouds
    
          Characters: 
                The Druid (temporary) – he tells you a Shadow Elf is 
                      guarding the Arena.
                Shadow Elf General – set battle – gives you Quilin’s Staff 
                      of Rule when you win the battle.
                Suane – Keeper of the Arena – She will follow you wherever 
                      you go if you defeat a Chaos fairy for her.  She will 
                      only talk to you after you defeat the Shadow Elf General.
    
          The fight against the General is actually a set battle.  You will 
    fight against one Chaos fairy and six Dark fairies.  You will fight 
    against four Dark fairies and the one Chaos fairy at the same time.  Try 
    as best as possible to keep only one fairy in view at a time.  If you 
    have multiple fairies hitting you at the same time, you will quickly 
    lose whatever fairy you have.  
    
          You might think that with all those Dark fairies, you should bring 
    a deck full of Water fairies.  Unfortunately, the one Chaos fairy will 
    quickly eliminate you Water fairies.  The easiest way I found to win the 
    battle was to bring my PSI and Energy fairies out first.  I equipped 
    each one with their corresponding “opponent receives same damage 
    inflicted” spells.  (That’s “Quake of Power” for the PSI fairy and 
    “Homesickness” for the Energy fairy.)  With both of these fairies, I 
    concentrated on hitting the Chaos fairy.  Both of these fairies ended up 
    being defeated, but the damage they caused getting beaten up eliminated 
    two of the Dark fairies and seriously weakened the Chaos fairy and one 
    additional Dark fairy.  The rest of my fairies could quickly mop up the 
    remaining fairies. 
    
          Once you defeat these fairies, you will see a Light fairy, Suane, 
    left in the center of the Arena.  Talk to the fairy and she will ask you 
    to defeat a Chaos fairy that is pestering her.  Once you do this, she 
    will agree to join your fairy collection.
    
          After you get the Suane, go to Tiralin.  Enter Town Hall and talk 
    to the Mayor.  He will decide that Quilin is the traitor who is behind 
    all of the problems in Zanzarah.  He will organize a Fairy Master 
    tournament at the Great Tree in the Misty Swamp.  The winner of the 
    tournament will go after Quilin.  The Mayor wants you to participate in 
    the tournament.  
    
          Before we can go to the tournament though, we need to get access 
    to the Great Tree.  There is an elf blocking our access to the Great 
    Tree.  The elf wants a Segbuzz Chaos fairy before he leaves.  There’s 
    only one way to get a Segbuzz.  Go to the Herb Shop in Tiralin East.  
    Trade your Suane for the Shopkeeper’s Segbuzz.  This really isn’t the 
    best trade to have to make, since the Suane is a better fairy than 
    Segbuzz, but we must have the fairy to go on.  (To trade a fairy, the 
    fairy must be in the active, 1st, position in your fairy deck.  To get 
    the Suane, you will need to go back to London.  If you haven’t cleared 
    out the Prickly Bush in front of the elf asking for a Segbuzz, make sure 
    you pick up a Nature fairy when you are in London.) 
    
          With your Segbuzz and a Nature fairy, if needed, in your fairy 
    deck, use the Rune of Dunmore.  Head away from the Village of Dunmore on 
    the wooden bridge.  This will take you to MS-2.
    
    *******************************
    **** MS-2, the Misty Swamp ****
    *******************************
    
          Items Available:
                There are several Fairy Coins throughout this level
                Golden Sphere – under the Prickly Bush
                2 Healing Herbs – on an island accessible by walking into 
                      the Sparkling Lights
                1 Big Healing Potion – on an island accessible by walking 
                      into the Sparkling Lights
          
          Wild Fairies:
                Nature Fairies – Corgot, Abery, Abnobery, Sillia, Viteria
    
          Exits:
                Exit to Dunmore, Village of the Swamp Goblins
                Exit to the Great Tree
    
          Characters: 
                Elf (temporary) – wants a Segbuzz fairy 
    
          Notes:
                There are some Sparkling Lights under the far side of the 
          bridge.  These lights will give you access to an island on the left 
          side.  There’s a Pixie past the bridge.
    
          Clear the Prickly Bush, if you haven’t already.  Talk to the elf.  
    Give him your Segbuzz.  Yeah, we take a nice Suane after two trades, end 
    up with a worthless Corgot.  Oh well, take the opportunity to go back to 
    London.  Make the strongest fairy deck you can out of your current 
    fairies.  Try to have at least one fairy in your deck is strong against 
    every fairy type.  I used my strongest Nature, Energy, Ice, PSI, and 
    Water fairies.  When you are done creating your deck, come back to MS-2.  
    Don’t worry about taking evolving your weakest fairies right now.  You 
    need your strongest fairies for the upcoming set battles.  
    
          There’s another Prickly Bush between you and the Great Tree.  You 
    can jump around this Bush if you want, but there’s a Sphere under it.
    
    ************************
    **** The Great Tree ****
    ************************
    
          Items Available:
                There are three bags on an island, south of the Great Tree.  
                      They are on the path to the Shadow Realm.  I can’t reach 
                      the island without drowning, so I don’t know what is in 
                      the bags.
                      
          Wild Fairies:
                Nature Fairies – Corgot, Abery, Abnobery, Sillia, Viteria
    
          Exits:
                Exit to MS-2, the Misty Swamp, towards Dunmore
                Exit to MS-6, towards the entrance to the Shadow Realm.
    
          Characters: 
                Swamp Goblin – tells you about the Fairy Tournament 
    
    **** Tournament at the Great Tree – Round 1 ****
    
          Opponent: Seamus the Great, the Invincible – (he’s back)
    
          Seamus’s Fairies: - all Stone fairies (again)
                Stone fairies – Grem (level 30), Gremor (level 35), Stobat 
                      (level 33), and Garbat (level 40)
    
          Items Available after Defeating Seamus:
                There is a Book here that describes the Fairy Card of Air.
    
          Notes: 
                Seamus is just as easy here as he was before.  Your PSI 
          fairy should eliminate all of these fairies without breaking a sweat.
    
    **** Tournament at the Great Tree – Round 2 ****
    
          Opponent: Eirik – the Dwarf Fairy Master from Tiralin
    
          Eirik’s Fairies: -
                Water fairies – Tadana (level 35), Aquana (level 41), and 
                      Tadana (level 29)
                Ice fairy – Feez (level 31)
     
          Items Available after Defeating Eirik:
                A Swamp Goblin gives you 4 Medium Healing Postions.
    
          Notes: 
                This fight is pretty easy too.  My Ice fairy defeated all of the 
          Water fairies and my PSI fairy beat the Ice fairy.
    
    **** Tournament at the Great Tree – Round 3 ****
    
          Opponent: Janus, the Elf – you gave him the Segbuzz fairy earlier
    
          Janus’s Fairies: -
                Nature fairies – Blumella (level 30) and Symgot (level 37)      
                Stone fairy – Stobat (level 33)
                Chaos fairy – Segbuzz (level 38) – How did he get this fairy 
                      to gain some many levels so quickly?
     
          Items Available after Defeating Janus:
                Janus will give you the Segbuzz back.
                Garlic Atomizer – in a casket / chest
    
          Notes: 
                This fight was slightly more challenging than the other two 
          were.  It still wasn’t too hard.  My Ice fairy defeated two Nature 
          fairies, but nearly died from the poison it got from the first one.  The 
          other two fairies were easy to defeat.
    
    **** Tournament at the Great Tree – Final Round ****
    
          Opponent: Swamp Goblin
    
          Swamp Goblin’s Fairies: -
                Nature fairies – Lana (level 24), Tinefol (level 19) and 
                      Tinerog (level 14)            
                Air fairy – Fathrael (level 29)
          Water fairy – Cera (level 26)
     
          Items Available after Defeating the Swamp Goblin:
                Fairy Card of Air – available after you talk with the White 
                      Druid
    
          Notes: 
                I thought this fight was easier than the last one.  My Ice 
          fairy defeated all of the fairies except the Water fairy. My Energy 
          fairy defeated that one with two shots.
    
    
     --- A Note about the Fairy Card of Air ---
    
          The Fairy Card of Air is the most difficult Fairy Card to use 
    successfully.  When you jump on an Air Eddy, Amy gets launched into the 
    air.  You have a little bit of control over Amy while she’s in the air, 
    but not a whole lot.  It’s really easy to fly Amy in the wrong place 
    then have her fall to her death.
          
          Some places have multiple Air Eddies in a row.  These can be very 
    challenging to navigate.  To hit an Air Eddy, you have to land almost 
    right on top of it.  If you go too far, you might not trigger the Air 
    Eddy, causing Amy to fall.  So, any time you have to navigate Air Eddies 
    over a chasm, you should save your game before you make your attempt.
    
    ************************************************************************
    ************* PART 7 – FINDING THE KEY TO THE IRON GATES ***************
    ************************************************************************
    
          Getting the key to all of the iron gates or the Heavy Iron Key is 
    a fairly simply task.  You will need an Air fairy in your deck to 
    complete this task.
    
          At the end of this section, in my fairy deck I have a 1 level 28 
    Ice fairy (Greez), 1 level 23 Water fairy (Amnis), 1 level 36 PSI Fairy 
    (Clumaur), 1 level 31 Energy fairy (Bue), and 1 level 33 Nature fairy 
    (Boneria).  Starting out on this section, I replaced my Clumar with a 
    level 10 Mencre and my Boneria with a level 10 Gorael.
    
          I have 50 fairies caught right now in 38 different fairy 
    varieties.  I have duplicates of some fairies so that I can eventually 
    evolve them into other fairy varieties while still keeping the original 
    variety.  I currently have caught 21 Pixies.
    
          When you are ready and you have your air fairy, use the Rune of 
    the Realm of the Clouds.  From here, take the exit towards the White 
    Cathedral.  This will take you to RC-4.
    
    ***********************************
    **** RC-4, the Realm of Clouds ****
    ***********************************
    
          Items Available:
                There are Fairy Coins near the front of the White Cathedral.
                Golden Sphere – on a hill, near the level entrance – You can 
                      reach the top of this hill by jumping up the side of the 
                      hill farthest from the entrance.  You can also use the 
                      Sparkling Lights on the far side of the Eddies to create 
                      a path to the top.
                2 Small Healing Potions – on a hill, near the level entrance
                Medium Healing Potion – on a hill, near the level entrance
                Garlic Atomizer – on a hill, near the level entrance
                Silver Sphere – to the right of the White Cathedral
                6 Fairy Coins – in a bag to the right of the White Cathedral
                8 Fairy Coins – in a bag to the right of the White Cathedral
                Medium Healing Potion – to the left of the White Cathedral
                9 Fairy Coins – in a bag to the left of the White Cathedral
                2 Big Healing Potions – to the left of the White Cathedral
                6 Fairy Coins – in a bag to the left of the White Cathedral
                
          Wild Fairies:      
                Nature fairies – Sillia, Viteria, Tinefol
                Air fairies – Sirael, Gorael, Sirella
    
          Exits:
                Exit to RC-2, the Realm of Clouds
                Exit to White Cathedral
    
          Characters: 
                Shadow Elf – blocking the entrance to the White Cathedral – 
                      There seems to be a lot of Shadow Elves in the Realm of 
                      Clouds, doesn’t there?  This Shadow Elf has four Air 
                      fairies and one Chaos fairy.
    
          Notes:
                You can only get to the back half of this level by jumping 
          on the Air Eddies.  There are some Sparkling Lights on the hill across 
          the Eddies.  These lights will create a stone disc path to the top of 
          the hill near the entrance.  
    
          Cross the Air Eddy, defeat the Shadow Elf, and enter the White 
    Cathedral.
    
    *****************************
    **** The White Cathedral ****
    *****************************
    
          Items Available:
                There are Fairy Coins near the front of the White Cathedral.
                Golden Carrot – in front of the entrance to the right side 
                      room
                Garlic Atomizer – in front of the entrance to the right side 
                      room
                Golden Sphere – to the right of the “altar” – You have to 
                      jump over the opening in the floor to get the Sphere.
                Garlic Atomizer – on the left path to the “altar”
    
          Wild Fairies:      
                None
    
          Exits:
                Exit to RC-3, the Realm of Clouds
    
          Characters: 
                White Druid (temporary) – Tells you he caught Lasse breaking 
                      into the Cathedral and trapped him in an impenetrable 
                      magic barrier.  If you talk to the White Druid after his 
                      speech, he will try to convince you of the Dwarves’ guilt.  
                      He also says that he won’t let anyone disturb the peace of 
                      his White Cathedral.
                Magic Merchant – spells Light fairy spells.
                Lasse (temporary) – He claims he entered the White Cathedral 
                      to search for his father, Quilin.  He gives you the ”Key to 
                      Dwarf Factory” in Monagham.  He claims you will find the 
                      truth there.
    
          So, we need to go to Monagham.  We’ll need a Stone fairy to open 
    the pathway to the city.  When you’ve got a Stone fairy and re-stocked 
    your supplies, use the Rune to the Dwarf Tower.  Go to MW-7, blow up to 
    boulder blocking your way to Monagham, and enter the newly created 
    passageway.  This will take you to the Dark Caves, DC-4.
    
    ******************************
    **** DC-4, the Dark Caves ****
    ******************************
    
          Items Available:
                None
    
          Wild Fairies:      
                None
    
          Exits:
                Exit to MW-7, the Mountain World
                Exit to Monagham, Village of the Dwarves
    
          Characters: 
                Owl – tells you about the Dwarves
    
    ******************************************
    **** Monagham, Village of the Dwarves ****
    ******************************************
    
          Items Available:
                None
    
          Wild Fairies:      
                None
    
          Exits:
                Exit to DC-4, the Dark Caves
                Exit to the Old Dwarf Factory
                Exit to LC-1, the Lava Caves
                
          Characters: 
                Dwarf – tells about the Fairy Card of Fire
                Dwarf Smith – wants to relearn the ancient art of the 
                      dwarves – He tells you that if you find some of 
                      the Forgotten Tools of the Dwarves, he will be 
                      able to recreate the Magic of Metal.  If you show 
                      him these tools, he will sell you all of the Metal 
                      fairy spells.  This is the only Magic Merchant 
                      that does not look like the weird red creature.  
                      Also, the Dwarf Smith will never have any blanks in 
                      his selection.
    
          Notes:
                There are several houses you can enter in Monagham.  The 
          destination for the Rune of the Cave World (Monagham) is on this level.
    
    **** First House ****
    
          Characters:
                Dwarf – Offers to trade you a Violectra Energy fairy for a 
                      Fatheral Air fairy.  This trade isn’t worth it, since 
                      we will be able to capture a wild Violectra really soon.
     
          Items Available:
                Big Healing Potion – in a chest in the back room of the 
                      house
                Rune of the Cave World (Monagham) – in the back room of the 
                      house
    
    **** Second House ****
    
          Characters:
                Dwarf – gives you a bag of 15 Crystals for removing the 
                      boulder that blocked the path to Monagham.  He also will 
                      tell you about the Dwarves’ machines and Fire fairies.  
                      He reminds you that you can create a Fire fairy from a 
                      Tinefol, if you have the Evolutionary Stone of Fire.
     
          Items Available:
                Mana Potion – near the stairs
                2 Big Healing Potions – near the stairs
                Golden Sphere – in the chest
    
    **** Third House ****
    
          Characters:
                Jani – tells you to rescue Lasse
     
          Items Available:
                None
    
    **** Fourth House ****
    
          Characters:
                None
     
          Items Available:
                None
    
          Notes:
                Contains the elevator to the Lava Caves.  You need to pull 
          the lever to open the door.  You need the Forgotten Tools of the Dwarves 
          to pull the lever.
    
    **** Fifth House – Shop ****
          
          Characters:
                Dwarf – sells you items for Crystals
                Magic Merchant – sells fairy spells
     
          Items Available:
                3 Healing Herbs – throughout the store
    
          Explore Monagham and then enter the Forgotten Dwarf Factory.
    
    ***************************
    **** Old Dwarf Factory ****
    ***************************
    
          Items Available:
                None
    
          Wild Fairies:      
                Metal fairies - Minari
    
          Exits:
                Exit to Monagham
                
          Characters: 
                Quilin – tells you what is happening in Zanzarah and what 
                      you need to do.  He gives you the “Heavy Iron Key”, 
                      which will open all of the Dwarves’ gates in Zanzarah.
    
          Notes:
                When you approach the stairs, you will trigger a set battle.  
          The battle is against 3 Metal fairies, two Minari and one Gigarex.  This 
          can be a fairy tough battle, since Metal fairies can damage even highly 
          resistant fairies.
    
                There is a book here that talks about the Guard of Zanzarah 
          and your destiny.
    
                The Metal fairies will sometimes give the Forgotten Tools of 
          the Dwarves as rewards for defeating them in a duel.
    
    ************************************************************************
    ************** PART 8 – ENTERING THE LAVA CAVES, PART 1 ****************
    ************************************************************************
    
    ***********************************************
    **** Getting an Evolutionary Stone of Fire ****
    ***********************************************
    
          According to Rafi, we should be looking for a magical stone behind 
    a beautiful waterfall.  This will take us to an area near the Cottage.  
    We will need a Stone fairy for this mission.
    
          At the end of this past section, in my fairy deck I have a 1 level 
    30 Ice fairy (Greez), 1 level 31 Water fairy (Ceramnis), 1 level 13 PSI 
    Fairy (Mencre), 1 level 32 Energy fairy (Bue), and 1 level 29 Stone 
    fairy (Gremor).  I replaced the Ceramnis with a level 13 Air fairy 
    (Gorael) before starting this mission.
    
          I have 54 fairies caught right now in 40 different fairy 
    varieties.  I have duplicates of some fairies so that I can eventually 
    evolve them into other fairy varieties while still keeping the original 
    variety.  I currently have caught 21 Pixies.
    
          When you are ready and you have your Stone fairy, use the Cottage 
    Rune.  From here, go to FG-4 then FG-5.  Blow up the boulder on the top 
    level of FG-5 and enter the new area.
    
    **********************************
    **** MW-8, the Mountain World ****
    **********************************
    
          Items Available:
                None
    
          Wild Fairies:      
                Water fairies – Tadana, Amnis, Ceramnis
    
          Exits:
                Exit to FG-5, the Fairy Gardens
                Exit to DC-5, the Dark Caves
                
          Characters: 
                Elf – challenges you to a fairy duel – This elf has all Ice 
                      fairies.  When you defeat the Elf, he gives you the Key
                      to Town Hall.
    
    ******************************
    **** DC-5, the Dark Caves ****
    ******************************
    
          Items Available:
                There are some Crystals on the floor of the caves
                8 Fairy Coins – in a cave room
                5 Fairy Coins – in a cave room
                Medium Healing Potion – in a cave room
                Evolutionary Magic of Fire – in a cave room
                Golden Sphere – on a bridge
    
          Wild Fairies:      
                PSI fairies – Mencre, Beltaur, Mentaur
    
          Exits:
                Exit to MW-8, the Mountain World
    
          Characters: 
                None
    
    ************************************************************************
    ********************** PART 9 – SOME SIDE QUESTS ***********************
    ************************************************************************
    
          Rafi wants us to get the Fairy Card of Fire from the garden near 
    the Forest Hut.  There are some other things we can do now that we’ve 
    got certain keys and Fairy Cards.  These side options are optional as 
    far as the game is concerned, but they give us access to some special 
    fairies, items and Pixies.  You don’t have to complete any of these 
    tasks to finish the game, however.
    
          At the end of this past section, in my fairy deck I have a 1 level 
    33 Ice fairy (Greez), 1 level 38 Air fairy (Fathrael), 1 level 27 PSI 
    Fairy (Mencre), 1 level 45 Energy fairy (Lighbue), and 1 level 30 Stone 
    fairy (Gremor).  I spent some extra time at the waterfalls of MW-8 
    training my Air, Energy, and Chaos fairies.  (I wanted a little break 
    from writing...)
    
          I have 55 fairies caught right now in 44 different fairy 
    varieties.  I have duplicates of some fairies so that I can eventually 
    evolve them into other fairy varieties while still keeping the original 
    variety.  I currently have caught 21 Pixies.
    
          To do this next section, you will need an Air fairy plus a pretty 
    balanced deck.  I’m going to take you to several different places in 
    Zanzarah.  You might want to adjust your fairy deck before going to a 
    new place.  When you have the deck you want to start with, head to 
    Tiralin.
    
    ********************************
    **** Finding the Cloverleaf ****
    ********************************
    
          First on our list is finding the Cloverleaf.  The Cloverleaf will 
    help us with the Magic Merchants.  With the Cloverleaf, the Magic 
    Merchants will have a lower chance of creating a blank when they 
    generate spells.  This means you will have a better chance of getting 
    the spell you want.
    
          Finding the Cloverleaf is easy.  Go to the Town Hall of Tiralin.  
    Near the Mayor is a locked door.  The key to the door is the “Key to 
    Town Hall”, which the elf at MW-8 just gave us.  Open the door and then 
    open the chest in the room beyond the door.  The chest holds the 
    Cloverleaf.
    
    *******************************
    **** Town Hall – Revisited ****
    *******************************
    
          Items Available:
                * - Cloverleaf – in a chest, behind the locked door 
                * - Big Healing Potion – in a chest, behind the locked door 
                * - Garlic Atomizer – in a chest, behind the locked door 
                Map of the Enchanted Forest – in a chest / casket at the top 
                      of the stairs.
                2 Small Healing Potion – on railing on the second floor
                Medium Healing Potion – on railing on the second floor
                Big Healing Potion – on railing on the second floor
                Small Healing Potion – near statue behind the female elf
                Garlic Atomizer – near statue behind the female elf.
                
          Wild Fairies:
                None
    
          Exits:
                Exit to Tiralin West
    
          Characters: 
                Male Elf – Mayor – He will now tell you to fulfill the 
                      prophecy
                Female Elf – tells you about how bad humans are.
                            
          Notes: 
                The Book on the top level with tells you about the Fairy 
          Card of Nature. 
    
    * - A new item available behind the door opened with the “Key to Town 
    Hall”.
    
    ********************************
    **** Finding the Fairy Horn ****
    ********************************
    
          Next on our list is the Fairy Horn.  The Fairy Horn is similar to 
    the Ocean Conch, but it works on all fairies.  The Fairy Horn will allow 
    you to summon a fairy from a spawn point, if the fairy doesn’t 
    automatically attack you.  Every level that has wild fairies features 
    certain fairy spawn points.  At each spawn point, a wild fairy can 
    attack you.  If a fairy doesn’t attack you at a spawn point, then the 
    fairy is sleeping.  You can use the Fairy Horn to wake a sleeping fairy, 
    forcing it to attack you.
    
          The Fairy Horn is also located in Tiralin.  This horn is behind 
    the locked doors of the Catacombs.  Enter the catacombs and go to the 
    locked door (near the owl and the Magic Merchant.)  Open the locked door 
    with the “Heavy Iron Key” and proceed to the Lower Catacombs.
    
    *************************
    **** Lower Catacombs ****
    *************************
    
          Items Available:
                There are Fairy Coins scattered about this level.
                Golden Sphere – found by following the left wall 
                3 Fairy Coins – found to the right of the entrance
                8 Fairy Coins – found by taking your first right then a left
                2 Small Healing Potions – found by taking a right then a 
                      left
                5 Fairy Coins – found by taking a right then a left
                2 Crystal Spheres – found near the chest with the Fairy Horn
                Fairy Horn – in a chest, found in a blue tinted room
                2 Golden Spheres – found by following the right wall from 
                      the entrance
    
          Wild Fairies:
                Energy fairies – Violectra
                Dark fairies – Manox, Turnox
                Chaos fairies – Rasrow, Akritar
    
          Exits:
                Exit to Catacombs
    
          Characters: 
                None
                
    ***************************************
    **** Finding the Fairy Card of PSI ****
    ***************************************
    
          The next item on the list is the Fairy Card of PSI, however the 
    wild fairies we’ll encounter on the way to getting the card are more 
    important than the card itself.  With the Fairy Card of PSI, a PSI fairy 
    in the active fairy slot will face the closest wild fairy.  The caveat 
    to this is that you may not be able to activate the wild fairy that the 
    PSI fairy finds.  Sometimes the PSI fairy will look at a pillar or tree 
    and you won’t find any wild fairy, even with the Fairy Horn.
    
          The Fairy Card of PSI is located in the Ruins in the Forest.  The 
    gate to the Ruins in the forest is on the far end of Tiralin West.  The 
    gate is locked, but you can open it with the “Heavy Iron Key”. Unlock 
    the gate and enter the road to the Ruins in the Forest, EF-5
    
    ************************************
    **** EF-5, the Enchanted Forest ****
    ************************************
    
          Items Available:
                There are Fairy Coins scattered about this level.
                Crystal Sphere – to the left of the road
                Golden Sphere – to the left of the bridge
                Mana Potion – behind a large rock, to the right of the 
                      bridge
                Golden Carrot – to the left of the ruins
                Small Healing Potion – to the right of the far side of the 
                      bridge
                Medium Healing Potion – to the right of the far side of the 
                      bridge
    
          Wild Fairies:
                Nature fairies – Tinefol, Pfoe
                Dark fairies – Manox, Turnox
                Energy fairies - Violectra
    
          Exits:
                Exit to Tiralin West
                Exit to the Ruins in the Forest
    
          Characters: 
                None
    
          Notes:
                There is a Pixie on top of some ruins here.  You need an Air 
          fairy to reach the Pixie.  There are some Sparkling Lights near some of 
          the ruins before the Pixie.  These lights will create a stone disc you 
          need to reach the Pixie.
    
    *********************************
    **** The Ruins in the Forest ****
    *********************************
    
          Items Available:
                There are Fairy Coins on the pathway to the ruins.
                Evolutionary Magic of Nature – to the left of the pathway to 
                      the ruins
                Evolutionary Magic of Nature – to the right of the pathway 
                      to the ruins
                Healing Herbs – on the left side of the ruins
                Small Healing Potion – on the left side of the ruins
                Crystal Sphere – behind the ruins
                6 Fairy Coins – behind the ruins
                7 Fairy Coins – on the right side of the ruins
                Healing Herbs – inside the ruins, on the left side
                Fairy Card of PSI – in the center of the ruins
    
          Wild Fairies:
                Nature fairies – Tinefol, Pfoe
                Light fairies – Lighane, Driane
                Energy fairies - Darbue
    
          Exits:
                Exit to EF-5, the Enchanted Forest
    
          Characters: 
                None
    
    *********************************
    **** Getting a Missing Pixie ****
    *********************************
    
          When we were going to the Ice Caves, we missed a Pixie in MW-7, 
    because we didn’t have the Fairy Card of Air.  Now that we have this 
    card, go back and fetch the Pixie.  MW-7 is between the Dwarf Tower and 
    the Mountain Peaks.  Use either rune and get the Pixie.
    
    ***********************************************
    **** Getting the Evolutionary Magic of Air ****
    ***********************************************
    
          Go to MP-1, the first snow world outside of the Dark Cave.  
    Instead of taking a left towards the Ice Caves, take a right.  This will 
    lead you to a level separated by Air Eddies, MP-3.
    
    *********************************
    **** MP-3, the Mountain Pass ****
    *********************************
    
          Items Available:
                Evolutionary Magic of Air – on the far portion of this level
    
          Wild Fairies:
                Ice fairies – Greezloc, Glacess
    
          Exits:
                Exit to MP-1, the Mountain Pass
    
          Characters: 
                None
    
          Notes:
                There is a Pixie on the far part of the level.
    
    *********************************************************
    **** Tying Up Some Loose Ends in the Realm of Clouds ****
    *********************************************************
    
          With an Air fairy, we can get another Evolutionary Magic of 
    Nature.  There is one on top of a pillar in the East Pavilion.  Jumping 
    on top of the first pillar will throw you on some Sparkling Lights. 
    These lights will create a stone disc pathway to the Evolutionary Magic.  
    You can also get a Silver Sphere on the opposite side of this level.
    
          When you are done collecting items or you decide you don’t want 
    these items, go back to the White Cathedral.  When you enter the 
    Cathedral, you will automatically confront someone there.  The Leader of 
    the Shadow Elves will appear as a result of this confrontation.  Talk to 
    this Shadow Elf and challenge him to a fairy duel.  When I fought this 
    duel, the Shadow Elf had a Akitar Chaos fairy, a Pix Fire fairy, a Pfoe 
    Nature fairy, a Taze Nature fairy, and a Ceramnis Water fairy.  
    
          After you defeat the Shadow Elf, talk to the imprisoned character.  
    This will free the character.  The now freed character will tell you to 
    go to the Shadow Realm to defeat the Guard.  We can’t finish this task 
    yet, because we first need to go to the Lava Caves.  So, let’s get back 
    to our quest to enter the Lava Caves.
    
    ************************************************************************
    ************** PART 10 – ENTERING THE LAVA CAVES, PART 2 ***************
    ************************************************************************
    
    ****************************************
    **** Getting the Fairy Card of Fire ****
    ****************************************
    
          The next step to entering the Lava Caves is to find the Fairy Card 
    of Fire.  This card is located in a garden next to the Forest Hut.
    
          At the end of this past section, I have 75 fairies caught right 
    now in 70 different fairy varieties.  I’m missing five Fire fairies, 
    Suane, the highest Light fairy, and one Metal fairy.  I found some 
    Forgotten Tools of the Dwarves in the Forgotten Dwarf factory.  With 
    these tools, I was able to evolve one of my Metal fairies.  I didn’t 
    have enough tools to evolve the other fairy.  I currently have caught 24 
    Pixies.
    
          To get the Fairy Card of Fire, we are going to have to fight a 
    pretty nasty set battle against several Nature fairies.  Some of the 
    Nature fairies will invariably have “Oak Skin” or “Thorn Armour”, which 
    will make our first five attacks against them ineffective.  Since all 
    the only fairies you will fight getting to this battle will be Nature 
    fairies, feel free put five fairies that are strong against Nature 
    fairies.  I’m going to bring my strongest Energy fairy, a LighBue, and 
    give it the “Homesickness” spell.  This spell will give back any damage 
    my Energy fairy gets, including Poison damage.  I’m also going to arm my 
    highest PSI fairy with the “Quake of Power” spell, which does the same 
    thing as the Homesickness” spell.  I’ll give the PSI fairy a Fire Attack 
    spell, so it can actually do some damage against the Nature fairies.  My 
    plan is to use the Energy fairy and the PSI fairy to weaken the opposing 
    Nature fairies.  I will then use the Ice, Fire and Metal fairies in my 
    deck to deal with the survivors.  At worst, I may end of losing my 
    Energy and PSI fairies, but I should still be able to win this fight 
    fairly easily.
    
          When you have the fairy deck of your choice, go to the Forest Hut.  
    Take the other exit to enter EF-7.  (If you’ve talked to the Forest Elf 
    in Dunmore after clearing all of the Prickly Bushes around the Forest 
    Hut, the Forest Elf will be here.  This elf will convert two Small 
    Healing Potions into one Big Healing Potion.  If you’ve got extra Small 
    Healing Potions, this is a really good deal.)
    
    ************************************
    **** EF-7, the Enchanted Forest ****
    ************************************
    
          Items Available:
                There are eight Fairy Coins leading to the set battle 
                      location.
                Fairy Card of Fire – high in the air, accessible by stone 
                      discs created when you defeat the Keeper.
    
          Wild Fairies:
                Nature fairies – Tinefol, Pfoe
    
          Exits:
                Exit to the Forest Hut
    
          Characters: 
                Keeper of the Fairy Card – a Blumella Nature fairy that 
          challenges you to a fairy duel.  Defeat her and her friends and 
          you will gain access to the Fairy Card of Fire.  You will end up 
          fighting six Nature fairies, four Pfoes and two Blumellas.  
    
          Notes:
                There is a Pixie near the entrance to this level.
    
          Defeat the fairies and get the Fairy Card of Fire.
    
    ****************************************************
    **** Getting the Elemental Elevator Key of Fire ****
    ****************************************************
    
          After getting the Fairy Card of Fire, go back to London and get 
    balanced fairy deck, making sure you include a Stone fairy.  Then, use 
    the Fairy Garden Rune to go to Rafi’s Cave.  From there, blow up the 
    boulder blocking the exit to the right of the cave.  This opens the way 
    to FG-7.
    
    *********************************
    **** FG-7, the Fairy Gardens ****
    *********************************
    
          Items Available:
                None
    
          Wild Fairies:
                None
    
          Exits:
                Exit to Rafi’s Cave
                Exit to RC-5, the Realm of the Clouds (Junkyard in the Sky)
    
          Characters: 
                None
    
          Notes:
                There is a Pixie near the elevator.
    
          Take the elevator to the Junkyard in the Sky.
    
    *********************************************************
    **** RC-5, the Realm of Clouds (Junkyard in the Sky) ****
    *********************************************************
    
          Items Available:
                3 Fairy Coins – to the right from the elevator
                3 sets of 2 Tools of the Dwarves – one set of two in each 
                      chest
                Golden Sphere – in the air, accessible by stepping into the 
                      Sparkling lights to the right of the Sphere
    
          Wild Fairies:
                Metal fairies – Minari
    
          Exits:
                Exit to FG-7, the Fairy Gardens
    
          Characters: 
                None
    
          Notes:
                There are Sparkling Lights to the right of the Golden 
          Sphere.  Stepping in the lights will create a couple of stone discs that 
          you can use to reach the Golden Sphere.  One of the discs will be moving 
          up and down.  Save before you try to Golden Sphere.  You may run into 
          one of the bugs in this game.  Sometimes when you are on a moving disc, 
          you will end up following through the disc.  This usually happens when 
          the disc changes directions from down to up.  I’ve noticed that if you 
          jump straight up right when the disc stops going down, you will usually 
          avoid this bug.
    
          In front of you are three chests.  When you approach the chest, 
    you will trigger a set battle with four Metal fairies.  This battle is 
    similar to the one you’ve already fought in the Forgotten Dwarf Factory.  
    Once you get the Forgotten Tools of the Dwarves, use the Dwarf Tower 
    rune.  Go through the opening, which use to be blocked by a Dwarf.  This 
    will take you back to MW-5.
    
    **********************************************
    **** MW-5, the Mountain World – Revisited ****
    **********************************************
    
          Items Available:
                Elemental Key of Fire – in the chest on the floating stone 
                      disc
     
          Wild Fairies:
                None
    
          Exits:
                Exit to the Tower of the Dwarves
    
          Characters: 
                Dwarf – Tells you that he is guarding access to a rare Dwarf 
                      treasure.  Talk to him and he will create four moving discs 
                      that lead you to the chest.  The treasure is the chest 
                      floating out in space.
    
          Notes:
               There is one of the transporting lights near the entrance to 
          this level.  This light dumps you out just below the far of bridge.  Use 
          this light to get to the moving stone discs that lead you to the chest.
    
          Talk to the Dwarf and he will create a series of moving stone 
    discs to the chest.  Take your time making your way across the moving 
    stones.  You have to be at the edge of the disc to make it to the next 
    disc.  If you die, you will be recreated near the lower transporting 
    light.  The moving discs will disappear when you reload, so you have to 
    go back to the Dwarf and get him to recreate the moving discs.
    
    *********************************
    **** Entering the Lava Caves ****
    *********************************
    
          Now that we have the Elemental Key of Fire, the Fairy Card of 
    Fire, and at least one Evolutionary Stone of Fire.  If you haven’t 
    already made a Tinezard, by evolving a Tinefol with an Evolutionary 
    Stone of Fire, do so now.  When you have a Tinezard, add it to your 
    fairy deck.  You will also need at least one fairy that is strong 
    against Fire fairies.  Finally, you will need one Air fairy to get over 
    some Air Eddies.  Once you have these items, take the Monagham Rune. 
    
    ******************************************************
    **** Monagham, Village of the Dwarves – revisited ****
    ******************************************************
    
          Talk to the Dwarf Smith near the Monagham rune destination.  Now 
    that you have some Forgotten Tools of the Dwarves, he thank you the 
    first time you talk to him.  After this, the Smith will be able to sell 
    you Metal fairy spells.  The Smith is just like a Magic Merchant, except 
    the Smith never seems to have any blanks in his spell selection.  He 
    will sell you all of the Metal fairy spells, except the lowest level 
    attack spell.
    
          While you are in Monagham, you can go down to some of the lower 
    huts to talk with some Dwarves that have newly arrived.  All these 
    dwarves tell you are that you should destroy the Guard in the Shadow 
    Realm.  This really isn’t important, so you can ignore all of the lower 
    houses for now.
    
          When you’re done in Monagham, go to the house to the right of the 
    Monagham rune destination.  The door is locked, but if you have some 
    Forgotten Tools of the Dwarves, you can pull the lever outside.  Pulling 
    the lever will open the door.  Inside the building is an elevator.  With 
    the Elemental Key of Fire, you can use the elevator to enter the Lava 
    Caves.
    
          The only thing you need to do in the Lava Caves is capture a Pix 
    fire fairy.
    
    ******************************
    **** LC-1, the Lava Caves ****
    ******************************
    
          Items Available:
    
          Wild Fairies:
                None
    
          Exits:
                Exit to Monagham – via the elevator
                Exit to LC-2, the Lava Caves
    
          Characters: 
                None
    
          This is actually called the Dark Caves by the game, but the Lava 
    Caves is really more accurate.  Cross the Air Eddies to the far caves.  
    Be careful, because these Air Eddies are one of the hardest sets in the 
    game to use.
    
    ******************************
    **** LC-2, the Lava Caves ****
    ******************************
    
          Items Available:
                There are Crystals all over the ground here.
    
          Wild Fairies:
                Fire fairies - Dracwin
    
          Exits:
                Exit to LC-1, the Lava Caves
                Exit to LC-3, the Lava Caves
    
          Characters: 
                None
    
          Follow the stepping stones to LC-3.
    
    ******************************
    **** LC-3, the Lava Caves ****
    ******************************
    
          Items Available:
                There are Crystals all over the ground here.
    
          Wild Fairies:
                Fire fairies - Dracwin
    
          Exits:
                Exit to LC-2, the Lava Caves
                Exit to LC-4, the Lava Caves (the two exits along the top of 
                      this level, not including exit near the exit to LC-2)
                Exit to LC-5, the Lava Caves (the exit along the bottom of 
                      this level and the exit near the exit to LC-2)
    
          Characters: 
                None
    
          The exits off of the ramps on this level will take you to one of 
    the other Lava Cave levels.
    
    ******************************
    **** LC-4, the Lava Caves ****
    ******************************
    
          Items Available:
                There are Crystals all over the ground here.
                2 Evolutionary Magics of Fire – in a small cave off to the 
                      side of the main path
                Silver Sphere – in a chest next to the Evolutionary Magics 
                      of Fire
                Golden Carrot – in a chest next to the Evolutionary Magics 
          of Fire
    
          Wild Fairies:
                Fire fairies – Dracwin, Pix, Ferix
    
          Exits:
                Exit to LC-3, the Lava Caves
    
          Characters: 
                None
    
          Notes:
                You will need a Fire fairy as your active fairy to survive 
    on this level for more than a couple of seconds.
    
    ******************************
    **** LC-5, the Lava Caves ****
    ******************************
    
          Items Available:
                There is one Crystal on the ground here.
                Evolutionary Magic of Fire – behind a stone near the 
    entrance to the level
    
          Wild Fairies:
                Fire fairies – Dracwin, Pix, Ferix
    
          Exits:
                Exit to LC-3, the Lava Caves
    
          Characters: 
                None
    
          Notes:
                You will need a Fire fairy as your active fairy to survive 
    on this level for more than a couple of seconds.
    
          The only thing you need to do while you are in the Lava Caves is 
    catch a Pix Fire fairy.  Don’t leave the Lava Caves until you catch a 
    Pix fairy.  Be careful, because Pix fairies are really fast.  Once you 
    weaken a Pix enough to capture it, you may have to quickly maneuver 
    yourself to catch it before you flee.
    
    ************************************************************************
    ******* PART 11 – TRAINING AND COMPLETING YOUR FAIRY COLLECTION ********
    ************************************************************************
    
          At this point in the game, you have the potential to have a 
    complete collection of all the 77 different fairy varieties.  The only 
    section of the game that is left, the Shadow Realm, has the same fairies 
    that you can catch elsewhere.  If you are missing some fairies, then you 
    either need to train some of your existing fairies up until they evolve 
    to a higher form or catch some different wild fairies.
    
          If you want to complete your fairy collection, take the time now 
    to finish it.  If you need to capture some more fairies, look through 
    the walkthrough levels above or in the fairy lists below to find out 
    where you can capture one.  If you need to give your fairies more 
    experience, then you need to start training your fairy.
    
          To train your fairy, go to some area where there are wild fairies 
    that your fairy is strong against.  For example, if you are trying to 
    raise a Stone fairy, go to the Realm of Clouds and fight a bunch of Air 
    fairies.  You will have to use the Fairy Horn or the Ocean Conch to get 
    the maximum impact from your training sessions.  Also, to reach some of 
    the higher levels, you need a lot of experience points.  Use some of 
    your spare Fairy Coins to buy some Golden Carrots.  Golden Carrots will 
    give your fairy one experience point less than the amount your fairy 
    needs to get to the next level.
    
          Some of the places that I’ve found are good to train fairies are:
    
          The Waterfalls of MW-8, near the Cottage is a great place to find 
    Water fairies.  This is a good place to train Air, Energy, Ice, and 
    Chaos fairies.  Water fairies don’t really have any spells that should 
    cause you any troubles.
    
          The Mountain Peaks, MW-2, at the Mountain rune destination, is a 
    good place to find Ice fairies.  Ice fairies will give you a bunch of 
    experience with minimal risk to resistant fairies.  The Mountain Peaks 
    are a good place to train PSI and Fire fairies.
    
          The Forgotten Dwarf Workshop in Monagham has two Metal fairy spawn 
    points.  You have to be somewhat careful training with Metal fairies, 
    since they seem to be able to damage even resistant fairies.  The 
    Forgotten Dwarf Workshop is a good place to train Air, Water, Energy, 
    and Ice fairies.
    
          The Dark Caves in DC-1, is a good place to find some PSI fairies.  
    PSI fairies are somewhat dangerous to train with, because of the “Quake 
    of Power” spell.  This spell will cause you damage every time you attack 
    the PSI fairy.  If this spell is active on the PSI fairy, you will see a 
    blue shield above the fairy in the arena.  When I see this spell active 
    on a PSI fairy, I usually just run for the exit.  Fighting a PSI fairy 
    with this defensive spell will quickly burn through your supplies of 
    Healing Potions and Healing Herbs.  The Dark Caves are a good place to 
    train Nature, Air, Energy, Dark, Chaos, and Metal fairies.
    
          The pillars in RC-2, in the Realm of the Clouds, are a good place 
    to find Air fairies.  The Air fairies here don’t really give you a lot 
    of experience, but this is a pretty safe place to train.  The worst 
    thing an Air fairy can do to you is slow down your spell-charging rate.  
    The Realm of Sky is a good place to train Stone, Ice, Fire, and Dark 
    fairies.
    
          This leaves us looking for a place to train our Light fairies.  
    There are two good places to train Light fairies.  The best place is in 
    the Shadow Realms, but the Lower Catacombs in Tiralin are also a good 
    place to train.  Training Light fairies can be dangerous.  The Light 
    fairy, Driane, doesn’t have a whole lot of hit points when you first 
    catch her.  The fairies in the two above places can cause a bunch of 
    damage to your Light fairy until you train it to a high enough level.
    
          At the end of this past section, I had caught 80 fairies, with 75 
    different fairy types.  I was missing a Daemonex Fire fairy and a Suane 
    Light fairy.  I raised a Ferix and a Driane to a Daemonex and a Suane 
    before I started the next section.  I had caught 26 Pixies at this 
    point.
    
    ************************************************************************
    ********************* PART 12 – THE SHADOW REALM ***********************
    ************************************************************************
    
          In the Shadow Realm, there are wild Dark and Chaos fairies.  There 
    are a large number of set and Fairy Master duels, so you will need a 
    balanced fairy deck.  You will need to swap out fairies in your deck a 
    couple of times before finishing the Shadow Realm.  You will need an Air 
    fairy in your deck for the first part of the Shadow Realm to get past 
    some Air Eddies.
    
          I’m going to take a set deck of four fairies, plus one fairy that 
    I’ll change, depending on where I am.  My set deck will have one level 
    47 Ice fairy (Greezloc), one level 36 PSI fairy (Clumaur), one level 40 
    Dark fairy (Dredanox), and one level 38 Light fairy (Suane).  I’ll start 
    out with an Air fairy as my extra fairy.)
    
          Once you’ve selected your fairy deck, stock up on supplies and 
    charge up your fairies’ mana.  Then, take the Dunmore Rune to get to the 
    Misty Swamp.  Go to the Great Tree level.  Behind the great tree is a 
    series of small islands you can hop across.  Cross these and you will 
    end up in MS-6.
    
    *******************************
    **** MS-6, the Misty Swamp ****
    *******************************
    
          Items Available:
                None
    
          Wild Fairies:
                None
    
          Exits:
                Exit to the Great Tree in the Misty Swamp
                Exit to SR-1, the Shadow Realm
    
          Characters: 
                Owl – tells you that you are on your own in the Shadow Realm
    
          Open the gate with the Heavy Iron Key and proceed through the 
    level.  Enter the Shadow Realm.
    
    ********************************
    **** SR-1, the Shadow Realm ****
    ********************************
    
          Items Available:
                2 Big Healing Potions – near the entrance to the level
                5 Fairy Coins – in a bag, at the bottom of the ramp
                3 Fairy Coins – in a bag, at the bottom of the ramp
                Golden Carrot – on a ledge to the right of the level – You 
                      have to jump on two moving discs to get to this item.
                
          Wild Fairies:
                Chaos Fairies – Rasrow, Akritar
    
          Exits:
                Exit to MS-6, the Misty Swamp
                Exit to SR-2, the Shadow Realm
    
          Characters: 
                Shadow Elf – blocking the bottom of the sloped ramp into 
                      this level.  When I fought this Shadow Elf, it had 
                      one Water fairy, one Ice Fairy, one PSI fairy, one 
                      Dark fairy, and one Chaos fairy.  All the fairies 
                      were level 45 or higher.
                Shadow Elf 2 – This elf is blocking the bottom of a bridge, 
                      just past the Pixie.  When I fought this Shadow Elf, 
                      it a had one Fygaery Nature fairy, one Fathrael Air 
                      fairy, one JumRock Stone fairy, one Tinezard Fire 
                      fairy, and one Goop Water fairy.  All of the fairies 
                      where level 47 or higher, with most of them being in 
                      the fifties.
    
          Notes:
                There are some Sparkling Lights just to the left of the 
          first left turn in this level.  These lights generate 13 Fairy Coins, 
          although some of the coins may get stuck on top of the broken arch.
                There is a Pixie on this level.  To get to the Pixie, you 
          need an Air fairy.  Jump on the two Air Eddies on the opposite side of 
          main walkway as the Pixie.  These Eddies will drop you onto some 
          Sparkling Lights.  These lights will create a path for you to reach the 
          Pixie.  You will have to walk behind a broken wall and along a narrow 
          ledge to reach these Air Eddies.
    
    ********************************
    **** SR-2 the Shadow Realm *****
    ********************************
    
          Items Available:
                Small Healing Potion – near the entrance of this level
                Medium Healing Potion – near the entrance of this level
                Path of Fairy coins – in the big room – This path of coins 
                      leads to the area where you can find the Red Bone Key.  
                      Step into the Sparkling Lights, then follow the discs 
                      to the chest with the Red Bone Key.
                Big Healing Potion – on the way to the chest with the Red 
                      Bone Key
                Red Bone Key – in a chest, on a ledge
                3 Fairy Coins – in a bag, behind the door locked by the Red 
                      Skull
                5 Fairy Coins – in a bag, behind the door locked by the Red 
                      Skull
                There are 3 Fairy Coins behind the Green Skull door.
                
          Wild Fairies:
                Chaos Fairies – Rasrow, Akritar
                Dark Fairies – Manox
    
          Exits:
                Exit to SR-1, the Shadow Realm
                Exit to SR-3, the Shadow Realm
    
          Characters: 
                Leader of the Shadow Elves – He is blocking the access to 
                      the back portion of this level.  When I fought this Shadow 
                      Elf, he had one Skelrath Chaos fairy, one Lighbue Energy 
                      fairy, one Glacess Ice fairy, one Psyrow Chaos fairy, and 
                      one JumRock Stone fairy.  These fairies’ levels where from 
                      the high twenties to the mid-forties.
    
          Notes:
                Behind the Leader of the Shadow Elves is a room with three 
          locked exits.  You will need a different colored Bone Key to open these 
          locks.  This area is also the destination of the Shadow Rune.  There are 
          some sparkling lights near the back of this room.  These lights create a 
          path to the chest that holds the Red Bone Key.
    
          Get the Red Bone Key and open the door locked by the Red Skull.  
    Follow the walkway behind the Red Skull’s door until you reach SR-3.
    
    ********************************
    **** SR-3, the Shadow Realm ****
    ********************************
    
          Items Available:
                There are Fairy Coins along the walkway of this level
                Rune of the Shadow Realm – accessible by jumping on two 
                      moving discs – This Rune in on your right when you enter this 
                      level.
                Golden Sphere – accessible by jumping on three moving 
                      platforms on the left side of this level
                Big Healing Potion – on a small platform, along the way to 
                      the Magic Merchant
                Garlic Atomizer – on a small platform, along the way to the 
                      Magic Merchant
                Small Healing Potion – in front of the Magic Merchant
                Green Bone Key – in a chest / casket near the Magic Merchant
    
          Wild Fairies:
                Chaos Fairies – Rasrow, Akritar
                Dark Fairies – Manox
          Exits:
                Exit to SR-2, the Shadow Realm
    
          Characters: 
                Magic Merchant – sells Ice, Fire, Dark, and Chaos fairy 
                      spells
    
          Grab the Green Bone Key and the Rune of the Shadow Realm.  Return 
    to the room in SR-2 with the three gates.  Open the Green Skull with the 
    Green Bone Key.  For the next section, you will only need an Air fairy 
    if you want to get a Silver Sphere, a Golden Sphere, and some Healing 
    Herbs.  If this seems worth it to you, bring an Air fairy.  If this 
    doesn’t seem worth the effort to you, go back to London and trade your 
    Air fairy for a Pix Fire fairy.  (If you don’t bring a Pix Fire fairy to 
    the next section, you will have to do some backtracking later.)  Follow 
    the newly opened passage to SR-4.
    
    ********************************
    **** SR-4 the Shadow Realm *****
    ********************************
    
          Items Available:
                Map of the Shadow Realm – in chest between the two wooden 
                      bridge paths.
                3 Fairy Coins – in a bag, near the chest with the Map of the 
                      Shadow Realm
                5 Fairy Coins – in a bag, near the chest with the Map of the 
                      Shadow Realm
                Medium Healing Potion – near the chest holding the Map of 
                            the Shadow Realm
                There are several Fairy Coins on the wooden walkway to the 
                      second Shadow Elf.
                Golden Sphere – This Sphere is accessible by jumping over 
                      three Air Eddies into a Sparkling Light.  The Sparkling 
                      Lights will then create three moving stone discs plus an 
                      additional stone disc under the Sphere.  It’s really not 
                      worth the effort to get this sphere.  The Air Eddies and 
                      the Golden Sphere are to the right of this level.
                Silver Sphere – This Sphere is accessible by jumping over 
                      two sets of two Air Eddies.  The Air Eddies are located 
                      next to this level’s exit.  This Sphere is really not worth 
                      the effort to collect.
                Healing Herbs – located next to the Silver Sphere.
    
          Wild Fairies:
                Chaos Fairies – Rasrow, Akritar
                Dark Fairies – Manox
    
          Exits:
                Exit to SR-2, the Shadow Realm
                Exit to SR-5, the Shadow Realm
    
          Characters: 
                Shadow Elf – A Shadow Elf is blocking the access to most of 
                      this level.  When I fought this Shadow Elf, it had one 
                      Fathrael Air fairy, one Psyrow Chaos fairy, one Greezloc 
                      Ice fairy, one Goop Water fairy, and one JumRock Stone fairy.  
                      These fairies’ levels where from the mid-forties to the 
                      mid-fifties.
                Shadow Elf 2 – This Shadow Elf is guarding the far end of 
                      the left wooden walkway.  When I fought this Shadow Elf, it 
                      had two Greezloc Ice fairy, one Clumaur PSI fairy, one Goop 
                      Water fairy, and one Turnox Dark fairy.  All of these fairies 
                      had levels in the mid to upper forties.
    
    ********************************
    **** SR-5 the Shadow Realm *****
    ********************************
    
          Items Available:
                There are Fairy Coins all along the walkways of this level.
                Garlic Atomizer – on the first platform of this level
                Golden Carrot – on the first platform of this level
                Golden Sphere – accessible by jumping on two moving discs to 
                      the right side of this level
                2 Golden Spheres – accessible by jumping on three moving 
                      discs at the back of this level, near the throne
                2 Golden Carrots – near the two Skeletons
    
          Wild Fairies:
                Chaos Fairies – Rasrow, Akritar
                Dark Fairies – Manox
    
          Exits:
                Exit to SR-4, the Shadow Realm
    
          Characters: 
                Skeleton – tells you about his friend behind him.  He says 
                      his friend wants to find a Fire fairy.
                Skeleton 2 – He wants to see a Pix fairy.  If you show him a 
                      Pix Fire fairy, he will give you the Blue Bone Key in 
                      return.  You won’t lose your Pix Fire fairy in this 
                      exchange, since the Skeleton only wants to see the fairy.
    
          If you have a Pix Fire fairy, show it to the second Skeleton.  If 
    you don’t have a Pix Fire fairy, you will have to go back to London and 
    add a Pix Fire fairy to your deck.  If you haven’t caught a Pix Fire 
    fairy yet, then you have to go back to the Lava Caves.  Sections 7 and 9 
    in the walkthrough above describe how you get into the Lava Caves and 
    catch a Pix Fire fairy.
    
          Once you show the second Skeleton your Pix Fire fairy, you no 
    longer need it.  Go back to London and make the strongest fairy deck you 
    can.  When you are done, use the Rune of the Shadow Realm.  Open the 
    door locked by the Blue Skull with the Blue Bone Key.  Proceed through 
    the walkway to SR-6.
    
          For this part of the walkthrough, I am using a level 55 Light 
    fairy, Suane, a level 33 Water fairy, Oceana, a level 39 PSI fairy, 
    Clumaur, a level 44 Dark fairy, Dredanox, and a level 52 Ice fairy, 
    Greezloc.  I’ve pumped up my Light fairy over the last few levels.  She 
    has been doing all of the fighting against the wild fairies.  I’ve also 
    given her about four carrots to help her advance.  I’m doing this more 
    to fill out the experience charts than out of a real need for a better 
    fairy.  Already, my Light fairy can defeat all of the wild fairies in 
    one shot.  (She’s using “Light Arrow” and “Lucky Dip” as her primary 
    offensive and passive spells.
    
    ********************************
    **** SR-6 the Shadow Realm *****
    ********************************
    
          Items Available:
                None
    
          Wild Fairies:
                None
    
          Exits:
                Exit to SR-2, the Shadow Realm
                Exit to SR-7, the Shadow Realm
    
          Characters: 
                None
    
          Notes:
                There is a Pixie in the middle of this level.
    
    ********************************
    **** SR-7 the Shadow Realm *****
    ********************************
    
          Items Available:
                Small Healing Potion – just past the end of the bridge at 
                      the start of the level
                There are Crystals on some of the platforms in this level.
                Garlic Atomizer – to the left of the level entrance – 
                      accessible by jumping on the rotating disc.
                Golden Sphere – This Sphere is accessible by jumping over 
                      two sets of rotating discs, plus three moving discs.  
                      This Sphere is definitely not worth the effort.  If 
                      you do decide to get the Sphere, save your game after 
                      getting it.  You can then jump off the ledge and 
                      automatically restart your game on the wooden bridge.  
                      There’s no point going through those jumps again to get 
                      back to the bridge. 
                Small Healing Potion – on the second platform to the left – 
                      the first left hand platform that is accessible by a bridge
                Healing Herbs – behind the second platform
                2 Garlic Atomizers – on the third platform to the left
                Big Healing Potion – on the third platform to the left
                2 Forgotten Tools of the Dwarves – on a chest accessible 
                      from the third platform on the left via to moving discs
                Small Healing Potion – next to the chest with the 2 
                      Forgotten Tools of the Dwarves
                Small Healing Potion – on a disc, accessible by hopping over 
                      two moving discs from the platform with the chest
                There are two Fairy Coins on the bridge to the third 
                      platform on the right.
                
          Wild Fairies:
                Energy Fairies – Violectra
                Dark Fairies – Manox, Turnox
    
          Exits:
                Exit to SR-6, the Shadow Realm
                Exit to the Dark Cathedral
    
          Characters: 
                The General and a Shadow Elf – The General is blocking the 
          bridge that leads to the exit of this level.  When you approach the 
          General, another Shadow Elf appears behind you.  You have to fight both 
          Shadow Elves at the same time to defeat them.  When I fought these 
          Shadow Elves, they had one Manox Dark fairy, one Segbuzz Chaos fairy, 
          one Turnox Dark fairy, one Taze Nature fairy, and one Amnis Water fairy, 
          one Rasrow Chaos fairy, one Maulrow Chaos fairy, one Dracwin Fire fairy, 
          and one Flagwin Fire fairy.  Most fairies’ levels where from the mid-
          forties to the mid-fifties.  There were a few fairies that were in the 
          high twenties through low thirties.
                
          The final battle on this level is especially difficult because you 
    have two Fairy Masters.  They work together pretty well, so you will 
    probably end up with a situation where your fairy is strong against one 
    of the fairies and weak against the other.  
    
          I had level 59 Suane Light fairy as my lead fairy.  She was able 
    to defeat the first five fairies by herself.  My Water fairy defeated 
    the two Fire fairies and my Ice fairy took care of the rest.  Since you 
    probably won’t have fairies that are quite as high as the ones I was 
    using, this fight will be much more challenging.  The first time I did 
    this fight, I won with one fairy left with about five hit points.  
    Again, this is probably the hardest fight in the game.
    
          After defeating these two Shadow Elves, continue across the bridge 
    and enter the Dark Cathedral.
    
    *****************************
    **** The Dark Cathedral *****
    *****************************
    
          Items Available:
                2 Healing Herbs – on the ground floor, around the statue
                3 Big Healing Potions – on the ground floor, around the 
                      statue
                Mana Potion – on the ground floor, around the statue
                Healing Herbs – on the railing on the second floor walkway
                Big Healing Potion – on the railing on the second floor 
                      walkway
                Mana Potion – on the railing on the second floor walkway
    
          Wild Fairies:
                None
    
          Exits:
                Exit to SR-7, the Shadow Realm
    
          Characters: 
                The bad character – This character confronts you when you 
                      enter the Dark Cathedral.  This character will tell you 
                      some more about the Guard and then will challenge you to 
                      a fairy duel.  You will fight one Mencre PSI fairy, one 
                      Stobat Stone fairy, one JumRock Stone fairy, one Gremrock 
                      Stone fairy, and one Ceramnis Water fairy.  After the last 
                      battle, this duel is a piece of cake.
                The bad character, round 2 – The second time around, this 
                      character has one Suane Light fairy, one Lighane Light fairy, 
                      one Turnox Dark fairy, one Daemonex Fire fairy, and one 
                      Ceramnis Water fairy.  This battle is slightly harder than the 
                      last one, but it is still not too challenging.
    
          Notes:
                The final two Pixies are at the top of this level.
    
          To save spoiling the plot for everyone, I won’t refer to the final 
    character you fight by name.  If you’ve gotten this far, you should know 
    whom you are going to face.  Anyway this character will challenge you to 
    a fairy duel when you enter the Dark Cathedral.  Win this fairy duel and 
    the bad character will appear on the top level of the Cathedral.
    
          Enter the door to the left of the statue.  Follow the ramp up to 
    the top of the Cathedral and challenge the bad character to another 
    fairy duel.  This one is a little more challenging than the last one, 
    but it is still pretty easy.  Once you defeat the character a second 
    time, you can fight the Guard.  However, fighting the Guard will end the 
    game. So, if you want to do anything else, like drop off the last Pixies 
    or finish your fairy collection, do it now.  You might want to give 
    yourself a set of fairies that are strong against Metal fairies.  The 
    final battle is against Metal fairies.  You can also give some of your 
    stronger fairies spells that are strong against Metal fairies.  Do this 
    will make the final battle much easier.
    
          The final battle will be in a slightly different style arena.  You 
    will only be fighting Metal fairies in this battle.  There are five 
    Metal fairies defending the Guard, two Minari, one Megari, and two 
    Gigarex.  However, the arena itself has three mounted “guns” that shot 
    powerful Metal spells at you.  To beat this arena, you have to defeat 
    all of the Metal fairies and the three metal guns.  Personally, I found 
    it easiest to defeat the guns first and then go after the Metal fairies.  
    If a Metal fairy passes in front of me, I will take a shot at it instead 
    of the guns, but I won’t actively hunt down the Metal fairies until I’ve 
    defeated all three guns.
    
          I usually back myself up against the middle post on the floor of 
    this level.  This gives only one gun a shot at me.  I take out the first 
    gun and then back away from the center post until I see the head on top 
    of the level.  From here, I hide, charge up my spell, fire at the head, 
    then hide back against the center post.  Once I’ve defeated the head, I 
    go after the final gun, dodging behind the archway, if possible.  Once 
    the final gun is defeated, I go after the Metal fairies.
    
          One final note, don’t bother going after any of the coins that 
    appear during this fight.  You won’t get a chance to save the game after 
    winning this battle, so you won’t get to keep any of the coins.  You 
    also won’t gain any experience from this battle.
    
          When you defeat the Guard, you will get a final cutscene and the 
    game will end.  You don’t get any special ending or award for capturing 
    all of the fairy varieties, collecting all of the pixies, etc.
    
    ************************************************************************
    ***************************** THE LISTS ********************************
    ************************************************************************
    
          The following lists tell you where the important items are in the 
    game.  These are MAJOR SPOILERS, but use them if you are having trouble 
    finding item you need to continue on your way.  You will probably need 
    the maps to make the most sense out of the walkthrough section, 
    especially if you don’t follow the walkthrough step by step.
    
    ************************************************************************
    ******************************* THE MAPS *******************************
    ************************************************************************
    
          It’s rather difficult to give directions in the game.  While the 
    maps in the game are helpful, it’s hard to actually describe your 
    position relative to the game map.  I’m going to try my hand at some 
    ASCII maps and see if that makes things a little clearer.
    
    **********************************
    **** Map of the Fairy Gardens ****
    **********************************
    
           to MW-1 (the Mountain World Map) 
                 |
                 |
                 |
                 |
               FG-5 - - - MW-8 - - - DC-5
                 |
                 |
                 |
                 |
               FG-4         FG-7 - - - RC-5 (Junkyard in the Sky)
                 |            |
                 |            |
                 |            |
                 |            |
        - - - Cottage      Rafi’s Cave
        |        |            |
      Cellar     |            |
                 |            |
                 |            |
               FG-3        Endeva - - - FG-6 – to EF-1 (Enchant Forest Map)
                 |            |           |
                 |            |           |
                 |            |         to EF-3 (Enchanted Forest Map)
                 |            |
               FG-2 - - - - FG-1
                
    Walkthrough Section That Describes Each Map Level:
          Rafi’s Cave – Part 1, Finding a Fairy
          Endeva, Village in the Garden of the Fairies – Part 1, Finding 
                a Fairy
          FG-1 – Part 2, Getting Out of the Fairy Gardens
          FG-2 – Part 2, Getting Out of the Fairy Gardens
          FG-3 – Part 2, Getting Out of the Fairy Gardens
          The Cottage – Part 2, Getting Out of the Fairy Gardens
          FG-4 – Part 2, Getting Out of the Fairy Gardens and Part 5, 
                Getting the Fairy Card of Earth –> Getting the Elemental 
                Key of Earth
          FG-5 – Part 2, Getting Out of the Fairy Gardens
          FG-6 – Part 3, To Tiralin
          Cottage Cellar – Part 4, Getting the Fairy Card of Nature
          MW-8 – Part 8, Entering the Lava Caves, Part 1
          DC-5 – Part 8, Entering the Lava Caves, Part 1
          FG-7 - Part 10, Entering the Lava Caves -> Getting the Elemental 
                Elevator Key of Fire
          RC-5 (Junkyard in the Sky) - Part 10, Entering the Lava Caves -> 
                Getting the Elemental Elevator Key of Fire
    
    Rune Destinations on this Map:
          Rafi’s Cave – Rune of the Fairy Garden destination
          Cottage – Cottage Rune destination
    
    ************************************
    **** Map of the Enchanted Forest****
    ************************************
    
                   Ruins in the Forest
                           |
                           |
                           |
                          EF-5
                           |
                           |
    (Fairy                 |
    Garden Map)            |
    FG-6 - - EF-1 - - Tiralin West - - Town Hall
      |                    |
      |                    |            - - - DC-1 (the Mountain World Map)
      |                    |            | 
      |               Tiralin East - - EF-2 - - MS-1 (Misty Swamp Map)
      |                    |
      |                    |
      |                    |
      |                Catacombs
      |                    |
      |                    |
      |                    |
      |             Lower Catacombs
      |
    EF-3 - - - - EF-4 - - - - Forest Hut - - - EF-7
    
    Walkthrough Section That Describes Each Map Level:
          EF-1 – Part 3, To Tiralin
          Tiralin West – Part 3, To Tiralin
          Town Hall – Part 3, To Tiralin and Part 9 Some Side Quests -> 
                Finding the Cloverleaf
          Tiralin East – Part 3, To Tiralin
          Catacombs – Part 3, To Tiralin
          EF-2 – Part 3, To Tiralin
          EF-3 – Part 5, Getting the Fairy Card of Earth –> Getting the 
                Elemental Key of Nature
          EF-4 – Part 5, Getting the Fairy Card of Earth –> Getting the 
                Elemental Key of Nature
          The Forest Hut – Part 5, Getting the Fairy Card of Earth –> 
                Getting the Elemental Key of Nature
          Lower Catacombs – Part 9 Some Side Quests -> Finding the Fairy 
                Horn
          EF-5 - Part 9 Some Side Quests -> Finding the Fairy Card of PSI
                The Ruins in the Forest - Part 9 Some Side Quests -> 
                Finding the Fairy Card of PSI
          EF-7 – Part 10, Entering the Lava Caves -> Finding the Fairy 
                Card of Fire
    
    Rune Destinations on this Map:
          Tiralin East – Rune of the Tiralin destination
    
    *******************************
    **** Map of the Dark Swamp ****
    *******************************
    
    (The Enchanted 
     Forest Map)
     EF-2 - - - MS-1 - - - MS-5
                            |
                            |
                            |
              Dunmore - - MS-3
                 |          |
                 |          |
                 |          |
               MS-2       MS-4
                 |
                 |
                 |
          The Great Tree
                 |
                 |
                 |
               MS-6
                 |
                 |
                 |
          To SR-1 (the Shadow Realm Map)
    
    Walkthrough Section That Describes Each Map Level:
          Dunmore – Part 4, Getting the Fairy Card of Nature
          MS-3 – Part 4, Getting the Fairy Card of Nature
          MS-4 – Part 4, Getting the Fairy Card of Nature
          MS-5 – Part 4, Getting the Fairy Card of Nature
          MS-1 – Part 4, Getting the Fairy Card of Nature
          MS-2 – Part 6, Getting the Fairy Card of Air
          The Great Tree - Part 6, Getting the Fairy Card of Air
          MS-6 – Part 12, The Shadow Realm
    
    Rune Destinations on this Map:
          Dunmore – Rune of Dunmore destination
    
    ***********************************
    **** Map of the Mountain World ****
    ***********************************
                             
     Ice  - - - DC-3 - - - MP-2 - - - MP-1 - - - MP-3
    Caves                               |
                                        |
                                        |
           LC-4 - - - LC-3 - - LC-5   DC-2
                        |               |
                        |               |
                        |               |
           LC-1 - - - LC-2            MW-7
             |                          |
             |                          |
             |                          |
          Monagham - - - - DC-4 - - - MW-6    To
             |                          |    RC-1 (The Realm of Clouds Map)
             |                          |      |
             |                          |      |
     Old Dwarf Factory          Tower of the Dwarves - - - MW-5
                                        |
                                        |
                                        |
      MW-1 - - - MW-2 - - - MW-3 - - - MW-4 - - - DC-1 - - - EF-2
                                                        (The Enchanted 
                                                           Forest Map)
    
    Walkthrough Section That Describes Each Map Level:
          MW-1 – Part 5, Getting the Fairy Card of Earth –> Getting the 
                Elemental Key of Earth
          MW-2 – Part 5, Getting the Fairy Card of Earth –> Getting the 
                Elemental Key of Earth
          MW-3 – Part 5, Getting the Fairy Card of Earth –> Getting the 
                Elemental Key of Earth
          MW-4 – Part 5, Getting the Fairy Card of Earth –> Getting the 
                Elemental Key of Earth
          DC-1 – Part 5, Getting the Fairy Card of Earth –> Getting the 
                Elemental Key of Earth
                Tower of the Dwarves – Part 5, Getting the Fairy Card of 
                Earth –> Getting the Elemental Key of Earth
          MW-5 – Part 5, Getting the Fairy Card of Earth –> Getting the 
                Elemental Key of Air and Part 10, Entering the Lava Caves 
                -> Getting the Elemental Elevator Key of Fire
          MW-6 – Part 5, Getting the Fairy Card of Earth –> Getting the 
                Elemental Key of Air
          MW-7 – Part 5, Getting the Fairy Card of Earth –> Getting the 
                Elemental Key of Air
          DC-2 – Part 5, Getting the Fairy Card of Earth –> Getting the 
                Elemental Key of Air
          MP-1 – Part 5, Getting the Fairy Card of Earth –> Getting the 
                Elemental Key of Air
          MP-2 – Part 5, Getting the Fairy Card of Earth –> Getting the 
                Elemental Key of Air
          DC-3 – Part 5, Getting the Fairy Card of Earth –> Getting the 
                Elemental Key of Air
          The Ice Caves – Part 5, Getting the Fairy Card of Earth –> 
                Getting the Elemental Key of Air
          DC-4 - Part 7, Finding the Key to the Iron Gates
          Monagham, Village of the Dwarves - Part 7, Finding the Key to 
                the Iron Gates
          Old Dwarf Factory - Part 7, Finding the Key to the Iron Gates
          MP-3 - Part 9 Some Side Quests -> Getting the Evolutionary Magic 
                of Air
          LC-1 - Part 10, Entering the Lava Caves -> The Lava Caves 
          LC-2 - Part 10, Entering the Lava Caves -> The Lava Caves 
          LC-3 - Part 10, Entering the Lava Caves -> The Lava Caves 
          LC-4 - Part 10, Entering the Lava Caves -> The Lava Caves 
          LC-5 - Part 10, Entering the Lava Caves -> The Lava Caves 
    
    Rune Destinations on this Map:
          Tower of the Dwarves – Rune of the Dwarf Tower destination
          MP-2 – Rune of the Mountain destination
          Monagham – Rune of Monagham destination
    
    ************************************
    **** Map of the Realm of Clouds ****
    ************************************
    
                  The
    Arena    White Cathedral
      |          |
      |          |
      |          |
    RC-3       RC-4
      |          |
      |          |
      |          |
    RC-1 - - - RC-2 - - - East Pavilion
      |
      |
      |
    To Tower of the Dwarves
    (The Mountain World Map)
    
    Walkthrough Section That Describes Each Map Level:
          RC-1 – Part 5, Getting the Fairy Card of Earth
          RC-2 – Part 5, Getting the Fairy Card of Earth
          East Pavilion – Part 5, Getting the Fairy Card of Earth
          RC-3 – Part 6, Getting the Fairy Card of Air
          The Arena - Part 6, Getting the Fairy Card of Air
          RC-4 – Part 7, Finding the Key to the Iron Gates
          The White Cathedral – Part 7, Finding the Key to the Iron 
                Gates
    
    Rune Destinations on this Map:
          RC-2 – Rune of the Realm of Clouds destination
    
    *********************************
    **** Map of the Shadow Realm ****
    *********************************
     
    The Dark                 SR-1
    Cathedral                  |
         |                     |
         |                     |
       SR-7 - - - SR-6 - - - SR-2 - - - SR-3
                               |
                               |
                               |
                             SR-4
                               |
                               |
                               |
                             SR-5
    
    Walkthrough Section That Describes Each Map Level:
          SR-1 – Part 12, The Shadow Realm
          SR-2 – Part 12, The Shadow Realm
          SR-3 – Part 12, The Shadow Realm
          SR-4 – Part 12, The Shadow Realm
          SR-5 – Part 12, The Shadow Realm
          SR-6 – Part 12, The Shadow Realm
          SR-7 – Part 12, The Shadow Realm
          The Dark Cathedral – Part 12, The Shadow Realm
    
    Rune Destinations on this Map:
          SR-2 – Rune of the Shadow Realm destination
    
    ************************************************************************
    ****************************** THE FAIRIES *****************************
    ************************************************************************
    
    ************************
    **** Fairy Overview ****
    ************************
    
          This section lists all of the fairies you can capture, separated 
    by fairy type.  Within each type, the fairies are listed in the order 
    that they appear in your Book of Fairies.
    
          For each Fairy Type, I’ll give my opinions of that type, when I 
    think they should be used, and how they should fight.  Under this is the 
    list of each fairy of the current type.  
    
    For each fairy, I’ll give list its Hit Points, Dexterity, Jump 
    Ability, and Special, as listed in the Book of Fairies.  Each fairy can 
    have one to five dots associated with an ability.  I’ve assigned each 
    level a different name.  These names are:
    
          One dot:    Lowest
          Two dots:   Low
          Three dots: Average
          Four dots:  High
          Five dots:  Highest
    
          Obviously, the higher the ability level, the better the fairy will 
    perform.  While a fairy’s rating in a particular field gives you an idea 
    of how the fairy performs, the ratings are adjusted slightly for each 
    fairy variety.  For example, at level 0, all fairy varieties with 
    Average Hit Points don’t actually have the same number of Hit Points.  
    All fairies with Average Hit Points at level 0 will have more Hit Points 
    than a level 0 fairy with Low Hit Points and less fairies Hit Points 
    than a level 0 fairy with High Hit Points.  
    
          You have to look at these ability guides relative to other 
    fairies.  A fairy with a high Jump Ability will jump higher each stroke 
    or have a longer stamina than a fairy with low Jump Ability.  I’ve given 
    my interpretation of the abilities below.
    
          Hit Points – The Hit Points Ability determines the fairy’s 
    starting hit points at level 0.  This ability also determines the number 
    of Hit Points the fairy will gain each time it he or she levels up.  The 
    higher the Hit Point Ability the higher the fairy’s Hit Point total with 
    be.  All fairies will increase their total Hit Points each time they 
    level up.
    
          Dexterity – The Dexterity Ability determines how fast the fairy 
    will move forward, backwards, left and right.  This could also be viewed 
    as the Speed Ability.  The higher the fairy’s score, the more agile the 
    Fairy will move in the Arena.  Some fairies will increase their movement 
    or Dexterity ability each time they level up.  Most fairies with high 
    dexterity will move extremely fast at high experience levels.
    
          Jump Ability – The Jump Ability determines how high up the fairy 
    will move each time you press the right mouse button.  This ability will 
    also determine the total amount of Jump Energy the fairy has.  The 
    higher the fairy’s Jump Ability, the better the fairy will perform in 
    the air.  A number of fairies will increase their Jump Ability each time 
    they level up.
    
          Special – The Special Ability determines how often the fairy will 
    get a Critical Hit on her or his opponent.  Critical Hits do extra 
    damage and activate special abilities on some offensive and passive 
    spells. The higher a fairy’s Special Ability rating, the more often the 
    fairy will score a Critical Hit.  All fairies increase their Special or 
    Critical Hit percentage each time they level up. 
           
          For each fairy, I also list what other fairy(s) it can evolve 
    into, if applicable.  If a fairy can evolve to another fairy, I will 
    also mention what is required to start the evolution.  I will also tell 
    you where you can capture or find each fairy.
    
          Finally, for each fairy, I list the experience chart it follows.  
    There discovered 11 different experience charts / paths.  I’ve assigned 
    each chart a number based on how easy it is to rise in levels.  Fairies 
    using Experience Chart 1 will gain levels much faster than fairies using 
    Experience Chart 11.  Typically, the more powerful a fairy can become 
    the higher its Experience Chart number.
    
          One thing I’ve noticed playing the game, it is very difficult to 
    find the highest evolutionary level for most fairies.  For example, the 
    first fairy, Sillia, can evolve to a Viteria and then a Boneria.  While 
    I’ve found a lot of Sillias in the game and a slightly less number of 
    Viterias, I’ve never seen a wild Boneria.  In fact, the only highest 
    evolutionary wild fairy I’ve seen is the Ice fairy, Greezloc and the 
    Water fairy Ceramnis.  Most of the time, you will have to grow the 
    highest fairy form through fighting.
    
    **********************************************
    **** Fairies Strengths and Weakness Chart ****
    **********************************************
    
          Each fairy type in the game has strengths and weaknesses against 
    some other fairy types.  If an attacking fairy is strong against the 
    defending particular fairy type, the attacking fairy will deal 
    substantially more damage to the defender than a normal attack.  If the 
    attacking fairy is weak against the defending fairy type, the attacking 
    fairy will deal little to no damage to the defender.  You can press the 
    F1 key to view the strengths chart at any time in the game, including 
    the middle of a fairy battle.  Note that any damage done by a special or 
    passive ability is not affected by the type of fairy.
    
          In the chart below, the Fairy type listed on the left side is the 
    attacking fairy and the fairy type along the top is the defending fairy. 
    The letter ‘S’ means the attacker is strong against the defender’s type 
    and the letter ‘W’ means the attacker is weak against the defender’s 
    type.
    
                                   D  E  F  E  N  D  E  R
     
                   N    A    W    L    E    P    S    I    F    D    C    M
                   a    i    a    i    n    S    t    c    i    a    h    e
                   t    r    t    g    e    I    o    e    r    r    a    t
                   u         e    h    r         n         e    k    o    a
                   r         r    t    g         e                   s    l
                   e                   y
         Nature  |    |    |    |    |    | S  |    | W  | W  | W  | S  |  
         Air     |    |    | S  |    | W  | S  | W  | W  | W  | W  | S  | S
    A    Water   |    | W  |    |    | W  |    |    | W  | S  | S  |    | S
    T    Light   |    |    |    |    |    | W  | S  |    | S  | S  | S  |  
    T    Energy  |    |    | S  |    |    | S  | W  | W  |    |    |    | S
    A    PSI     | W  | W  |    | S  | W  |    | S  | S  |    | W  | W  |  
    C    Stone   |    | S  |    | W  | S  | W  |    |    |    | W  |    |  
    K    Ice     | S  | S  | S  |    | S  | W  |    |    | W  |    |    | S
    E    Fire    | S  | S  | W  | W  |    |    |    | S  |    | W  | S  |  
    R    Dark    |    | S  | W  | W  |    | S  | S  |    | S  |    |    |  
         Chaos   | W  | W  | S  | W  |    | S  |    |    | W  |    |    |  
         Metal   | S  | W  | W  | W  | W  | S  | W  |    | S  |    |    |  
    
          You can use this chart to plan the composition of your deck.  You 
    should try to aim for having a deck that is strong against the largest 
    variety of fairy types.  In situations where you know you are only going 
    to be facing a certain subset of fairy types, you might want to change 
    your deck to excel against these types. 
    
          If you are trying to make a deck where you have at least one fairy 
    strong against each fairy type, you will have to have a PSI fairy.  The 
    reason for this is that PSI fairies are the only fairies strong against 
    Light fairies.  The PSI fairy is also strong against Stone and Ice 
    Fairies.  This means we need to find some combination of four fairies 
    that are strong against Nature, Air, Water, Energy, PSI, Fire, Dark, 
    Chaos and Metal.
    
          Of these remaining types, there are only two types of fairies 
    strong against Energy and another two against Dark.  Both Stone and Ice 
    are strong against Energy fairies.  The Stone fairy has one other 
    strength, Air, which the Ice fairy also has, and the Stone fairy has 
    three weaknesses.  The Ice fairy has four other strengths and two 
    weaknesses.  This makes the Ice fairy more flexible than the Stone 
    fairy, so I’ll pick the Ice fairy.
    
          Both Water and Light fairies are strong against Dark Fairies.  
    Water fairies only have one strength that the Light fairy does not have 
    (Metal) and three weaknesses.  Light fairies have two addition strengths 
    different than the Water fairy and only one weakness.  This makes the 
    Light fairy more valuable, so I’ll pick it.
    
          With the PSI, Ice and Light fairies, we have strengths against 
    Nature, Air, Water, Light, Energy, Stone, Ice, Fire, Dark, Chaos and 
    Metal.  This leaves us with missing a strength against PSI.  Our choices 
    for fairies with this strength are Nature, Air, Dark, Chaos, and Metal.  
    Since you can only get some of the fairies, such as the Light fairy at 
    the end of the game and knowing what I do about the fairies in the final 
    battles, I’d chose a Dark, Air or Energy fairy out of the above set.  
    This leaves one slot left in our deck.  Again, knowing what I do about 
    the final battles, I’d chose the Water fairy, to give some extra support 
    to the Light fairy against Dark fairies.  This would make my final deck 
    have a PSI, Ice, Light, Water, and Dark fairies, with potentially an Air 
    fairy in place of the Dark fairy.  The only reason for carrying around 
    the Air fairy is to get across Air Eddies.
    
          For earlier in the game, when most of these fairies aren’t 
    available, but you have found a PSI fairy, I’d make my deck as follows.  
    I would pick a PSI fairy for strength against Light, Stone, and Ice, 
    with the last two being the most important.  A Water fairy provides 
    strength against Fire, Dark, and Metal fairies.  I take the Fire fairy 
    Tinezard for its strength against Nature, Air, Ice, and Chaos fairies.  
    I would take an Energy Fairy (Darbue) for its strength against Water, 
    PSI, and Metal Fairies fairies.  This leaves a weakness to Energy 
    fairies.  I’d bring a Stone fairy to provide its strength to Energy plus 
    and additional Air strength.  So my early deck would have a PSI, Water, 
    Fire, Energy, and Stone fairies.  You can have this deck soon after you 
    get your first Fairy Card.
    
          When I captured my first Air fairy, I’d replace the Energy fairy 
    with the Air fairy.  The Energy Fairy is probably the better fairy of 
    the two, but you need to Air fairy to get over the Air Eddies.  Later, 
    when I captured my first Ice fairy, I’d replace my Stone fairy for the 
    Ice Fairy.  Finally, when I got the first Light fairy I could keep, I’d 
    dump the Fire fairy for the Light Fairy. 
    
    **** According to Amaya Mendoza the ultimate fairy combination is:
    
          One Light fairy, one Energy fairy, one Ice fairy, one Fire fairy, 
    and one Dark fairy.  This combination gives you three fairies that are
    strong against Air fairies, two fairies that are strong against Nature,
    Water, PSI, Stone, Fire, Chaos, and Metal fairies.  It has one fairy
    that is strong against Energy, Ice, and Dark fairy.  There are no fairies
    that are strong against Light fairies, but there aren't many Light
    fairies in the game.
     
    ************************
    **** Nature Fairies ****
    ************************
    
          Nature fairies are the most common type of fairy in Zanzarah.  
    There are also more varieties of Nature fairies than there are of any 
    other fairy type.  Nature fairies are, for the most part look exactly 
    like you would expect a fairy to look.  There still are a few 
    interesting looking fairies in this group.
    
          While Nature fairies are very common, they are no pushovers in 
    battle.  Nature fairies are pretty average all around, but they will 
    usually have quite a number of Hit Points once they advance far enough.  
    In a fight, Nature fairies have average to fast firing spells that cause 
    a low amount of damage.  Their “Light Spurs” spell is an effective 
    offensive spell, which temporarily reduces the opposing fairy’s spell 
    recharge rate by 80%.  Another effective spell “Falling Tree” will 
    poison the opposing fairy on a critical hit.
    
          Their passive spells are mostly defensive in nature.  Three of the 
    five passive spells reduce the amount of damage the fairy takes from an 
    opponent’s attack, with one spell, “Thorn Armour”, completely 
    eliminating all damage for five shots.  These passive spells allow the 
    Nature fairy to stay in the fight longer than their Hit Points would 
    suggest they could.
    
          Nature fairies have no special strengths or weaknesses against 
    most of the fairies you will find in the beginning of the game.  Their 
    ability to attack PSI fairies makes them a valuable member of your deck 
    for the entire game.
    
    **** Nature Fairy’s Strengths and Weaknesses ****
    
          Strong Attack Against: PSI and Chaos
          Weak Attack Against: Ice, Fire and Dark
          Strong Defense Against: PSI and Chaos
          Weak Defense Against: Fire, Ice, and Metal
    
    **** Where to find Nature Fairies ****
    
          You can find wild Nature fairies in most outdoor plants and trees 
    in Zanzarah, including the trees in the Misty Swamp and in the Realm of 
    Clouds
    
    **** Best Nature Fairies ****
    
          In my opinion, the Symgot, Fygaery, and Viteria are the three best 
    Nature fairies, in roughly this order.
    
    **** Sillia ****
    Hit Points: Lowest
    Dexterity: Average
    Jump Ability: Average
    Special: Low
    Evolves to: Viteria
    Evolves at level: 22
    Follows Experience Chart: 3
    
    Where you can trade for a Sillia:
          Rufus’ House – You can pick a Sillia as your starting fairy.
    
    Where to find a Sillia: 
          MS-4, EF-3, Forest Hut, MW-3, MW-4, MW-7, RC-1, East Pavilion, 
          RC-3, MS-2, The Great Tree, RC-4
    
    Notes about Sillia:
          Sillia is a pretty weak fairy, as are most of the lowest evolution 
    fairies.  You should try to replace your Sillia with a better Nature 
    fairy as soon as you can.
    
    **** Viteria ****
    Hit Points: High
    Dexterity: Average
    Jump Ability: High
    Special: Highest
    Evolves to: Boneria
    Evolves at level: 31
    Follows Experience Chart: 3
    
    Where to find a Viteria: 
          EF-2, MS-5, Forest Hut, MW-3, MW-4, MW-7, RC-1, East Pavilion, 
          RC-3, MS-2, The Great Tree, RC-4
    
    Notes about Viteria:
          Viteria is a huge improvement over the Sillia.  Actually, a 
    Viteria is a better fairy than the next evolution, Boneria. 
    
    **** Boneria ****
    Hit Points: Average
    Dexterity: Average
    Jump Ability: Low
    Special: Highest
    Evolves to: N/A
    Follows Experience Chart: 3
    
    Where to find a Boneria: 
          There are no wild Boneria fairies in the game.  You have to evolve 
    a Viteria into a Boneria.
    
    Notes about Boneria:
          Boneria is very weak for a highest evolutionary level fairy.  The 
    Boneria is no where near a strong as a Viteria. Only evolve a Viteria 
    into a Boneria to complete your fairy collection.  The Viteria fairy is 
    a much better fairy than a Boneria.
    
    **** Worgot ****
    Hit Points: Low
    Dexterity: High
    Jump Ability: Average
    Special: Low
    Evolves to: Corgot
    Evolves at level: 21
    Follows Experience Chart: 4
    
    Where you can trade for a Worot:
          MS-2 – An elf will trade you a Worgot for a Segbuzz.  You must 
    make this trade to continue on with the game.      
    
    Where to find a Worgot: 
          Rafi’s Cave, FG-1, FG-2, FG-3, FG-4, FG-6, EF-1, MS-4
    
    Notes about Worgot:
          Worgot is a pretty weak fairy but it is stronger than most low 
    evolutionary fairy forms.  You should replace your Worgot with a Corgot 
    as a soon as you can.  However, Worgot does have a higher dexterity than 
    the Corgot.
    
    **** Corgot ****
    Hit Points: High
    Dexterity: Low
    Jump Ability: High
    Special: Highest
    Evolves to: Symgot
    Evolves at level: 29
    Follows Experience Chart: 4
    
    Where to find a Corgot: 
          EF-1, EF-2, Dunmore, MS-3, MS-5, EF-3, EF-4, MS-2, The Great Tree
    
    Notes about Corgot:
          Corgot is a pretty strong Nature fairy.  Arguably, the Corgot is 
    better than its next form, Symgot.  Corgot has better Jump and Special 
    Abilities than Symgot.
    
    **** Symgot ****
    Hit Points: Highest
    Dexterity: Highest
    Jump Ability: Average
    Special: Lowest
    Evolves to: N/A
    Follows Experience Chart: 4
    
    Where to find a Symgot: 
          There are no wild Symgot fairies in the game.  The only way to get 
    a Symgot is by evolving a Corgot.
    
    Notes about Symgot:
          Worgot is a strong fairy with a high amount of Hit Points.  It has 
    more Hit Points and is more dexterous than the Corgot, but it has a 
    lower Jump and Special Abilities.
    
    **** Abery ****
    Hit Points: Lowest
    Dexterity: Low
    Jump Ability: High
    Special: Average
    Evolves to: Abnobery
    Evolves at level: 31
    Follows Experience Chart: 5
    
    Where to find an Abery: 
          Dunmore, MS-3, MS-5, EF-4, MS-2, The Great Tree
    
    Notes about Abery:
          Abery is a weak fairy that only excels in Jumping.  The Jump 
    Ability is probably the least useful of the four abilities.
     
    **** Abnobery ****
    Hit Points: Average
    Dexterity: Average
    Jump Ability: High
    Special: High
    Evolves to: N/A
    Follows Experience Chart: 5
    
    Where to find an Abnobery:   
          Dunmore, MS-3, MS-4, MS-5, MS-2, The Great Tree
    
    Notes about Abnobery:
          Abnobery is better version of an Abery, but it’s still not very 
    good.  It has more Hit Points and Dexterity than the Abery, but it’s 
    still not very strong.  The Abnobery is good at getting Critical Hits, 
    but it can not take enough punishment to take advantage of this ability.
    
    **** Blumella ****
    Hit Points: Low
    Dexterity: Highest
    Jump Ability: High
    Special: Low
    Evolves to: N/A
    Follows Experience Chart: 4
    
    Where to find a Blumella:
          Rafi’s Cave, FG-1, FG-2, FG-3, FG-4, EF-1
    
    Notes about Blumella:
          Blumella is a pretty weak fairy but with her high Dexterity and 
    Jump Ability, she can move and dodge attacks very well.
    
    **** Pfoe ****
    Hit Points: Lowest
    Dexterity: High
    Jump Ability: Low
    Special: Highest
    Evolves to: Taze
    Evolves with: Elemental Stone of Nature
    Follows Experience Chart: 8
    
    Where to find a Pfoe: 
          EF-2 (in the tree by itself, just before the crossroads), EF-5, 
          Ruins in the Forest, EF-7
    
    Notes about Pfoe:
          Pfoe is a pretty weak fairy but it has a good Dexterity.  Pfoe 
    also has the best chance to get Critical Hits.
    
    **** Taze ****
    Hit Points: Average
    Dexterity: High
    Jump Ability: Average
    Special: High
    Evolves to: N/A
    Follows Experience Chart: 8
    
    Where to find a Taze: 
          There are no wild Taze fairies in the game.  To get a Taze, you 
    have to evolve a Pfoe with an Elemental Stone of Nature.
    
    Notes about Taze:
          Taze improves on the Pfoe’s weaknesses.  These improvements make 
    the Taze a better fairy.  Still, there are better Nature fairies in the 
    game than the Taze.
    
    **** Tinefol ****
    Hit Points: Low
    Dexterity: Low
    Jump Ability: Average
    Special: Low
    Evolves to: Tinerog with Elemental Stone of Nature
    Evolves to: Tinezard with Elemental Stone of Fire
    Evolves to: Tineves with Elemental Stone of Air
    Follows Experience Chart: 10
    
    Where to find a Tinefol:
          EF-2, EF-3, MW-3, MW-4, MW-7, RC-1, East Pavilion, RC-3, RC-4, 
          EF-5, Ruins in the Forest, EF-7
    
    Notes about Tinefol:
          Tinefol is a very weak fairy.  The only thing it does decently is 
    jump.  All of its other abilities are below average.
    
    **** Tinerog ****
    Hit Points: Average
    Dexterity: Average
    Jump Ability: Average
    Special: Average
    Evolves to: N/A
    Follows Experience Chart: 10
    
    Where to find a Tinerog: 
    You will never find a wild Tinerog.  You must evolve a Tinefol 
    with an Elemental Stone of Nature to get a Tinerog.
    
    Notes about Tinerog:
          Tinerog is as average of a fairy as you can get.  Average fairies 
    are not bad however, so you shouldn’t completely ignore the Tinerog.
    
    **** Fygaery ****
    Hit Points: High
    Dexterity: High
    Jump Ability: Low
    Special: High
    Evolves to: N/A
    Follows Experience Chart: 6
    
    Where you can trade for a Fygaery: 
          Tiralin Pub – You can trade a JumRock for a Fygaery.  This is the 
    only way you can get a Fygaery.
    
    Notes about Fygaery:
          Fygaery is very good fairy.  The only thing the Fygaery does not 
    excel in is jumping, and jumping is probably the weakest of the four 
    abilities.  The only downside to the Fygaery is that you have to trade 
    JumRock to get one.
    
    **** Lana ****
    Hit Points: Average
    Dexterity: Average
    Jump Ability: Average
    Special: Average
    Evolves to: Liana
    Evolves at level: 22
    Follows Experience Chart: 10
    
    Where to find a Lana: 
          EF-1, EF-2, EF-3, EF-4
    
    Notes about Lana:
          Lana is an all around average fairy.  Average fairies are not bad 
    however, so you shouldn’t completely ignore the Lana.
    
    **** Liana ****
    Hit Points: Average
    Dexterity: Low
    Jump Ability: High
    Special: High
    Evolves to: N/A
    Follows Experience Chart: 10
    
    Where to find a Liana: 
          You will never find a wild Liana fairy.  You must train a Lana 
    until it evolves to a Liana.
    
    Notes about Liana:
          Liana is somewhat better than a Lana.  It trades an average 
    Dexterity for an improved Jump and Special Abilities.
    
    *********************
    **** Air Fairies ****
    *********************
    
          Air fairies have the most number of weaknesses possible, but they 
    are still important fairies.  They share the same strengths and 
    weaknesses as Nature fairies, although they have more of each.  You will 
    need an Air fairy with you most of the time, after you catch your first 
    one.  The reason for this is that the Air Eddies are the most common 
    obstacles in Zanzarah and you need an Air fairy to cross one.  With the 
    exception of Tineves, all of the Air fairies look like light blue humans 
    with wings.
    
          Air fairies focus on speed.  Speed includes speed of firing spells 
    and speed of movement.  The Air fairies spells for the most part focus 
    on increasing their own movement and spell charge rate or reducing their 
    opponent’s movement or spell recharge.  The Air fairy’s spells are 
    typically weak, but all of their spells have 30 shots.  This means you 
    can fire off spells quickly without having to worry too much about much 
    about running out of mana.
    
          You have to be careful with Air fairies, since there is usually 
    always a nearby fairy that is strong against them.  However, their 
    ability to attack PSI and Water fairies makes them a valuable member of 
    your deck.
    
    **** Air Fairy’s Strengths and Weaknesses ****
    
          Strong Attack Against: Water, PSI, Chaos, and Metal
          Weak Attack Against: Energy, Stone, Ice, Fire, and Dark
          Strong Defense Against: Water, PSI, Chaos, and Metal
          Weak Defense Against: Stone, Ice, Fire, and Dark
    
    **** Where to find Air Fairies ****
    
          You can find wild Air fairies in the pillars, columns, and ruins 
    in the Realm of Clouds.
    
    **** Best Air Fairies ****
    
          In my opinion, the Fathrael, Laticia, and Tineves are the three 
    best Air fairies, in roughly this order.
    
    **** Airia ****
    Hit Points: Lowest
    Dexterity: Low
    Jump Ability: Average
    Special: High
    Evolves to: Luria
    Evolves at level: 22
    Follows Experience Chart: 4
    
    Where to find an Airia: 
          RC-1, RC-2
    
    Notes about Airia:
          Airia is a pretty weak fairy, as are most of the lowest evolution 
    fairies.  You should try to replace your Airia with a better Air fairy 
    as soon as you can.
    
    **** Luria ****
    Hit Points: Average
    Dexterity: High
    Jump Ability: High
    Special: Low
    Evolves to: Laticia
    Evolves at level: 31
    Follows Experience Chart: 4
    
    Where to find a Luria: 
          RC-1, RC-2
    
    Notes about Luria:
          Luria is a better fairy than Airia, though Luria loses Airia’s 
    High chance for Critical Hits. Luria has more Hit Points and is much 
    more maneuverable than the slow Airia.
    
    **** Laticia ****
    Hit Points: High
    Dexterity: Average
    Jump Ability: Highest
    Special: Low
    Evolves to: N/A
    Follows Experience Chart: 4
    
    Where to find a Laticia: 
          There are no wild Laticia fairies in the game.  You will have to 
    raise a Luria into a Laticia.
    
    Notes about Laticia:
          Laticia has more Hit Points than the Luria, but is not quite as 
    fast.  Other than that change, Laticia does not really improve upon the 
    Luria significantly.
    
    **** Sirael ****
    Hit Points: Lowest
    Dexterity: Average
    Jump Ability: Low
    Special: High
    Evolves to: Gorael
    Evolves at level: 27
    Follows Experience Chart: 8
    
    Where to find a Sirael: 
          RC-1, East Pavilion, RC-3, RC-4 
    
    Notes about Sirael:
          Sirael is a pretty weak fairy, as are most of the lowest evolution 
    fairies.  Sirael is almost the same as Airia except the Dexterity and 
    Jump Abilities for these two fairies are swapped.  Since Dexterity is 
    more important than the Jump ability, the Sirael is a better fairy than 
    the Airia, although both of these fairies are bad.
    
    **** Gorael ****
    Hit Points: Average
    Dexterity: Highest
    Jump Ability: Low
    Special: High
    Evolves to: Fathrael
    Evolves at level: 38
    Follows Experience Chart: 8
    
    Where to find a Gorael: 
          East Pavilion, RC-3, RC-4
    
    Notes about Gorael:
          Gorael is a decent fairy that improves on the Sirael fairy’s 
    weaknesses.  The Gorael excels at Dexterity and getting Critical Hits.
     
    **** Fathrael ****
    Hit Points: High
    Dexterity: Low
    Jump Ability: Highest
    Special: High
    Evolves to: N/A
    Follows Experience Chart: 8
    
    Where to find a Fathrael: 
    There are no wild Fathrael fairies in the game.  You will have to 
    evolve a Gorael into a Fathrael. It does take a good deal of fights to 
    get a Gorael to level 38.
    
    Notes about Fathrael:
          Fathrael is a better fairy than a Gorael.  Unfortunately, the 
    Fathrael loses the Gorael’s Dexterity, but the extra Hit Points on the 
    Fathrael make it a better fairy.
    
    **** Sirella ****
    Hit Points: Lowest
    Dexterity: Highest
    Jump Ability: High
    Special: Average
    Evolves to: N/A
    Follows Experience Chart: 2
    
    Where to find a Sirella: 
          RC-4
    
    Notes about Sirella:
          Sirella is a pretty weak fairy with high maneuverability.  The low 
    Hit Point of the Sirella makes it too weak to be effective.
    
    **** Tineves ****
    Hit Points: Average
    Dexterity: Highest
    Jump Ability: Highest
    Special: Low
    Evolves to: N/A
    Follows Experience Chart: 10
    
    Where to find a Tineves: 
          There are no wild Tineves in the game.  The only way to get a 
    Tineves is to evolve a Tinefol with an Elemental Stone of Air.
    
    Notes about Tineves:
          Tineves is a decent fairy that is highly maneuverable.  The 
    average Hit Points on this fairy are a drawback, but it is not bad for 
    an Air fairy.
    
    ***********************
    **** Water Fairies ****
    ***********************
    
          Water fairies are rare fairies to find.  While you do get the 
    choice to start the game with a Water fairy, this will be the last Water 
    Fairy you find for some time.  The only way to get a Water fairy, with 
    one exception, is to summon it with the Ocean Conch.  There aren’t too 
    many places you can use the Ocean Conch.  Also, if you catch a fairy 
    from one Ocean Conch location, you may never be able to use the Ocean 
    Conch in that location again.  Water fairies all look fish-like.
    
          Water fairies focus on defense and direct damage.  Most of their 
    offensive spells do direct damage on critical hits.  (Direct damage is 
    not affected by the type of the fairy.)  The direct damage on critical 
    hits tries to compensate for the lack of damage the spell does normally.  
    Most of their defensive spells involve healing or reducing damage.  One 
    of their best defensive spells reflects all damage back to the opponent.
    
          Water fairies usually attack with relatively fast firing spells.  
    You need to be careful, because most of their offensive spells only have 
    15 shots.
    
          Most of the strengths and weaknesses of the Water fairies involve 
    fairy types you don’t find until late in the game.  However, their 
    ability to damage Fire, Dark and Metal fairies will increase their value 
    against those later fairies.  These strengths also help you in most 
    battles with Shadow Elf Fairy Masters.
    
    **** Water Fairy’s Strengths and Weaknesses ****
    
          Strong Attack Against: Fire, Dark, and Metal
          Weak Attack Against: Air, Energy, and Ice
          Strong Defense Against: Fire, Dark, and Metal
          Weak Defense Against: Air, Energy, Ice, and Chaos
    
    **** Where to find Water Fairies ****
    
          You can find wild Water fairies near lakes, streams, waterfalls 
    and swamps.  Water fairies will hardly ever attack you walking around.  
    You summon a Water Fairy with the Ocean Conch.  When you hear a tick 
    noise and see an icon of the Ocean Conch on the screen, you can use the 
    Ocean Conch to summon a Water Fairy.
    
    **** Best Water Fairies ****
    
          The Ceramnis and the Oceana fairies are the two best Water 
    fairies.  Which one you decide is the best depends on whether you would 
    like more Dexterity in Ceramnis more than the extra Hit Points and 
    chance for Critical Hits in the Oceana.
    
    **** Tadana ****
    Hit Points: Low
    Dexterity: Average
    Jump Ability: Average 
    Special: Average
    Evolves to: Aquana
    Evolves at level: 25
    Follows Experience Chart: 3
    
    Where you can trade for a Tadana:
          Rufus’ House – You can pick a Tadana as your starting fairy.
          FG-2 – You can get a Tadana by by trading a Silver Sphere with a 
                female elf.
    
    Where to find a Tadana: 
          Rafi’s Cave, FG-3, Forest Hut, Ice Caves, MW-8
    
    Notes about Tadana:
          Tadana is a pretty weak fairy, as are most of the lowest evolution 
    fairies.  Tadana is not horrible as far as most lowest evolution fairies 
    go, but you should try to replace her as soon as possible.
    
    **** Aquana ****
    Hit Points: Average
    Dexterity: High
    Jump Ability: Lowest
    Special: High
    Evolves to: Oceana
    Evolves at level: 32
    Follows Experience Chart: 3
    
    Where to find an Aquana: 
          There are no wild Aquana fairies in the game.  You must evolve a 
    Tadana to get an Aquana fairy.
    
    Notes about Aquana:
          The Aquana is a better fairy than the Tadana, losing only to the 
    Tadana fairy’s Jumping Ability.  Still, there are better Water fairies 
    than the Aquana.
    
    **** Oceana ****
    Hit Points: Highest
    Dexterity: Average
    Jump Ability: High
    Special: Average
    Evolves to: N/A
    Follows Experience Chart: 3
    
    Where to find an Oceana: 
          There are no wild Oceana fairies in the game.  You must evolve an 
    Aquana to get an Oceana.
    
    Notes about Oceana:
          Oceana is a strong Water fairy.  Her Hit Points are very high and 
    her other skills are good enough.
    
    **** Cera ****
    Hit Points: Lowest
    Dexterity: Average
    Jump Ability: High
    Special: Low
    Evolves to: Amnis
    Evolves at level: 21
    Follows Experience Chart: 8
    
    Where to find a Cera: 
          FG-2, MS-5, EF-3, MW-1 
    
    Notes about Cera:
          Cera is a very weak fairy, as are most of the lowest evolution 
    fairies.  Cera fairies are hard to evolve because they can easily be 
    defeated in one attack.
    
    **** Amnis ****
    Hit Points: Low
    Dexterity: High
    Jump Ability: Low
    Special: Highest
    Evolves to: Ceramnis
    Evolves at level: 31
    Follows Experience Chart: 8
    
    Where to find an Amnis: 
          MW-8
    
    Notes about Amnis:
          Amnis is an improvement over the Cera, but it is still pretty 
    weak.  
    
    **** Ceramnis ****
    Hit Points: High
    Dexterity: High
    Jump Ability: High
    Special: Low
    Evolves to: N/A
    Follows Experience Chart: 8
    
    Where to find a Ceramnis: 
          MW-8
    
    Notes about Ceramnis:
          The Ceramnis is the only redeeming fairy in the Cera family.  This 
    is probably the best Water fairy, although its ability to get Critical 
    Hits is lacking.
    
    **** Goop ****
    Hit Points: Low
    Dexterity: Lowest 
    Jump Ability: Highest
    Special: High
    Evolves to: N/A
    Follows Experience Chart: 9
    
    Where to find a Goop: 
          FG-3, EF-3, Forest Hut
    
    Notes about Goop:
          Goop is a pretty weak fairy but it excels at getting Critical 
    Hits.  There are much better Water fairies than the Goop.
    
    ***********************
    **** Light Fairies ****
    ***********************
    
          Light fairies are an extremely rare find.  You won’t actually get 
    to catch a wild fairy until the game is almost over.  However, the Light 
    fairies are worth the wait.  Light fairies look like delicate white 
    skinned fairies.
    
          Light fairies focus in on damage and speed. Most of their spells 
    do average or above damage.  Their spells also charge relatively fast.  
    Even better, most of the spells do a substantial amount of extra damage 
    with a Critical Hit.  The Light fairies passive spells do a good job of 
    protecting her from damage, either by reducing the damage, reflecting 
    the damage, or healing from the damage.
    
          The downside to the Light fairies is they take a large amount of 
    experience to advance.  In fact, the Light and Dark fairies have the 
    steepest experience requirements to advance of all the fairies in the 
    game.  I had to liberally use Golden Carrots on my Light and Dark 
    fairies to get them to advance to their final form.  
    
          Light fairies have the best combination of strengths and 
    weaknesses compared to the other fairy types.  Light fairies have four 
    strengths, including strengths against the strong Fire and Dark fairies, 
    and only one weakness.  Light fairies are a strong addition to your 
    deck, once you advance them to a high enough level.  Low level Light 
    fairies don’t have enough Hit Points to survive an encounter against 
    stronger fairies.
    
    **** Light Fairy’s Strengths and Weaknesses ****
    
          Strong Attack Against: Stone, Fire, Dark, and Chaos
          Weak Attack Against: PSI
          Strong Defense Against: Stone, Fire, Dark, Chaos, and Metal
          Weak Defense Against: PSI
    
    **** Where to find Light Fairies ****
    
          You can find wild Light fairies only in one place, the Ruins in 
    the Forest.  You won’t be able to catch a wild Light Fairy until very 
    late in the game.  You will temporarily get access to a Light Fairy 
    earlier in the game, but you most give it up to continue the plot.
    
    **** Best Light Fairy ****
    
          The Suane is the best Light fairy.
    
    **** Lighane ****
    Hit Points: Lowest
    Dexterity: Lowest
    Jump Ability: Highest
    Special: High
    Evolves to: Driane
    Evolves at level: 28
    Follows Experience Chart: 11
    
    Where to find a Lighane: 
          Ruins in the Forest
    
    Notes about Lighane:
          Lighane is a very weak fairy, as are most of the lowest evolution 
    fairies.  Lighane can’t survive in a battle long enough to be useful.
    
    **** Driane ****
    Hit Points: Average
    Dexterity: High
    Jump Ability: High
    Special: Low
    Evolves to: Suane
    Evolves at level: 38
    Follows Experience Chart: 11
    
    Where to find a Driane: 
          Ruins in the Forest
    
    Notes about Driane:
          Driane is a big improvement over the Lighane in terms of 
    durability.  It is still not as strong as a Suane, but it will serve you 
    well until you can evolve it into a Suane.
    
    **** Suane ****
    Hit Points: High
    Dexterity: High
    Jump Ability: Low
    Special: High
    Evolves to: N/A
    Follows Experience Chart: 11
    
    Where you can trade for a Suane:
          Arena in the Realm of Clouds – You can get a Suane by defeating 
    the General in the Arena and then by defeating the Segbuzz that is 
    pestering the Suane.  After winning these two battles, the Suane will 
    join your collection.
    
    Where to find a Suane: 
          There are no wild Suane fairies in the game.  You will have to 
    evolve a Driane into a Suane.
    
    Notes about Suane:
          Suane is a great fairy.  The only thing she lacks is a good 
    Jumping Ability, but this is really the weakest of the four abilities.  
    She has high Hit Points, good maneuverability, and a high chance to get 
    Critical Hits.  She is by far the best Light fairy.
    
    ************************
    **** Energy Fairies ****
    ************************
    
          Energy fairies are a rare find.  You can get one Energy fairy 
    relatively early in the game, but you won’t find any more until almost 
    the end.  Energy fairies are weird looking humanoids.  They have very 
    bright colors and strange wings.  The male Energy fairies are shades of 
    blue and the female Energy fairies are violet.
    
          Energy or Electrical fairies deliver average to high damage at an 
    average to fast rate.  The specials on the offensive spells focus on 
    slowing down the attacker either by reducing the attacker’s movement 
    speed or spell recharge rate.  Most of Energy fairies’ passive spells 
    deal with increasing the damage inflicted on the opposing fairy.  The 
    Energy fairies do some special spells. They have a passive spell that 
    shares the damage they are dealt with the attacker and they have an 
    active spell that leaves the target burnt.
    
          The Energy Fairy is, in a way, a stronger form of Chaos Fairy.  
    The Energy fairy has both Strengths of the Chaos Fairy (Water and PSI) 
    plus it has the additional strength against Metal Fairies.  Energy 
    Fairies also only have two Weaknesses instead of the Chaos Fairies’ 
    four.  Energy Fairies trade the weakness against the common Stone Fairy 
    for the Chaos Fairy’s weakness against the more common Nature Fairy.
    
    **** Energy Fairy’s Strengths and Weaknesses ****
    
          Strong Attack Against: Water, PSI, and Metal
          Weak Attack Against: Stone and Ice
          Strong Defense Against: Air, Water, PSI, and Metal
          Weak Defense Against: Stone and Ice
    
    **** Where to find Energy Fairies ****
    
          You can find the male Energy fairies in the Ruins in the Forest.  
    You can find female Energy fairies in the Shadow Realm and in Catacombs.
    
    **** Best Energy Fairies ****
    
          Biolectra and LighBue are the two best Energy fairies, with 
    Biolectra being the better one of the two.
    
    **** Violectra ****
    Hit Points: Average
    Dexterity: Low
    Jump Ability: Highest
    Special: High
    Evolves to: Biolectra
    Evolves at level: 32
    Follows Experience Chart: 8
    
    Where you can trade for a Violectra:
          A House in Monagham – A female Dwarf will trade you a Violectra 
    for a Fathrael.
    
    Where to find a Violectra: 
          Lower Catacombs of Tiralin, EF-5, SR-6
    
    Notes about Violectra:
          Violectra is pretty strong for a lowest evolution fairy.  
    Violectra has a decent amount of Hit Points and a good chance to get 
    Critical Hits.  The only thing a Violectra is lacking is good mobility.
    
    **** Biolectra ****
    Hit Points: High
    Dexterity: Average
    Jump Ability: Low
    Special: Highest
    Evolves to: N/A
    Follows Experience Chart: 8
    
    Where to find a Biolectra: 
          There are no wild Biolectra fairies in the game.  You will have to 
    raise a Violectra into a Biolectra.
    
    Notes about Biolectra:
          Biolectra is a stronger fairy than Violectra.  Biolectra has more 
    Hit Points, better mobility, and a higher chance to get a Critical Hit.  
    The only thing that Biolectra loses over Violectra is her Jumping 
    Ability.
    
    **** Darbue ****
    Hit Points: Lowest
    Dexterity: Highest
    Jump Ability: High
    Special: Low
    Evolves to: Bue
    Evolves at level: 24
    Follows Experience Chart: 8
    
    Where you can trade for a Darbue:
          FG-4 - A dwarf will give a Darbue for 400 Fairy Coins.
    
    Where to find a Darbue: 
          Ruins in the Forest
    
    Notes about Darbue:
          Darbue is a very weak fairy, which is typical of most of the 
    lowest evolution fairies.  Darbue can’t survive in a battle long enough 
    to be really useful.
    
    **** Bue ****
    Hit Points: Average
    Dexterity: Average
    Jump Ability: Average
    Special: High
    Evolves to: LighBue
    Evolves at level: 45
    Follows Experience Chart: 8
    
    Where to find a Bue: 
          There are no wild Bue fairies in the game.  You must evolve a 
    Darbue into a Bue.
    
    Notes about Bue:
          Bue fairies are average in everything except for their chance to 
    get a Critical Hit.  
    
    **** LighBue ****
    Hit Points: High
    Dexterity: Low
    Jump Ability: High
    Special: High
    Evolves to: N/A
    Follows Experience Chart: 8
    
    Where to find a LighBue: 
          There are no wild LighBue fairies in the game.  You must evolve a 
    Bue into a LighBue.
    
    Notes about LighBue:
          LighBue is a good fairy, except it is lacking in mobility.  The 
    Darbue family loses Dexterity on every evolution.  However, LighBue has 
    above average statistics in all other categories, so it is still a 
    strong fairy.
    
    *********************
    **** PSI Fairies ****
    *********************
    
          PSI Fairies are the cave dwellers of Zanzarah.  They are 
    interesting looking bunch of creatures.  The PSI Fairy Clumor has the 
    distinction of requiring the most number of evolutions to reach.
    
          PSI fairies have weaknesses to a large number of fairy types, but 
    surprising they don’t seem to suffer too much for it.  PSI fairy’s 
    offensive spells are typically weak but fast charging, with a couple of 
    slow exceptions.  The special abilities of both the PSI fairy’s 
    offensive and defensive spells are so varied that you can adapt a PSI 
    fairy to fight with many different styles.  PSI fairies can teleport 
    their opponent with critical hits, reduce their movements, or prevent 
    them from flying.  With their passive abilities, they can increase their 
    movement speed, charge their speed faster, or share all damage they take 
    with their opponent.
    
          Still, the PSI fairy is a limited use fairy.  Its strengths help 
    it take on the powerful fairy types of Light and Ice.  However its 
    weakness to the common Nature, Air and Chaos fairies limit its 
    effectiveness in general situations.  Overall, a PSI fairy is an 
    invaluable member of your fairy deck, even if can’t use it in all 
    battles.
    
    **** PSI Fairy’s Strengths and Weaknesses ****
    
          Strong Attack Against: Light, Stone and Ice
          Weak Attack Against: Nature, Air, Energy, Dark, and Chaos
          Strong Defense Against: Light, Stone, and Ice
          Weak Defense Against: Nature, Air, Energy, Dark, Chaos, and Metal
    
    **** Where to find PSI Fairies ****
    
          You will find PSI fairies in the Dark Caves scattered throughout 
    Zanzarah.
    
    **** Best PSI Fairies ****
    
          Clum is the best PSI fairy, followed by the Clumaur fairy.
    
    **** Mencre ****
    Hit Points: Average
    Dexterity: Low
    Jump Ability: High
    Special: High
    Evolves to: Mensek
    Evolves at level: 38
    Follows Experience Chart: 1
    
    Where to find a Mencre: 
          DC-1, DC-2, DC-3, DC-5
    
    Notes about Mencre:
          Mencre is a decent fairy for a lowest evolution level fairy.  
    Mencre fairies have an average amount of Hit Points but low mobility.
     
    **** Mensek ****
    Hit Points: Average
    Dexterity: High
    Jump Ability: Low
    Special: High
    Evolves to: N/A
    Follows Experience Chart: 1
    
    Where to find a Mensek: 
          There are no wild Mensek fairies in the game.  You must raise a 
    Mencre to a Mensek.
    
    Notes about Mensek:
          Mensek fairies are practically identical to Mencre fairies.  The 
    only difference between these two fairies is that the Dexterity and Jump 
    Abilities are swapped on these two fairies.  As such, the Mensek fairy 
    is more maneuverable and thus a better fairy, although only marginally 
    so.
    
    **** Beltaur ****
    Hit Points: Lowest
    Dexterity: Highest
    Jump Ability: Lowest
    Special: High
    Evolves to: Mentaur
    Evolves at level: 23
    Follows Experience Chart: 2
    
    Where to find a Beltaur: 
          DC-5 - Interestingly enough, Beltaurs are not as common in the 
          wild a Mentaurs.
    
    Notes about Beltaur:
          Beltaur is a very weak fairy, as are most of the lowest evolution 
    fairies.  Beltaur can’t survive in a battle long enough to be useful.
    
    **** Mentaur ****
    Hit Points: High
    Dexterity: Low
    Jump Ability: High
    Special: Average
    Evolves to: 28
    Evolves at level: Clum
    Follows Experience Chart: 2
    
    Where to find a Mentaur: 
          DC-1, DC-2, DC-3, Ice Caves, DC-5
    
    Notes about Mentaur:
          Mentaur is a good fairy, but it has low mobility.  Still, a 
    Mentaur is better than Mencre or Mensek.
    
    **** Clum ****
    Hit Points: Highest
    Dexterity: Highest
    Jump Ability: High
    Special: Low
    Evolves to: Clumor
    Evolves at level: 35
    Follows Experience Chart: 2
    
    Where to find a Clum: 
          There are no wild Clum fairies in the game.  You will have to 
    evolve a Mentaur into a Clum.
    
    Notes about Clum:
           Clum is a very powerful fairy that only suffers on its chance to 
    get Critical Hits.  Clum has a lot of Hit Points and is highly 
    maneuverable.
    
    **** Clumaur ****
    Hit Points: High
    Dexterity: High
    Jump Ability: Low
    Special: High
    Evolves to: N/A
    Follows Experience Chart: 2
    
    Where to find a Clumaur: 
          There are no wild Clumaur fairies in the game.  You will have to 
    raise a Clum to a Clumaur to get this fairy.
    
    Notes about Clumaur:
          Interestingly enough, the Clumaur fairy is weaker than the Clum 
    fairy.  Clumaur does have a better chance at getting Critical Hits than 
    a Clum, but in all other statistics, the Clum it better.
    
    ***********************
    **** Stone Fairies ****
    ***********************
    
          Stone Fairies, surprisingly enough, live in large rocks.  What is 
    interesting is that Stone Fairies only like outside rocks.  Stone 
    fairies leave the rocks inside caves for the PSI fairy.  Stone fairies 
    come in the squat, troll looking Grem family, the humanoid Vesbat family 
    and the rock with wings JumJum family
    
          Stone fairy offensive spells are typically slow and powerful.  
    Almost all of the offensive special abilities and the passive spells 
    focus on making the Stone fairy’s strong offensive spells even stronger.  
    The “Unintentional Movement” spell, which gives the Stone fairy a life 
    steal attack, will keep the Stone fairy around against the strongest of 
    opponents.  Stone fairy’s strong attacks can somewhat compensate for the 
    lack of strength against useful fairy types.  I personally find the 
    Stone fairy spells charge up a little to slowly for my playing style, 
    especially the first two spells that have the slowest charge time.  The 
    Stone fairy has no natural passive spell to increase their spell charge 
    rate.
    
          Stone fairies, along with Nature fairies, are the most common 
    fairies in Zanzarah.  While the Stone fairies have are decent enough 
    fairies, their strengths and weaknesses are not very effective. They are 
    not strong against any of the common fairy types.  Stone Fairies are 
    weak against Light, PSI, and Dark, three of the strongest fairy types in 
    the game.  Their two strengths against Air and Energy fairies are of 
    limited use, since both these fairy types are limited to relatively 
    small or isolated areas.  Still, you may want to pull out your Stone 
    fairy when you journey to the Realm of Clouds.  I usually don’t use 
    Stone fairies much past the middle of the game since Stone fairies can’t 
    do anything that the Ice fairies can’t do better.
    
    **** Stone Fairy’s Strengths and Weaknesses ****
    
          Strong Attack Against: Air and Energy
          Weak Attack Against: Light, PSI, and Dark
          Strong Defense Against: Air and Energy
          Weak Defense Against: Light, PSI, and Dark
    
    **** Where to find Stone Fairies ****
    
          You can find Stone fairies in any large outdoors rock in Zanzarah.
    
    **** Best Stone Fairies ****
    
          Garbat and Gremrock are the two best Stone fairies.  These fairies 
    have identical statistics.
    
    **** Grem ****
    Hit Points: Lowest
    Dexterity: Average
    Jump Ability: Average
    Special: High
    Evolves to: Gremor
    Evolves at level: 30
    Follows Experience Chart: 3
    
    Where you can trade for a Darbue:
          Rufus’ House (picked as your first fairy)
    
    Where to find a Grem: 
          MW-7 (in a rock near the exit – I’ve only found this fairy here 
          once.)
    
    Notes about Grem:
          Grem is a very weak fairy, as are most of the lowest evolution 
    fairies.  Grem fairies can’t survive in a battle long enough to be 
    useful, although he will be fine at the beginning of the game when you 
    first pick him.
    
    **** Gremor ****
    Hit Points: Low
    Dexterity: Highest
    Jump Ability: Average
    Special: Low
    Evolves to: Gremrock
    Evolves at level: 35
    Follows Experience Chart: 3
    
    Where to find a Gremor:
          MW-2, MW-3, MW-4, MW-7, East Pavilion 
    
    Notes about Grem:
          Gremor is also a weak fairy, though it is much more mobile than 
    the Grem fairy.  It’s best to try to evolve this fairy to a Gremrock as 
    quickly as possible.
    
    **** Gremrock ****
    Hit Points: High
    Dexterity: High
    Jump Ability: High
    Special: Low
    Evolves to: N/A
    Follows Experience Chart: 3
    
    Where to find a Gremrock: 
          There are no wild Gremrock fairies in the game.  You will have to 
    raise a Gremor to level 35 to get a Gremrock.
    
    Notes about Gremrock:
          Grem is strong fairy that is very agile.
    
    **** Vesbat ****
    Hit Points: Lowest
    Dexterity: High
    Jump Ability: Highest
    Special: Low
    Evolves to: Stobat
    Evolves at level: 27
    Follows Experience Chart: 6
    
    Where to find a Vesbat: 
          FG-1, FG-2, FG-3, FG-4, EF-1, EF-2, MW-2, MW-3, MW-4, MW-6, MW-7
    
    Notes about Vesbat:
          Vesbat is a very weak fairy, as are most of the lowest evolution 
    fairies.  Vesbat fairies can’t survive in a battle long enough to be 
    useful, although it is very agile.
    
    **** Stobat ****
    Hit Points: Average
    Dexterity: High
    Jump Ability: Highest
    Special: Lowest
    Evolves to: Garbat
    Evolves at level: 33
    Follows Experience Chart: 6
    
    Where to find a Stobat: 
          MW-2, MW-3, MW-4, MW-7, East Pavilion
    
    Notes about Stobat:
          Stobat is a much-improved Vesbat that only loses a little in its 
    chance to get Critical Hits.
    
    **** Garbat ****
    Hit Points: High
    Dexterity: High
    Jump Ability: High
    Special: Low
    Evolves to: N/A
    Follows Experience Chart: 6
    
    Where to find a Garbat: 
          There are no wild Garbat fairies in the game.  The only Garbat you 
    can get is through evolving a Stobat into a Garbat.
    
    Notes about Garbat:
          Garbat is a strong and agile fairy, which is identical in 
    statistics to the Gremrock.  The only negative to the Garbat is its low 
    chance of getting Critical Hits.
    
    **** JumJum ****
    Hit Points: Lowest
    Dexterity: High
    Jump Ability: Low
    Special: High
    Evolves to: JumRock
    Evolves at level: 38
    Follows Experience Chart: 8
    
    Where to find a JumJum: 
          EF-2, MW-3, MW-4
    
    Notes about JumJum:
          JumJum is a very weak fairy, as are most of the lowest evolution 
    fairies.  JumJum fairies can’t survive in a battle long enough to be 
    useful.
    
    **** JumRock ****
    Hit Points: Average
    Dexterity: Lowest
    Jump Ability: High
    Special: Highest
    Evolves to: N/A
    Follows Experience Chart: 8
    
    Where to find a JumRock: 
          There are no wild JumRock fairies.  This is unfortunate, because 
    you need two to complete your fairy collection.  You need to trade one 
    for a rare fairy and the other for your collection.  You need to raise a 
    JumJum to level 38 to get a JumRock.
    
    Notes about JumRock:
          JumRock fairies are marginally better than a JumJum.  It has more 
    Hit Points than a JumJum, but has no mobility.  The only thing a JumRock 
    can do to avoid another fairy is jump.  This really isn’t an effective 
    way to fight.
    
    *********************
    **** Ice Fairies ****
    *********************
    
          Ice fairies are one of my favorite fairy types.  The are two 
    different variety of Ice fairies, the flying polar bear and the Ice 
    Queen.   The polar bears are the most common and probably the better of 
    the two types.
    
          Ice fairies rely on slowing down their opponents.  Most of the Ice 
    fairy’s spells are slow charging with weak damage.  Almost all of the 
    offensive Ice spells slow down the opposing fairy or flat out freeze it.  
    All Ice fairies have High dexterity, which makes them more maneuverable.  
    Most of their passive spells focus on recharging their Jump Energy 
    faster, to make the Ice fairies even more maneuverable.  The best 
    passive spell though, in my opinion, is the “Absorb Mana” spell.  This 
    spell will increase the Spell Charging rate by 100%, making the Ice 
    fairy even more effective.
    
          The biggest strength of the Ice fairy is its strengths against 
    other fairies.  The Ice fairy is strong against most of the common fairy 
    types including Nature and Air. It can also deal with the some of the 
    problematic fairy types, such as Water, Energy and Metal.  Their 
    weaknesses to PSI and Fire are easy to deal with in the wild, since 
    these type fairies are only found in Caves and in the Lava Pit.  You do 
    have to be careful with the Ice fairies in Fairy battles, since most 
    Fairy Masters have a PSI or a Fire fairy, especially the Shadow Elves.
    
    **** Ice Fairy’s Strengths and Weaknesses ****
    
          Strong Attack Against:  Nature, Air, Water, Energy, and Metal
          Weak Attack Against: PSI and Fire
          Strong Defense Against: Nature, Air, Water, Energy, and Metal
          Weak Defense Against: PSI and Fire
    
    **** Where to find Ice Fairies ****
    
          You can find wild Ice fairies on the Mountain Peaks.  This 
    probably sounds obvious, but if you see snow on the ground, all you are 
    going to get attacked by is Ice Fairies.
    
    **** Best Ice Fairy ****
    
          The best Ice fairy is a Greezloc.
    
    **** Feez ****
    Hit Points: Lowest
    Dexterity: High
    Jump Ability: Low
    Special: High
    Evolves to: Greez
    Evolves at level: 25
    Follows Experience Chart: 8
    
    Where to find a Feez: 
          MP-1, MP-2
    
    Notes about Feez:
          Feez is a very weak fairy, as are most of the lowest evolution 
    fairies.  Feez fairies can’t survive in a battle long enough to be 
    useful.  Luckily, the Greez fairy is just as easy to catch as a Feez, so 
    you never have to use this fairy.
    
    **** Greez ****
    Hit Points: Average
    Dexterity: High
    Jump Ability: Highest
    Special: Low
    Evolves to: Greezloc
    Evolves at level: 45
    Follows Experience Chart: 8
    
    Where to find a Greez: 
          MP-1, MP-2
    
    Notes about Greez:
          Greez is a much-improved fairy compared to the Feez.  It loses the 
    Feez fairy’s high chance to get Critical Hits, but it gains in both Hit 
    Points and Jumping Ability.  The Jumping Ability, combined with the High 
    Dexterity makes the Greez a very maneuverable fairy. 
    
    **** Greezloc ****
    Hit Points: High
    Dexterity: High
    Jump Ability: Low
    Special: High
    Evolves to: N/A
    Follows Experience Chart: 8
    
    Where to find a Greezloc: 
          MP-3
    
    Notes about Greezloc:
          Greezloc is a great fairy.  It has good Hit Points, Dexterity and 
    a good chance for Critical Hits.  Add these abilities to the strength of 
    the Ice spells and you have a very potent fairy.
    
    **** Glacess ****
    Hit Points: Average
    Dexterity: High
    Jump Ability: Low
    Special: High
    Evolves to: N/A
    Follows Experience Chart: 8
    
    Where to find a Glacess: 
          MP-3
    
    Notes about Glacess:
          Glacess is fairly strong for a fairy that does not have any other 
    evolutionary forms.  She has slightly lower Hit Points than the Greezloc 
    does, but otherwise has the same statistics.  The Glacess would be a 
    good fairy to use, except that you can catch a Greezloc on the same 
    level that you can find a Glacess.
    
    **********************
    **** Fire Fairies ****
    **********************
    
          There are two basic groups of Fire fairies, the Pix demon group 
    and the Dracwin dragon group.  The Pix group goes from a cute little 
    devil looking creature to a scary looking Demon, Daemonex.  The final 
    Tinefol form, the Tinezard is also Fire Fairy.  The Tinezard will be the 
    first Fire Fairy you can get. 
    
          Fire fairy spells are slow charging but hard hitting.  Most of the 
    specials associated with the Fire spells focus on either hurting the 
    opposing fairy or making the opposing fairy more susceptible to future 
    attacks.  Fire fairies also have the every popular share the damage 
    passive special, which makes the attacking fairy receive the same amount 
    of damage that the Fire fairy gets.
    
          If you morph a Tinefol into a Tinezard early enough, you will find 
    the Fire fairies very useful.  The strength against Nature fairies makes 
    life easier at the beginning of the game.  By the time you reach the 
    Lava Caves, I think the usefulness of the Fire fairy has long past.  You 
    will already have strong fairies that provide the same strengths to 
    Nature, Air, Ice and Chaos fairies.  The last part of the game is filled 
    with Dark fairies, with some Water and Light fairies on some of the 
    Fairy Masters.  This seriously limits the effectiveness of the Fire 
    fairies.  I know there are characters in the game that they you to get 
    the Fire fairies, but I would leave them at home once you find your 
    first Ice fairy.
    
    **** Fire Fairy’s Strengths and Weaknesses ****
    
          Strong Attack Against: Nature, Air, Ice, and Chaos
          Weak Attack Against: Water, Light, and Dark
          Strong Defense Against: Nature, Air, Ice, and Chaos
          Weak Defense Against: Water, Light, Dark, and Metal
    
    **** Where to find Fire Fairies ****
    
          You can find wild Fire fairies in the Lava Caves.
    
    **** Best Fire Fairy ****
    
          The best Fire fairy is a Flagwin fairy.  All other Fire fairies 
    are too slow are don’t have enough Hit Points.
    
    **** Pix ****
    Hit Points: Lowest
    Dexterity: Highest
    Jump Ability: High
    Special: Average
    Evolves to: Ferix
    Evolves at level: 23
    Follows Experience Chart: 7
    
    Where to find a Pix: 
          LC-4, LC-5
    
    Notes about Pix:
          Pix is a very weak fairy, as are most of the lowest evolution 
    fairies.  Pix fairies can’t survive in a battle long enough to be 
    useful, although the Pix is a very maneuverable fairy.  This can make 
    capturing a Pix difficult, since it moves so fast.
    
    **** Ferix ****
    Hit Points: Average
    Dexterity: High
    Jump Ability: High
    Special: Low
    Evolves to: Daemonex
    Evolves at level: 30
    Follows Experience Chart: 7
    
    Where to find a Ferix: 
          LC-4, LC-5
    
    Notes about Ferix:
          Ferxi is a more durable fairy than the Pix fairy, but it loses 
    some Dexterity and some chance to make a Critical Hit.  The added 
    durability makes the Ferix a better fairy, however, since it can survive 
    in a fight long enough to inflict some damage.
    
    **** Daemonex ****
    Hit Points: Highest
    Dexterity: Lowest
    Jump Ability: Average
    Special: High
    Evolves to: N/A
    Follows Experience Chart: 7
    
    Where to find a Daemonex: 
          There are no wild Daemonex in the game.  You will have to create a 
    Daemonex by evolving a Ferix.
    
    Notes about Daemonex:
          Daemonex is a much stronger fairy than a Ferix, but it loses 
    almost all of the Ferix fairy’s mobility.  The resulting Daemonex fairy 
    can take a lot of damage, but it can’t move much.
    
    **** Dracwin ****
    Hit Points: Low
    Dexterity: High
    Jump Ability: Low
    Special: Highest
    Evolves to: Flagwin
    Evolves with: Elemental Stone of Fire
    Follows Experience Chart: 7
    
    Where to find a Dracwin: 
          LC-2, LC-3, LC-4, LC-5
    
    Notes about Dracwin:
          Dracwin is a pretty weak fairy, as are most of the lowest 
    evolution fairies.  Dracwin fairies can’t survive in a battle long 
    enough to be useful.
    
    **** Flagwin ****
    Hit Points: High
    Dexterity: High
    Jump Ability: Highest
    Special: Low
    Evolves to: N/A
    Follows Experience Chart: 7
    
    Where to find a Flagwin: 
          There are no wild Flagwin in the game.  You will have to make a 
    Flagwin by giving a Dracwin the Evolutionary Stone of Fire.  Lucky there 
    are a couple of Evolutionary Stones of Fire in the Lava Caves, just 
    waiting for you to use them on a Dracwin.
    
    Notes about Flagwin:
          Flagwin is a strong fairy that is both maneuverable and durable.  
    These attributes make the Flagwin fairy the best Fire fairy.  The low 
    chance to get Critical Hits is some cause for concern.  However, the 
    Flagwin is the only Fire fairy with a High amount of Hit Points that 
    still has mobility.
    
    **** Tinezard ****
    Hit Points: Average
    Dexterity: Average
    Jump Ability: Low
    Special: High
    Evolves to: N/A
    Follows Experience Chart: 10
    
    Where to find a Tinezard: 
          There are no wild Tinezard fairies in the game.  You will have to 
    make a Tinezard by giving a Tinefol the Evolutionary Stone of Fire.  
    
    Notes about Tinezard:
          Tinezard is the easiest Fire fairy to get.  You can actually get a 
    Tinezard pretty early in the game, when a Fire fairy is the most useful.  
    Overall, the Tinezard is a pretty average fairy, with no really 
    strengths or weaknesses.
    
    **********************
    **** Dark Fairies ****
    **********************
    
          Dark fairies are evil, cadaver looking fairies.  They have rotting 
    or torn skin and a throaty, gurgling voice.  Dark fairies are probably 
    the most disturbing looking fairies in the game. 
    
          Dark fairies are quick and agile.  They all have the highest 
    dexterity possible plus a high Jump skill.  Their spells, for the most 
    part, are slow charging but pack a significant punch.  Their special 
    spell abilities are focused on increasing the damage of their attack or 
    increasing their attack speed.  The downside to the Dark fairies is 
    their significant experience requirements for advancement.  Dark fairies 
    and Light fairies share the distinction of being the most expensive 
    fairies to promote.
    
          Dark fairies have one less strength and one more weakness than 
    Light fairies.  Dark fairies are good fairies for the most part.  
    Unfortunately, by the time you can actually catch one, the only 
    strengths the have that are useful are the Strengths against PSI and 
    Fire.  Still, the strength against the PSI fairies is important and the 
    Dark fairies are strong enough that you won’t go wrong by including one 
    in your fairy deck.
    
    **** Dark Fairy’s Strengths and Weaknesses ****
    
          Strong Attack Against: Air, PSI, Stone, and Fire
          Weak Attack Against: Water and Light
          Strong Defense Against: Air, PSI, Stone, and Fire
          Weak Defense Against: Water and Light
    
    **** Where to find Dark Fairies ****
    
          You can find wild Dark fairies on the road to the Ruins in the 
    Forest and in the Shadow Realm.  You can also find Dark fairies any 
    place you can find Chaos fairies.  It’s very rare to find a Dark fairy 
    outside of the Ruins or the Shadow Realm.
    
    **** Best Dark Fairy ****
    
          The best Dark fairy is Dredanox.
    
    **** Manox ****
    Hit Points: Lowest
    Dexterity: Highest
    Jump Ability: High
    Special: Average
    Evolves to: Turnox
    Evolves at level: 30
    Follows Experience Chart: 11 
    
    Where to find a Manox: 
          Cottage Cellar, Lower Catacombs of Tiralin, EF-5, SR-2, SR-3, 
    SR-4, SR-5, SR-6
    
    Notes about Manox:
          Manox is a pretty weak fairy, as are most of the lowest evolution 
    fairies.  Manox fairies can’t survive in a battle long enough to be 
    useful.
    
    **** Turnox ****
    Hit Points: Average
    Dexterity: Highest
    Jump Ability: High
    Special: Average
    Evolves to: Dredanox
    Evolves at level: 40
    Follows Experience Chart: 11
    
    Where to find a Turnox: 
          Lower Catacombs of Tiralin, EF-5, SR-6
    
    Notes about Turnox:
          Turnox are fairly tough fairies.  While they have an average 
    number of Hit Points, they are very agile.  This makes Turnox useful 
    while you are trying to get it to evolve to the better Dredanox fairy.
    
    **** Dredanox ****
    Hit Points: High
    Dexterity: Highest
    Jump Ability: Highest
    Special: Low
    Evolves to: N/A
    Follows Experience Chart: 11
    
    Where to find a Dredanox: 
          There are no wild Dredanox fairies in the game.  Given the steep 
    experience requirements for each Dark Fairy level, getting a Dredanox 
    will be time consuming.  The Dredanox fairy requires the second highest 
    amount of experience points to obtain.
    
    Notes about Dredanox:
          Dredanox is by far the best Dark fairy.  It is highly maneuverable 
    and very durable.  The Dredanox is definitely worth the effort that it 
    takes to evolve it from a Turnox fairy.
    
    ***********************
    **** Chaos Fairies ****
    ***********************
    
          Chaos fairies are warped looking creatures.  They include the 
    strange, birdlike Rasrow family, the skeletal Skelbo family, and the 
    deformed insects Akritar and Segbuzz.
    
          Chaos fairies are pretty average fairies, although they never seem 
    to have quite enough Hit Points to stay around long enough.  This may be 
    due to their weakness against several of the most common fairies in the 
    wild and on Fairy Masters.  Chaos fairies’ offensive spells are slow 
    charging but generally strong damaging spells.  Their spell special 
    effects are rather eclectic mix, doing everything from messing up the 
    opposing fairy’s controls, to reducing the opposing fairy’s movement, to 
    increasing their own attack strength.
    
          Chaos Fairies are somewhat of a mixed blessing, especially when 
    you can first capture them.  Chaos Fairies are vulnerable against Nature 
    Fairies, which are the most common fairies in the game.  Chaos Fairies 
    are the only fairies strong against Water Fairies, up until you get your 
    first Energy fairy.  When you get an Energy fairy, you can trade four 
    weaknesses and two strengths, for two different weaknesses and a single 
    additional strength.
    
    **** Chaos Fairy’s Strengths and Weaknesses ****
    
          Strong Attack Against: Water and PSI
          Weak Attack Against: Nature, Air, Light, and Fire
          Strong Defense Against: PSI
          Weak Defense Against: Nature, Air, Light, and Fire
    
    **** Where to find Chaos Fairies ****
    
          You can find wild Chaos fairies in underground Catacombs and in 
    the Shadow Realm.
    
    **** Best Chaos Fairies ****
    
          The best Chaos fairies are Skelrath and Psyrow, in that order.  
    Skelrath has most of the same statistics as the Psyrow, but it has a 
    better chance at getting a Critical Hit than the Psyrow.
    
    **** Rasrow ****
    Hit Points: Low
    Dexterity: Low
    Jump Ability: High
    Special: Highest
    Evolves to: Maulrow
    Evolves at level: 35
    Follows Experience Chart: 1
    
    Where to find a Rasrow: 
          Catacombs below Tiralin, Cottage Cellar, Lower Catacombs of 
          Tiralin, SR-1, SR-2, SR-3, SR-4, SR-5
    
    Notes about Rasrow:
          Rasrow is a pretty weak fairy, as are most of the lowest evolution 
    fairies.  Rasrow fairies can’t survive in a battle long enough to be 
    useful, although you have to use them since you can’t find a wild 
    Maulrow.
    
    **** Maulrow ****
    Hit Points: Average
    Dexterity: High
    Jump Ability: Highest
    Special: Average
    Evolves to: 
    Evolves at level: 40
    Follows Experience Chart: 1
    
    Where to find a Maulrow: 
          There are no wild Maulrow fairies in the game.  You will have to 
    raise a Rasrow until it evolves into a Maulrow.
    
    Notes about Maulrow:
          Maulrow is a better fairy than Rasrow, but it only has an average 
    number of Hit Points.  The added mobility of the Maulrow is a big plus 
    for this fairy.
    
    **** Psyrow ****
    Hit Points: High
    Dexterity: Highest
    Jump Ability: High
    Special: Low
    Evolves to: N/A
    Follows Experience Chart: 1
    
    Where to find a Psyrow: 
          There are no wide Psyrow fairies in the game.  You will have to 
    raise a Maulrow until it evolves into a Psyrow.
    
    Notes about Rasrow:
          Psyrow fairies a strong fairies with a lot of durability and 
    mobility.  Psyrow is one of the best Chaos fairies available.
    
    **** Skelbo ****
    Hit Points: Lowest
    Dexterity: Low
    Jump Ability: High
    Special: Average
    Evolves to: Skeljaw
    Evolves at level: 22
    Follows Experience Chart: 7
    
    Where to find a Skelbo: 
          Catacombs below Tiralin, Cottage Cellar
    
    Notes about Skelbo:
          Skelbo is a pretty weak fairy, as are most of the lowest evolution 
    fairies.  Skelbo fairies can’t survive in a battle long enough to be 
    useful although you have to use them, since you can’t find a wild 
    Skeljaw.
    
    **** Skeljaw ****
    Hit Points: Average
    Dexterity: High
    Jump Ability: Low
    Special: High
    Evolves to: Skelrath
    Evolves at level: 49
    Follows Experience Chart: 7
    
    Where to find a Skeljaw: 
          There are no wild Skeljaw fairies in the game.  You will have to 
    evolve a Skelbo into a Skeljaw.
    
    Notes about Skeljaw:
          The Skeljaw loses the Skelbo’s jump ability, but improves upon the 
    Skelbo in every other way.  The average Hit Points of the Skeljaw are 
    somewhat of the drawback, but they do make the Skeljaw much more durable 
    than the Skelbo.
    
    **** Skelrath ****
    Hit Points: High
    Dexterity: Highest
    Jump Ability: Average
    Special: Average
    Evolves to: N/A
    Follows Experience Chart: 7
    
    Where to find a Skelrath: 
          There are no wild Skelrath in the game.  You will have to evolve a 
    Skelbo into a Skeljaw and then into a Skelrath.  With Skeljaw’s having 
    the distinction of requiring highest level and experience point total to 
    evolve, you will be fighting for a while before you get a Skelrath.
    
    Notes about Skelrath:
          It takes a long fight to get a Skelrath, but after the battle, you 
    get a strong fairy.  Skelrath has good mobility and durability, plus it 
    has a decent chance of getting a Critical Hit.  These abilities make the 
    Skelrath the best Chaos fairy available.
    
    **** Akritar ****
    Hit Points: Lowest
    Dexterity: Low
    Jump Ability: High
    Special: Highest
    Evolves to: N/A
    Follows Experience Chart: 9
    
    Where to find a Akritar: 
          Lower Catacombs of Tiralin, SR-1, SR-2, SR-3, SR-4, SR-5
    
    Notes about Akritar:
          Like most fairies that can not evolve into another form, the 
    Akritar is a very weak fairy.  While it has a great chance to score a 
    Critical Hit, its low Hit Points make the Akritar a liability in a fairy 
    duel.
    
    **** Segbuzz ****
    Hit Points: Average
    Dexterity: Low
    Jump Ability: Average
    Special: Highest
    Evolves to: N/A
    Follows Experience Chart: 10
    
    Where you can trade for a Segbuzz:
          Magic Shop of Tiralin East - You can trade a Suane Light fairy to 
    a female elf in Tiralin to get a Segbuzz.  You will later trade the 
    Segbuzz for a Worgot.  Eventually you will get your Segbuzz back.  
    
    Notes about Segbuzz:
          There is only one Segbuzz in the game and it isn’t anything 
    special.  Segbuzz fairies have an average amount of Hit Points, but 
    their low Dexterity means they can’t dodge any attacks.
    
    ***********************
    **** Metal Fairies ****
    ***********************
    
          Metal fairies are mechanical fairies with piercing blue eyes.  The 
    have the distinction of being the only fairy type that doesn’t evolve 
    through experience.  The only way to evolve a Metal fairy is by using 
    the forgotten Tools of the Dwarves on them.
    
          All of the Metal fairies’ spells are fast firing and with low 
    damage.  Most of the specials attached to the Metal fairies’ spells 
    focus on increasing the amount of damage they deal.  Metal fairies are 
    surprisingly agile, with all the varieties having high or the highest 
    dexterity.
    
          Metal fairies are weak against a number of fairly common fairy 
    types, but even so, they are never pushovers in a fight.  With their 
    rapid firing spells, they can cause significant damage to fairies they 
    are weak against while using their high dexterity to keep from getting 
    hit.  One wild Metal fairy shouldn’t give you too much trouble, but a 
    group of Metal fairies can cause even your most experienced and 
    resistant fairy troubles.  Metal fairies tend to attack in groups.  You 
    will fight three different set battles against multiple Metal fairies.
    
    **** Metal Fairy’s Strengths and Weaknesses ****
    
          Strong Attack Against: Nature, PSI and Fire
          Weak Attack Against: Air, Water, Light, Energy, and Stone
          Strong Defense Against: Nothing
          Weak Defense Against: Metal, Water, Energy, and Ice
    
    **** Where to find Metal Fairies ****
    
          You can find wild Metal fairies in the Junkyard in the Sky and in 
    the forgotten Dwarf Workshop.
    
    **** Best Metal Fairies ****
    
          The best Metal fairy is Gigarex.
    
    **** Minari ****
    Hit Points: Lowest
    Dexterity: Highest
    Jump Ability: High
    Special: Low
    Evolves to: Megari
    Evolves with: the Forgotten Tools of the Dwarves
    Follows Experience Chart: 8
    
    Where to find a Minari: 
          The Old Dwarf Factory, RC-5 (Junkyard in the Sky)
    
    Notes about Minari:
          Minari is a pretty weak fairy, as are most of the lowest evolution 
    fairies.  Minari fairies can’t survive in a battle long enough to be 
    useful.
    
    **** Megari ****
    Hit Points: Average
    Dexterity: High
    Jump Ability: High
    Special: Average
    Evolves to: Gigarex
    Evolves with: the Forgotten Tools of the Dwarves
    Follows Experience Chart: 8
    
    Where to find a Megari: 
          There are no wild Megari fairies in the game.  You have to evolve 
    a Minari using the Forgotten Tools of the Dwarves.  Luckily you will 
    find the Forgotten Tools of the Dwarves the same time you are able to 
    capture your first Metal fairy.
    
    Notes about Megari:
          Megari is an improvement over the Minari, but it still doesn’t 
    have quite enough Hit Points to be great.  The final form of the Metal 
    fairies, Gigarex, is superior to Megari.
    
    **** Gigarex ****
    Hit Points: High
    Dexterity: Highest
    Jump Ability: Highest
    Special: Low
    Evolves to: N/A
    Follows Experience Chart: 8
    
    Where to find a Gigarex: 
          There are no wild Gigarex fairies in the game.  You have to evolve 
    a Megari using the Forgotten Tools of the Dwarves.  Luckily you will 
    find the Forgotten Tools of the Dwarves about the same time you are able 
    to capture your first Metal fairy.
    
    Notes about Gigarex:
          Gigarex is the best Metal fairy in the game.  It has a lot of Hit 
    Points and is highly maneuverable.  The low chance to get a Critical Hit 
    is a drawback to a Gigarex, but its other statistics make up for its 
    lacking in the Special Ability.
    
    *********************************
    **** Fairy Experience Charts ****
    *********************************
    
          Experience levels go from 0 to 60.  The game will identify the 
    amount of experience required for you to get to the next level, up to 
    level 59.  The game will not tell you how much experience you need to 
    get to level 60, but it is 15,000 for all fairies.  Once you reach level 
    60, your fairies will stop gaining experience.
    
          For all the different fairy experience charts, the amount of 
    experience required to rise to the next level increases with each level 
    you gain.  The amount of the experience increase stays relatively 
    constant until you get to the mid-forties to mid-fifties.  At these 
    levels, the amount to experience required to get to the next level will 
    rapidly grow quite large. 
    
          A set of fairies that are evolved forms of each other will all 
    have the same experience point levels.  For example, Sillias can evolve 
    to Viterias, which can evolve to Bonerias.  All three of these fairies 
    will have the same experience levels.  Experience charts can be used by 
    multiple different fairies.  In the charts below, the experience points 
    listed are the number of experience points required to reach a 
    particular level.
    
          The experience charts are listed in order of difficulty from 
    easiest to hardest.  Fairies using Experience Chart 1 will advance much 
    faster than fairies using Experience Chart 11. 
    
    **** Experience Chart 1 *****
    
    Experience chart for fairies:
    
          Mencre, Mensek, Rasrow, Maulrow, and Psyrow
    
    Level            Level              Level              Level
    1 = 1             16 = 184           31 = 1661          46 = 6187
    2 = 1             17 = 225           32 = 1846          47 = 6647
    3 = 1             18 = 272           33 = 2045          48 = 7130
    4 = 1             19 = 325           34 = 2259          49 = 7637
    5 = 2             20 = 386           35 = 2488          50 = 8169
    6 = 7             21 = 454           36 = 2733          51 = 8727
    7 = 12            22 = 530           37 = 2995          52 = 9310
    8 = 19            23 = 614           38 = 3273          53 = 9920
    9 = 27            24 = 708           39 = 3569          54 = 10,558
    10 = 39           25 = 811           40 = 3883          55 = 11,224
    11 = 53           26 = 924           41 = 4216          56 = 11,919
    12 = 71           27 = 1048          42 = 4569          57 = 12,643
    13 = 92           28 = 1183          43 = 4942          58 = 13,398
    14 = 118          29 = 1330          44 = 5335          59 = 14,183
    15 = 148          30 = 1489          45 = 5750          60 = 15,000
    
    **** Experience Chart 2 *****
    
    Experience chart for fairies:
          
          Sirella, Beltaur, Mentaur, Clum, and Clumaur
    
    Level            Level              Level              Level
    1 = 1             16 = 242           31 = 1905          46 = 6539
    2 = 1             17 = 292           32 = 2104          47 = 6994
    3 = 2             18 = 349           33 = 2316          48 = 7469
    4 = 4             19 = 413           34 = 2543          49 = 7966
    5 = 7             20 = 485           35 = 2784          50 = 8485
    6 = 12            21 = 565           36 = 3040          51 = 9027
    7 = 19            22 = 653           37 = 3312          52 = 9592
    8 = 28            23 = 750           38 = 3600          53 = 10,180
    9 = 40            24 = 857           39 = 3904          54 = 10,792
    10 = 56           25 = 973           40 = 4225          55 = 11,429
    11 = 75           26 = 1100          41 = 4564          56 = 12,091
    12 = 99           27 = 1238          42 = 4921          57 = 12,779
    13 = 127          28 = 1386          43 = 5297          58 = 13,493
    14 = 159          29 = 1547          44 = 5691          59 = 14,233
    15 = 198          30 = 1720          45 = 6105          60 = 15,000
    
    **** Experience Chart 3 *****
    
    Experience chart for fairies: 
    
          Sillia, Viteria, Boneria, Grem, Gremor, Gremrock, Tadana, Aquana, 
    and Oceana.
    
    Level            Level              Level              Level
    1 = 1             16 = 274           31 = 2028          46 = 6706
    2 = 1             17 = 329           32 = 2233          47 = 7157
    3 = 2             18 = 391           33 = 2451          48 = 7629
    4 = 5             19 = 461           34 = 2683          49 = 8121
    5 = 9             20 = 538           35 = 2930          50 = 8633
    6 = 14            21 = 623           36 = 3191          51 = 9167
    7 = 23            22 = 718           37 = 3467          52 = 9723
    8 = 34            23 = 821           38 = 3759          53 = 10,300
    9 = 48            24 = 934           39 = 4066          54 = 10,901
    10 = 66           25 = 1057          40 = 4391          55 = 11,524
    11 = 88           26 = 1191          41 = 4732          56 = 12,171
    12 = 115          27 = 1335          42 = 5090          57 = 12,841
    13 = 146          28 = 1490          43 = 5466          58 = 13,536
    14 = 183          29 = 1657          44 = 5861          59 = 14,256
    15 = 225          30 = 1837          45 = 6274          60 = 15,000
    
    **** Experience Chart 4 *****
    
    Experience chart for fairies:
    
          Worgot, Corgot, Symgot, Blumella, Airia, Luria, and Laticia
    
    Level            Level              Level              Level
    1 = 1             16 = 344           31 = 2274          46 = 7021
    2 = 2             17 = 409           32 = 2490          47 = 7466
    3 = 3             18 = 482           33 = 2719          48 = 7929
    4 = 7             19 = 562           34 = 2961          49 = 8410
    5 = 13            20 = 650           35 = 3216          50 = 8910
    6 = 21            21 = 748           36 = 3486          51 = 9429
    7 = 33            22 = 854           37 = 3770          52 = 9967
    8 = 48            23 = 969           38 = 4068          53 = 10,524
    9 = 67            24 = 1095          39 = 4381          54 = 11,101
    10 = 90           25 = 1230          40 = 4710          55 = 11,699
    11 = 118          26 = 1376          41 = 5054          56 = 12,317
    12 = 152          27 = 1533          42 = 5414          57 = 12,956
    13 = 190          28 = 1700          43 = 5791          58 = 13,616
    14 = 235          29 = 1880          44 = 6184          59 = 14,297
    15 = 286          30 = 2071          45 = 6594          60 = 15,000
    
    **** Experience Chart 5 *****
    
    Experience chart for fairies:
    
          Abery, and Abnobery
    
    Level            Level              Level              Level
    1 = 1             16 = 382           31 = 2396          46 = 7171
    2 = 2             17 = 452           32 = 2617          47 = 7612
    3 = 4             18 = 530           33 = 2851          48 = 8071
    4 = 9             19 = 616           34 = 3097          49 = 8547
    5 = 16            20 = 710           35 = 3357          50 = 9040
    6 = 26            21 = 813           36 = 3630          51 = 9551
    7 = 39            22 = 925           37 = 3917          52 = 10,080
    8 = 56            23 = 1046          38 = 4218          53 = 10,628
    9 = 78            24 = 1177          39 = 4534          54 = 11,195
    10 = 104          25 = 1319          40 = 4864          55 = 11,780
    11 = 135          26 = 1470          41 = 5209          56 = 12,384
    12 = 172          27 = 1633          42 = 5570          57 = 13,009
    13 = 215          28 = 1806          43 = 5946          58 = 13,652
    14 = 264          29 = 1991          44 = 6338          59 = 14,316
    15 = 319          30 = 2188          45 = 6746          60 = 15,000
    
    **** Experience Chart 6 *****
    
    Experience chart for fairies:
    
          Fygaery, Vesbat, Stobat, and Garbat
    
    Level            Level              Level              Level
    1 = 1             16 = 422           31 = 2518          46 = 7316
    2 = 2             17 = 497           32 = 2744          47 = 7753
    3 = 5             18 = 580           33 = 2982          48 = 8207
    4 = 10            19 = 671           34 = 3232          49 = 8678
    5 = 19            20 = 771           35 = 3495          50 = 9165
    6 = 30            21 = 879           36 = 3772          51 = 9668
    7 = 46            22 = 997           37 = 4062          52 = 10,189
    8 = 65            23 = 1124          38 = 4365          53 = 10,728
    9 = 89            24 = 1261          39 = 4683          54 = 11,283
    10 = 119          25 = 1408          40 = 5014          55 = 11,857
    11 = 154          26 = 1566          41 = 5360          56 = 12,449
    12 = 194          27 = 1734          42 = 5721          57 = 13,059
    13 = 241          28 = 1913          43 = 6097          58 = 13,687
    14 = 294          29 = 2103          44 = 6487          59 = 14,334
    15 = 354          30 = 2305          45 = 6894          60 = 15,000
    
    **** Experience Chart 7 *****
    
    Experience chart for fairies:
          
          Pix, Ferix, Daemonex, Dracwin, Flagwin, Skelbo, Skeljaw, and 
    Skelrath
    
    Level            Level              Level              Level
    1 = 1             16 = 507           31 = 2759          46 = 7590
    2 = 3             17 = 592           32 = 2993          47 = 8020
    3 = 7             18 = 685           33 = 3239          48 = 8465
    4 = 15            19 = 787           34 = 3497          49 = 8925
    5 = 26            20 = 897           35 = 3766          50 = 9399
    6 = 41            21 = 1017          36 = 4049          51 = 9889
    7 = 61            22 = 1146          37 = 4343          52 = 10,393
    8 = 86            23 = 1284          38 = 4651          53 = 10,914
    9 = 116           24 = 1432          39 = 4971          54 = 11,449
    10 = 152          25 = 1590          40 = 5304          55 = 12,001
    11 = 194          26 = 1758          41 = 5651          56 = 12,568
    12 = 243          27 = 1936          42 = 6011          57 = 13,152
    13 = 298          28 = 2126          43 = 6385          58 = 13,752
    14 = 360          29 = 2326          44 = 6772          59 = 14,368
    15 = 429          30 = 2537          45 = 7174          60 = 15,000
    
    **** Experience Chart 8 *****
    
    Experience chart for fairies:
    
          Pfoe, Taze, Sirael, Gorael, Fathrael, Cera, Amnis, Ceramnis, 
    Violectra, Biolectra, Darbue, Bue, Lighbue, JumJum, JumRock, Feez, 
    Greez, Greezloc, Glacess, Minari, Megari, and Gigarex
    
    Level            Level              Level              Level
    1 = 1             16 = 551           31 = 2879          46 = 7720
    2 = 4             17 = 641           32 = 3116          47 = 8147
    3 = 9             18 = 740           33 = 3366          48 = 8587
    4 = 18            19 = 847           34 = 3626          49 = 9041
    5 = 31            20 = 963           35 = 3899          50 = 9510
    6 = 48            21 = 1088          36 = 4183          51 = 9992
    7 = 70            22 = 1222          37 = 4480          52 = 10,489
    8 = 98            23 = 1365          38 = 4789          53 = 11,001
    9 = 131           24 = 1518          39 = 5110          54 = 11,527
    10 = 171          25 = 1681          40 = 5444          55 = 12,068
    11 = 216          26 = 1855          41 = 5790          56 = 12,624
    12 = 269          27 = 2038          42 = 6150          57 = 13,195
    13 = 328          28 = 2232          43 = 6523          58 = 13,782
    14 = 395          29 = 2437          44 = 6908          59 = 14,383
    15 = 469          30 = 2652          45 = 7308          60 = 15,000
    
    **** Experience Chart 9 *****
    
    Experience chart for fairies:
    
          Akritar, and Goop
    
    Level            Level              Level              Level
    1 = 1             16 = 598           31 = 2997          46 = 7846
    2 = 4             17 = 693           32 = 3238          47 = 8269
    3 = 11            18 = 796           33 = 3491          48 = 8705
    4 = 21            19 = 908           34 = 3754          49 = 9154
    5 = 35            20 = 1029          35 = 4029          50 = 9616
    6 = 55            21 = 1159          36 = 4316          51 = 10,092
    7 = 80            22 = 1299          37 = 4614          52 = 10,581
    8 = 111           23 = 1447          38 = 4924          53 = 11,084
    9 = 147           24 = 1606          39 = 5246          54 = 11,601
    10 = 190          25 = 1774          40 = 5580          55 = 12,132
    11 = 240          26 = 1952          41 = 5926          56 = 12,677
    12 = 296          27 = 2140          42 = 6285          57 = 13,237
    13 = 360          28 = 2338          43 = 6656          58 = 13,810
    14 = 432          29 = 2547          44 = 7040          59 = 14,398
    15 = 511          30 = 2767          45 = 7437          60 = 15,000
    
    **** Experience Chart 10 *****
    
    Experience chart for fairies:
    
          Lana, Liana, Segbuzz, Tinefol, Tinezard, Tineves, and Tinerog
    
    Level            Level              Level              Level
    1 = 2             16 = 796           31 = 3458          46 = 8312
    2 = 8             17 = 910           32 = 3711          47 = 8719
    3 = 20            18 = 1034          33 = 3974          48 = 9136
    4 = 38            19 = 1165          34 = 4246          49 = 9564
    5 = 60            20 = 1306          35 = 4528          50 = 10,004
    6 = 90            21 = 1456          36 = 4821          51 = 10,454
    7 = 127           22 = 1614          37 = 5124          52 = 10,915
    8 = 171           23 = 1782          38 = 5436          53 = 11,386
    9 = 222           24 = 1958          39 = 5759          54 = 11,869
    10 = 280          25 = 2144          40 = 6093          55 = 12,363
    11 = 346          26 = 2339          41 = 6436          56 = 12,868
    12 = 420          27 = 2544          42 = 6790          57 = 13,385
    13 = 502          28 = 2758          43 = 7155          58 = 13,912
    14 = 592          29 = 2969          44 = 7530          59 = 14,451
    15 = 689          30 = 3215          45 = 7915          60 = 15,000
    
    **** Experience Chart 11 *****
    
    Experience chart for fairies:
    
          Lighane, Driane, Suane, Manox, Turnox, and Dredanox.
    
    Level            Level              Level              Level
    1 = 44            16 = 2271          31 = 5840          46 = 10,263
    2 = 117           17 = 2476          32 = 6111          47 = 10,583
    3 = 208           18 = 2687          33 = 6385          48 = 10,906
    4 = 314           19 = 2902          34 = 6664          49 = 11,232
    5 = 431           20 = 3123          35 = 6946          50 = 11,561
    6 = 560           21 = 3348          36 = 7231          51 = 11,893
    7 = 697           22 = 3578          37 = 7520          52 = 12,227
    8 = 844           23 = 3813          38 = 7812          53 = 12,564
    9 = 998           24 = 4052          39 = 8107          54 = 12,904
    10 = 1160         25 = 4295          40 = 8405          55 = 13,247
    11 = 1330         26 = 4543          41 = 8707          56 = 13,593
    12 = 1506         27 = 4794          42 = 9012          57 = 13,941
    13 = 1688         28 = 5050          43 = 9320          58 = 14,291
    14 = 1876         29 = 5310          44 = 9631          59 = 14,645
    15 = 2071         30 = 5573          45 = 9946          60 = 15,000
    
    ************************************************************************
    ****************************** THE SPELLS ******************************
    ************************************************************************
    
    ************************
    **** Spell Overview ****
    ************************
    
          This section lists all of the possible fairy spells in the game.  
    The spells grouped by the fairy type of the spell.  The spells are 
    listed in the order that they appear in the offensive and passive spell 
    tabs.  The order the spells appear in is somewhat important since some 
    Spell Merchants will only sell the first two or three spells of a 
    certain type.
    
          Each fairy type has five offensive spells and five passive spells.  
    Passive spells have a required spell level, a mana cost, and a special 
    ability attributes.  Offensive spells have all of the Passive spells 
    attributes plus Damage and Fire Rate ratings.  
    
          The spell requirement level consists of a number of colored 
    squares or boxes next to the spell.  The circles represent the offensive 
    spell level requirements and square boxes represent passive spell level 
    requirements.  The color of a circle or square represents the fairy type 
    your fairy needs to be proficient in to use the spell.  Some spells 
    require more than one fairy type to use.  Basically, to use a spell, 
    your fairy must have at least the same number and type of circles or 
    squares as the spell you are trying to give your fairy.
    
          The Damage, Mana and Fire Rate attributes have a rating between 1 
    and 5.  For the Damage attribute the numeric rating describes how much 
    damage the spell does compared to other spells. I’ve assigned each of 
    the Damage levels a name.  Damage levels from lowest to strongest are: 
    weakest, weak, average, high and highest.  The amount of damage done by 
    a spell depends both on the fairy’s level and on the spells damage 
    rating.  As a fairy advances in level, the fairy will do progressively 
    more damage when it attacks.
    
          The Mana attribute’s rating tells how many shots or times the 
    spell can be used.  The number of shots available per rating, from least 
    to greatest is 5 shots, 15 shots, 30 shots, 40 shots, and 55 shots.  No 
    offensive spell has the 55 shot mana cost.
    
          The Fire Rate attribute determines how fast a spell can be 
    charged.  Fire Rate levels go from slowest, slow, average, fast and 
    fastest.  Spells with the slow and slowest Fire Rating take a seemingly 
    long time to charge.  If you have a slow firing spell and you get hit 
    the a status effect that slows your spell charging rate even further, 
    you will probably feel like your spell is not charging at all.
    
          The Special Abilities of the offensive and passive spells tell 
    what other effects the spell has besides just straight damage.
    
          All fairies that you capture will come with the first offensive 
    spell of their type.  This means all of your captured fairies will 
    always have an offensive spell available.   Not all of the first 
    offensive spells are available for sale from Magic Merchants.  This 
    means that capturing wild fairies may be your only way to get multiple 
    copies of some of the first level spells.
    
    ***********************
    **** Nature Spells ****
    ***********************
    
    Nature spells are denoted with a green color.
    
          Nature spells of note are “Falling Tree”, which will poison the 
    opposing fairy and “Thorn Armour”, which blocks all damage from 5 
    attacks.
    
    **** Offensive Spells ****
    
    ** Small Quake ** 
    Requires 1 Green (Nature) Spell Level in Offense
    Damage = Weakest 
    Mana = 30 Shots
    Fire Rate = Average
    Specials = none
    Where you can get this spell: Comes with every Nature fairy you catch
    
    ** Falling Tree **
    Requires 2 Green (Nature) Spell Levels in Offense
    Damage = Weakest 
    Mana = 30 Shots
    Fire Rate = Slow
    Specials = Status Change – Opponent is poisoned
    Where you can get this spell: Magic Merchant 1, inside the Cottage
    
    ** Razor Blade **
    Requires 3 Green (Nature) Spell Levels in Offense
    Damage = Weakest 
    Mana = 30 Shots
    Fire Rate = Fast
    Specials = Critical Hit does 25 points damage
    Where you can get this spell: Magic Merchant 1, inside the Cottage
    
    ** Light Spurs ** 
    Requires 2 Green (Nature) Spell Levels in Offense
    Damage = Weak
    Mana = 30 Shots
    Fire Rate = Fast
    Specials = Critical Hit reduces opponent’s recharge rate by 80%
    Where you can get this spell: Magic Merchant 2, inside the Magic Shop of 
    Tiralin East
    
    ** Large Root **
    Requires 1 Green (Nature) and 1 Blue (Water) Spell Levels in Offense
    Damage = Weak 
    Mana = 30 Shots
    Fire Rate = Average
    Specials = Critical Hit makes opponent move 60% slower
    Where you can get this spell: Magic Merchant 2, inside the Magic Shop of 
    Tiralin East
    
    **** Passive Spells ****
    
    ** Birch Skin **
    Requires 1 Green (Nature) Spell Level in Defense
    Mana = 40 Shots
    Increases Defense – hit causes 20% less damage
    Where you can get this spell: Magic Merchant 1, inside the Cottage
    
    ** Oak Skin ** 
    Requires 3 Green (Nature) Spell Levels in Defense
    Mana = 5 Shots
    Increases Defense – hit causes 80% less damage
    Where you can get this spell: Magic Merchant 1, inside the Cottage
    
    ** Sharp Eye **
    Requires 1 Green (Nature) Spell Level in Defense
    Mana = 15 Shots
    Increases Critical Hit probability by 60%
    Where you can get this spell: Magic Merchant 1, inside the Cottage
    
    ** Thorn Armour **
    Requires 3 Green (Nature) Spell Levels in Defense
    Mana = 5 Shots
    Increased Defense – hit causes no damage
    Where you can get this spell: Magic Merchant 2, inside the Magic Shop of 
    Tiralin East
    
    ** Untouchable ** 
    Requires 2 Green (Nature) Spell Levels in Defense
    Mana = 15 Shots
    Increases Defense – prevents all status changes
    Where you can get this spell: Magic Merchant 2, inside the Magic Shop of 
    Tiralin East
    
    ********************
    **** Air Spells ****
    ********************
    
          Air spells are denoted with a dull white color.
    
          Most of the offensive spells’ special abilities reduce the 
    opposing fairies Spell Recharge rate on a Critical Hit.  All of the 
    passive spells focus on increasing the Air fairy’s movement or jumping 
    ability.
    
    **** Offensive Spells ****
    
    ** Storm **
    Requires 1 Dull White (Air) Spell Level in Offense
    Damage = Weakest 
    Mana = 30 Shots
    Fire Rate = Average
    Specials = none
    Where you can get this spell: Comes with every Air fairy you catch
    
    ** Powerless Spirit **
    Requires 2 Dull White (Air) Spell Levels in Offense
    Damage = Weak 
    Mana = 30 Shots
    Fire Rate = Average
    Specials = Critical hit slows opponent’s spell recharge rate 20%
    Where you can get this spell: Magic Merchant 6, in the East Pavilion of 
    the Realm of Clouds
    
    ** Storm Arrow **
    Requires 2 Dull White (Air) Spell Levels in Offense
    Damage = Weakest 
    Mana = 30 Shots
    Fire Rate = Slowest
    Specials = Critical hit causes 25 points damage
    Where you can get this spell: Magic Merchant 6, in the East Pavilion of 
    the Realm of Clouds
    
    ** Tornado **
    Requires 1 Dull White (Air) and 1 Lavender (Energy) Spell Levels in 
    Offense
    Damage = Weakest 
    Mana = 30 Shots
    Fire Rate = Average
    Specials = Critical hit slows opponent 20%
    Where you can get this spell: Magic Merchant 6, in the East Pavilion of 
    the Realm of Clouds
    
    ** Great Displacement **
    Requires 3 Dull White (Air) Spell Levels in Offense
    Damage = Weak 
    Mana = 30 Shots
    Fire Rate = Fast
    Specials = Critical hit slows opponent’s spell recharge speed 40%
    Where you can get this spell: Magic Merchant 6, in the East Pavilion of 
    the Realm of Clouds
    
    **** Passive Spells ****
    
    ** Storm **
    Requires 1 Dull White (Air) Spell Level in Defense
    Mana = none
    Assistance – 15% faster movement rate
    Where you can get this spell: Magic Merchant 6, in the East Pavilion of 
    the Realm of Clouds
    
    ** Tornado **
    Requires 1 Dull White (Air) and 1 Green (Nature) Spell Levels in Defense
    Mana = none
    Assistance – 30% faster movement rate
    Where you can get this spell: Magic Merchant 6, in the East Pavilion of 
    the Realm of Clouds
    
    ** Upward Wind **
    Requires 1 Dull White (Air) Spell Level in Defense
    Mana = none
    Assistance – 20% faster Jump Energy recharge rate
    Where you can get this spell: Magic Merchant 6, in the East Pavilion of 
    the Realm of Clouds
    
    ** Geyser **
    Requires 2 Dull White (Air) Spell Levels in Defense
    Mana = none
    Assistance – 40% faster Jump Energy recharge rate
    Where you can get this spell: Magic Merchant 6, in the East Pavilion of 
    the Realm of Clouds
    
    ** Hurricane **
    Requires 1 Dull White (Air) and 1 Blue (Water) Spell Levels in Defense
    Mana = 30 Shots
    Assistance – Magic Jumping
    Where you can get this spell: Magic Merchant 6, in the East Pavilion of 
    the Realm of Clouds
    
    **********************
    **** Water Spells ****
    **********************
    
          Water spells are denoted with a blue color.
    
          Offensive Water spells focus on doing extra damage with Critical 
    Hits.  The “Call of the Water” spell will do a full 60% more damage on a 
    critical hit.  All of the passive Water spells attempt to protect or 
    heal the Water fairy.  I’ve found the two healing spells to be 
    ineffective.  The “Smooth as Glass” passive spell with its Reflect (Life 
    Steal) damage ability is very useful followed by “Sorrow Shared”, which 
    will reduce all damage received by 50%.
    
    **** Offensive Spells ****
    
    ** Small Waves **
    Requires 1 Blue (Water) Spell Level in Offense
    Damage = Weakest 
    Mana = 30 Shots
    Fire Rate = Fast
    Specials = none
    Where you can get this spell: Comes with every Water fairy you catch and 
    from Magic Merchant 2, inside the Magic Shop of Tiralin East
    
    ** Hail of Needles **
    Requires 1 Blue (Water) Spell Level in Offense
    Damage = Weakest 
    Mana = 15 Shots
    Fire Rate = Average
    Specials = Critical hit does 5 damage points
    Where you can get this spell: Magic Merchant 1, inside the Cottage and 
    Magic Merchant 2, inside the Magic Shop of Tiralin East
    
    ** Hail of Knives **
    Requires 2 Blue (Water) Spell Levels in Offense
    Damage = Weakest 
    Mana = 15 Shots
    Fire Rate = Slow
    Specials = Critical hit does 10 points of damage
    Where you can get this spell: Magic Merchant 1, inside the Cottage
    
    ** Slight Insanity **
    Requires 1 Blue (Water) and 1 Green (Nature) Spell Levels in Offense
    Damage = Weak 
    Mana = 30 Shots
    Fire Rate = Average
    Specials = Opponent’s spell recharge rate reduced by 40%
    Where you can get this spell: Magic Merchant 2, inside the Magic Shop of 
    Tiralin East and Magic Merchant 4, in Hut 2 of Dunmore
    
    ** Call of the Water **
    Requires 3 Blue (Water) Spell Levels in Offense
    Damage = Weakest 
    Mana = 15 Shots
    Fire Rate = Fastest
    Specials = Critical hit does 60% more damage
    Where you can get this spell: Magic Merchant 4, in Hut 2 of Dunmore
    
    **** Passive Spells ****
    
    ** Slight Healing **
    Requires 1 Blue (Water) Spell Level in Defense
    Mana = no cost
    Assistance – Heals one damage point.
    Where you can get this spell: Magic Merchant 1, inside the Cottage and 
    Magic Merchant 2, inside the Magic Shop of Tiralin East
    
    ** Healing Power **
    Requires 2 Blue (Water) Spell Levels in Defense
    Mana = no cost
    Assistance – Heals five damage points.
    Where you can get this spell: Magic Merchant 1, inside the Cottage and 
    Magic Merchant 2, inside the Magic Shop of Tiralin East
    
    ** Shapeless Power **
    Requires 1 Blue (Water) Spell Level in Defense
    Mana = 15 Shots
    Critical Hits have no effect
    Where you can get this spell: Magic Merchant 1, inside the Cottage and 
    Magic Merchant 2, inside the Magic Shop of Tiralin East
    
    ** Smooth as Glass **
    Requires 2 Blue (Water) Spell Levels in Defense
    Mana = 5 Shots
    Increased Defense – Reflect - Steals life from your opponent and gives 
    it to your fairy.
    Where you can get this spell: Magic Merchant 4, in Hut 2 of Dunmore
    
    ** Sorrow Shared **
    Requires 3 Blue (Water) Spell Levels in Defense
    Mana = 30 Shots
    Increased Defense – hit causes 50% less damage
    Where you can get this spell: Magic Merchant 4, in Hut 2 of Dunmore
    
    **********************
    **** Light Spells ****
    **********************
    
          Light spells are denoted with a glowing ivory color.
    
          The offensive Light spells seek to damage or incapacitate the 
    opposing fairy.  The Damage and Fire Rate abilities are different on all 
    of the offensive spells.  Some offensive spells of note are the “Surge 
    of Light” spell, which will dramatically reduce the opposing fairy’s 
    ability to attack, and the “Light Arrow” spell, which is fast firing and 
    hard hitting.
    
          Most of the passive Light spells focus on protecting the Light 
    fairy from damage of some type.  The “Painful Charge” spell will deal 
    damage to your attacker every time you are hit.  The downside of this 
    spell is that you have to take damage for this spell to work.  This can 
    be a deadly spell if you are attacking a Light fairy.
    
    **** Offensive Spells ****
    
    ** Reflection **
    Requires 1 Glowing Ivory (Light) Spell Level in Offense
    Damage = Average 
    Mana = 30 Shots
    Fire Rate = Slow
    Specials = Critical hit does 20% more damage
    Where you can get this spell: Comes with every Light fairy you catch and 
    Magic Merchant 6, near the East Pavilion in the Realm of Clouds
    
    ** Bundled Light **
    Requires 2 Glowing Ivory (Light) Spell Levels in Offense
    Damage = Average 
    Mana = 30 Shots
    Fire Rate = Fast
    Specials = Critical hit does 80% more damage
    Where you can get this spell: Magic Merchant 6, near the East Pavilion 
    in the Realm of Clouds
    
    ** Light Arrow **
    Requires 2 Glowing Ivory (Light) Spell Levels in Offense
    Damage = High 
    Mana = 30 Shots
    Fire Rate = Fastest
    Specials = Opponent moves 60% slower with a Critical hit
    Where you can get this spell: Magic Merchant 6, near the East Pavilion 
    in the Realm of Clouds
    
    ** Surge of Light **
    Requires 3 Glowing Ivory (Light) Spell Levels in Offense
    Damage = Average 
    Mana = 30 Shots
    Fire Rate = Average
    Specials = Opponent’s spells are recharged at an 80% slower rate with a 
    Critical Hit
    Where you can get this spell: Magic Merchant 7, inside the White 
    Cathedral in the Realm of Clouds
    
    ** Enchanted Light **
    Requires 2 Glowing Ivory (Light) Spell Levels in Offense
    Damage = High 
    Mana = 30 Shots
    Fire Rate = Slowest
    Specials = Opponent is temporarily blinded with a Critical Hit
    Where you can get this spell: Magic Merchant 7, inside the White 
    Cathedral in the Realm of Clouds
    
    **** Passive Spells ****
    
    ** Power of Light **
    Requires 1 Glowing Ivory (Light) Spell Level in Defense
    Mana = 15 Shots
    Increased Defense – hit causes 50% less damage
    Where you can get this spell: Magic Merchant 6, near the East Pavilion 
    in the Realm of Clouds
    
    ** Kiss of Light **
    Requires 2 Glowing Ivory (Light) Spell Levels in Defense
    Mana = no cost
    Assistance – heals 10 points of damage
    Where you can get this spell: Magic Merchant 6, near the East Pavilion 
    in the Realm of Clouds
    
    ** Painful Charge **
    Requires 3 Glowing Ivory (Light) Spell Levels in Defense
    Mana = 30 Shots
    Increased Defense – opponent receives the same amount of damage 
    inflicted on your fairy
    Where you can get this spell: Magic Merchant 6, near the East Pavilion 
    in the Realm of Clouds
    
    ** Lucky Dip **
    Requires 2 Glowing Ivory (Light) Spell Levels in Defense
    Mana = 30 Shots
    Increased Attack – 60% more damage with a critical hit
    Where you can get this spell: Magic Merchant 7, inside the White 
    Cathedral in the Realm of Clouds
    
    ** Shelter of the Light **
    Requires 1 Glowing Ivory (Light) Spell Level in Defense
    Mana = 5 Shots
    Increased Defense – prevents status changes
    Where you can get this spell: Magic Merchant 7, inside the White 
    Cathedral in the Realm of Clouds
    
    ***********************
    **** Energy Spells ****
    ***********************
    
          Energy spells are denoted with a lavender color
    
          Most offensive Energy spells focus on slowing down the opposing 
    fairy.  The best spells of this type are “Chain Reaction”, which 
    temporarily prevent the fairy from moving any direction, except up and 
    down and “Exiled Power”, which will reduce the opposing fairy’s Spell 
    Recharge rate.  “Burning Spear” is possibly the most effective spell, 
    which changes opposing fairy’s status to “burnt” on Critical Hits.  You 
    need a backup spell if you use “Burning Spear”, since it only has 5 
    shots.
    
          Most of the passive Energy spells focus on increasing the damage 
    of the Energy fairy’s attack.  The lowest level passive spell, “Targeted 
    Damage” guarantees that all your attacks will do an extra 20% more 
    damage.  “Homesickness” will damage the attacking fairy with each time 
    the attacking fairy hits the Energy fairy.
    
    **** Offensive Spells ****
    ** No Discharge **
    Requires 1 Lavender (Energy) Spell Level in Offense
    Damage = Average 
    Mana = 15 Shots
    Fire Rate = Average
    Specials = None
    Where you can get this spell: Comes with every Energy fairy you catch 
    
    ** Chain Reaction **
    Requires 3 Lavender (Energy) Spell Levels in Offense
    Damage = Average 
    Mana = 15 Shots
    Fire Rate = Average
    Specials = Critical hit slows opponent’s movement by 100%
    Where you can get this spell: Magic Merchant, in Fairy Garden FG-4
    
    ** Time Shift **
    Requires 2 Lavender (Energy) Spell Levels in Offense
    Damage = High
    Mana = 15 Shots
    Fire Rate = High
    Specials = Opponent moves 80% slower
    Where you can get this spell: Magic Merchant, in Fairy Garden FG-4
    
    ** Exiled Power **
    Requires 2 Lavender (Light) and 1 Dull White (Air) Spell Levels in 
    Offense
    Damage = Average 
    Mana = 15 Shots
    Fire Rate = Slow
    Specials = Opponent’s spells are recharged at an 80% slower rate with a 
    critical hit
    Where you can get this spell: Magic Merchant, in Fairy Garden FG-4
    
    ** Burning Spear **
    Requires 1 Lavender (Energy) and one dull white (Air) Spell Levels in 
    Offense
    Damage = Highest 
    Mana = 5 Shots
    Fire Rate = Fast
    Specials = Critical hit changes opponent’s status to burnt.
    Where you can get this spell: Magic Merchant, in Fairy Garden FG-4
    
    **** Passive Spells ****
    
    ** Targeted Damage **
    Requires 1 Lavender (Energy) Spell Level in Defense
    Mana = 40 Shots
    Increased Damage – 20% additional damage per hit.
    Where you can get this spell: Magic Merchant, in Fairy Garden FG-4
    
    ** Homesickness **
    Requires 1 Lavender (Energy) Spell Level in Defense
    Mana = 15 Shots
    Defense – Opponent receives the same amount of damages inflicted to 
    fairy.
    Where you can get this spell: Magic Merchant, in Fairy Garden FG-4
    
    ** Dubious Luck **
    Requires 2 Lavender (Energy) Spell Levels in Defense
    Mana = 5 Shots
    Critical hit does 60% more damage
    Where you can get this spell: Magic Merchant, in Fairy Garden FG-4
    
    ** View Enhancer **
    Requires 3 Lavender (Energy) Spell Levels in Defense
    Mana = 30 Shots
    Increased Attack – probability of a critical hit increased by 80%
    Where you can get this spell: Magic Merchant, in Fairy Garden FG-4
    
    ** Magic Awakening **
    Requires 1 Lavender (Energy) Spell Level in Defense
    Mana = no cost
    Assistance – Spell recharge 40% faster
    Where you can get this spell: Magic Merchant, in Fairy Garden FG-4
    
    ********************
    **** PSI Spells ****
    ********************
    
          PSI Spells are denoted with a teal color.
    
          Offensive PSI spells have a wide variety of effects and damages.  
    The PSI fairy has a number of fast firing spells and some slow firing 
    spells as well.  The most damaging and fastest spell, “Great 
    Telekinesis” is rather annoying, because you have to hunt for your 
    opponent after every Critical hit.  I would say “Small Spirit” and 
    “Insanity” are the two best PSI offensive spells.
    
          Most of the passive PSI spells increase the PSI fairy’s movement 
    advantage, but the “Quake of Power” spell can keep the PSI fairy deadly 
    even with its many fairy type weaknesses.  “Quake of Power” hit the 
    attacking fairy with all the damage it does to the PSI fairy.
    
    **** Offensive Spells ****
    ** Small Spirit **
    Requires 1 Teal (PSI) Spell Levels in Offense
    Damage = Lowest
    Mana = 15 Shots
    Fire Rate = Fastest
    Specials = Critical hit does 10 points damage
    Where you can get this spell: Comes with every PSI fairy you catch,  
    Magic Merchant 4, in Hut 2 of Dunmore, and Magic Merchant 8, in the shop 
    of Monagham
    
    ** Insanity **
    Requires 2 Teal (PSI) Spell Levels in Offense
    Damage = Low 
    Mana = 15 Shots
    Fire Rate = Slow
    Specials = Critical hit moves 80% slower
    Where you can get this spell: Magic Merchant 4, in Hut 2 of Dunmore
    
    ** Heavy Thoughts **
    Requires 2 Teal (PSI) Spell Levels in Offense
    Damage = Lowest
    Mana = 5 Shots
    Fire Rate = Fastest
    Specials = Critical hit prevents opponent from jumping
    Where you can get this spell: Magic Merchant 4, in Hut 2 of Dunmore and 
    Magic Merchant 8, in the shop of Monagham
    
    ** PSI Wave **
    Requires 3 Teal (PSI) Spell Levels in Offense
    Damage = Low 
    Mana = 15 Shots
    Fire Rate = Slow
    Specials = Critical hit whirls opponent around
    Where you can get this spell: Magic Merchant 8, in shop of Monagham
    
    ** Great Telekinesis **
    Requires 1 Teal (PSI) and 1 Lavender (Energy) Spell Levels in Offense
    Damage = Average 
    Mana = 15 Shots
    Fire Rate = Fast
    Specials = Critical hit transports enemy to a random position in the 
    arena
    Where you can get this spell: Magic Merchant 8, in shop of Monagham
    
    **** Passive Spells ****
    ** Telekinesis **
    Requires 1 Teal (PSI) Spell Level in Defense
    Mana = no cost
    Assistance – Fairy moves 15% faster
    Where you can get this spell: Magic Merchant 4, in Hut 2 of Dunmore
    
    ** Unwavering Spirit **
    Requires 1 Teal (PSI) Spell Level in Defense
    Mana = 15 Shots
    Increased Defense – Prevents status changes
    Where you can get this spell: Magic Merchant 4, in Hut 2 of Dunmore
    
    ** Quake of Power **
    Requires 2 Teal (PSI) Spell Levels in Defense
    Mana = 15 Shots
    Defense – opponent receives same amount of damage inflicted on your 
    fairy.
    Where you can get this spell: Magic Merchant 4, in Hut 2 of Dunmore
    
    ** Migration of Souls **
    Requires 3 Teal (PSI) Spell Levels in Defense
    Mana = no cost
    Assistance – Fairy moves 60% faster
    Where you can get this spell: Magic Merchant 8, in shop of Monagham
    
    ** Spiritual Power **
    Requires 1 Teal (PSI) Spell Level in Defense
    Mana = no cost
    Assistance – Spells recharge 20% faster
    Where you can get this spell: Magic Merchant 8, in shop of Monagham
    
    **********************
    **** Stone Spells ****
    **********************
    
          Stone spells are denoted with a dark gray color.
    
          The offensive Stone spells are slow charging but usually highly 
    damaging.  Most of the passive Stone spells attempt to enhance the 
    damage of the offensive spells.  “Unintentional Movement” is highly 
    useful spell, which steals life from the defending fairy and gives it to 
    the attacker.
    
    **** Offensive Spells ****
    
    ** Small Stone **
    Requires 1 Dark Gray (Stone) Spell Level in Offense
    Damage = Highest 
    Mana = 15 Shots
    Fire Rate = Slowest
    Specials = none
    Where you can get this spell: Comes with every Stone fairy you catch
    
    ** Flying Rock **
    Requires 2 Dark Gray (Stone) Spell Levels in Offense
    Damage = Lowest 
    Mana = 40 Shots
    Fire Rate = Slowest
    Specials = Critical hit does 60% more damage
    Where you can get this spell: Magic Merchant 1, inside the Cottage
    
    ** Falling Rocks **
    Requires 2 Dark Gray (Stone) Spells Level in Offense
    Damage = High
    Mana = 15 Shots
    Fire Rate = Slow
    Specials = Critical hit does 10 damage points
    Where you can get this spell: Magic Merchant 1, inside the Cottage and 
    Magic Merchant 2, inside the Magic Shop of Tiralin East
    
    ** Hail of Stones **
    Requires 2 Dark Gray (Stone) Spell Levels in Offense
    Damage = Highest 
    Mana = 15 Shots
    Fire Rate = Slow
    Specials = none
    Where you can get this spell: Magic Merchant 2, in the Magic Shop of 
    Tiralin East
    
    ** Meteor **
    Requires 3 Dark Grey (Stone) Spell Levels in Offense
    Damage = Average 
    Mana = 15 Shots
    Fire Rate = Average
    Specials = Critical hit prevents opponent from jumping
    Where you can get this spell: Magic Merchant 2, in the Magic Shop of 
    Tiralin East
    
    **** Passive Spells ****
    
    ** Flying Stones **
    Requires 1 Dark Gray (Stone) Spell Level in Defense
    Mana = 15 Shots
    Increases damage by of a hit 40%
    Where you can get this spell: Magic Merchant 1, inside the Cottage
    
    ** Stone Spear **
    Requires 2 Dark Gray (Stone) Spell Level in Defense
    Mana = 15 Shots
    Critical hit does 60% more damage
    Where you can get this spell: Magic Merchant 1, inside the Cottage
    
    ** Stone Skin **
    Requires 1 Dark Gray (Stone) Spell Level in Defense
    Mana = 40 Shots
    Defense – Hit causes 20% less damage
    Where you can get this spell: Magic Merchant 1, inside the Cottage
    
    ** Magic Guidance **
    Requires 1 Dark Gray (Stone) Spell Level in Defense
    Mana = 30 Shots
    Increased Attack – 40% higher chance of critical hit
    Where you can get this spell: Magic Merchant 2, in the Magic Shop of 
    Tiralin East
    
    ** Unintentional Movement **
    Requires 3 Dark Gray (Stone) Spell Levels in Defense
    Mana = 15 Shots
    Increased Defense – Reflect (Life Steal) – This spell will steal Hit 
    Points from your opponent and give them to your fairy.
    Where you can get this spell: Magic Merchant 2, in the Magic Shop of 
    Tiralin East
    
    ********************
    **** Ice Spells ****
    ********************
    
          Ice spells are denoted with a sky blue color
    
          The offensive Ice spells usually do a low amount of damage and 
    have a fairly low Firing Rate.  Most of the offensive spells slow the 
    opposing fairy down.  The best of these spells is the “Ice Arrow” spell, 
    which will actually freeze the opposing fairy.  The downside to this 
    spell is that it only has five shots.
    
          Most of the passive Ice spells enhance the Ice fairy’s jumping 
    ability, which I find to be pretty worthless.  The “Absorb Mana” spell 
    doubles the Ice fairy’s Spell Recharge rate, eliminating one of 
    offensive spells biggest weakness.
    
    **** Offensive Spells ****
    ** Ball of Ice **
    Requires 1 Sky Blue (Ice) Spells Level in Offense
    Damage = Average
    Mana = 15 Shots
    Fire Rate = Slow
    Specials = Critical hit makes opponent move 20% slower
    Where you can get this spell: Comes with every Ice fairy you catch and 
    Magic Merchant 3, in the Catacombs below Tiralin
    
    ** Ice Arrow **
    Requires 2 Sky Blue (Ice) Spells Levels in Offense
    Damage = Average
    Mana = 5 Shots
    Fire Rate = Slow
    Specials = Critical hit changes opponent’s status to frozen.
    Where you can get this spell: Magic Merchant 3, in the Catacombs of 
    Tiralin
    
    ** Frost Ray **
    Requires 2 Sky Blue (Ice) Spell Levels in Offense
    Damage = Low 
    Mana = 15 Shots
    Fire Rate = Slow
    Specials = Critical hit make opponent move 40% slower
    Where you can get this spell: Magic Merchant 3, in the Catacombs of 
    Tiralin
    
    ** Frozen Spirit **
    Requires 3 Sky Blue (Ice) Spell Levels in Offense
    Damage = Average 
    Mana = 15 Shots
    Fire Rate = Average
    Specials = Attack inverts opponent’s controls
    Where you can get this spell: Magic Merchant 10, in the Shadow Realm
    
    ** Great Hail of Ice **
    Requires 1 Sky Blue (Ice) and 1 Blue (Water) Spell Levels in Offense
    Damage = Lowest 
    Mana = 15 Shots
    Fire Rate = Fast
    Specials = Critical hit slows opponent down by 100%
    Where you can get this spell: Magic Merchant 10, in the Shadow Realm
    
    **** Passive Spells ****
    ** Magic River **
    Requires 1 Sky Blue (Ice) Spell Levels in Defense
    Mana = no cost
    Assistance – 20% faster Jump Energy recharge rate
    Where you can get this spell: Magic Merchant 3, in the Catacombs of 
    Tiralin
    
    ** Magic Support **
    Requires 2 Sky Blue (Ice) Spell Levels in Defense
    Mana = no cost
    Assistance – 60% faster jump recharge rate
    Where you can get this spell: Magic Merchant 3, in the Catacombs of 
    Tiralin
    
    ** Severity **
    Requires 1 Sky Blue (Ice) Spell Level in Defense
    Mana = 30 Shots
    Defense – Prevents all status changes
    Where you can get this spell: Magic Merchant 3, in the Catacombs of 
    Tiralin
    
    ** Jump Magic **
    Requires 1 Sky Blue (Ice) Spell Level in Defense
    Mana = 30 Shots
    Assistance – Magical Jumping
    Where you can get this spell: Magic Merchant 10, in the Shadow Realm
    
    ** Absorb Mana **
    Requires 3 Sky Blue (Ice) Spell Levels in Defense
    Mana = no cost
    Assistance – Spells recharge 100% faster
    Where you can get this spell: Magic Merchant 10, in the Shadow Realm
    
    *********************
    **** Fire Spells ****
    *********************
    
          Fire spells are denoted with a reddish-orange color.
    
          The offensive Fire fairy spells are slow firing spells that cause 
    very high amounts of damage.  The amount of damage is usually enhanced 
    by the Special ability of the offensive spell.  Note that the “Fire 
    Arrow” spell will actually burn the opposing fairy.
    
          The passive Fire fairy spells try to increase the damage of the 
    offensive spells even more.  I personally like the “Quick Thinking” 
    passive spell the best, since it will charge up your slow firing spells 
    40% faster.  The “Magic Shield” spell can be deadly against an attacking 
    fairy that is strong against Fire fairies, since this spell will deal 
    damage back to the attacker.
    
    **** Offensive Spells ****
    ** Flame **
    Requires 1 Reddish-orange (Fire) Spells Level in Offense
    Damage = Highest
    Mana = 15 Shots
    Fire Rate = Slowest
    Specials = None
    Where you can get this spell: Comes with every Fire fairy you catch and 
    Magic Merchant 8, in the shop in Monagham
    
    ** Fire Arrow **
    Requires 2 Reddish-orange (Fire) Spell Levels in Offense
    Damage = High 
    Mana = 5 Shots
    Fire Rate = Slow
    Specials = Critical hit changes opponent’s status to burnt.
    Where you can get this spell: Magic Merchant 8, in the shop of Monagham
    
    ** Ball of Fire **
    Requires 2 Reddish-orange (Fire) Spell Levels in Offense
    Damage = Average 
    Mana = 15 Shots
    Fire Rate = Slow
    Specials = Critical hit does 10 points of damage
    Where you can get this spell: Magic Merchant 8, in the shop of Monagham
    
    ** Burning Hands **
    Requires 3 Reddish-orange (Fire) Spell Levels in Offense
    Damage = Highest 
    Mana = 15 Shots
    Fire Rate = Slowest
    Specials = Critical hit blocks opponent’s defensive spells
    Where you can get this spell: Magic Merchant 10, in the Shadow Realm
    
    ** Burning Souls **
    Requires 1 Reddish-orange (Fire) and 1 purple (Dark) Spell Levels in 
    Offense
    Damage = Average 
    Mana = 30 Shots
    Fire Rate = Slowest
    Specials = Critical hit blocks opponent’s defensive spells
    Where you can get this spell: Magic Merchant 10, in the Shadow Realm
    
    **** Passive Spells ****
    ** Magic Breath **
    Requires 1 Reddish-orange (Fire) Spell Level in Defense
    Mana = 30 Shots
    Increased Attack – 20% more damage with a critical hit
    Where you can get this spell: Magic Merchant 8, in the shop of Monagham
    
    ** Magic Touch **
    Requires 1 Reddish-orange (Fire) Spell Level in Defense
    Mana = 30 Shots
    Increased Attack – Increase probability of a critical hit by 60%
    Where you can get this spell: Magic Merchant 8, in the shop of Monagham
    
    ** Rusty Shield **
    Requires 2 Reddish-orange (Fire) Spell Levels in Defense
    Mana = 15 Shots
    Increased Defense – Critical hits have no effect
    Where you can get this spell: Magic Merchant 8, in the shop of Monagham
    
    ** Quick Thinking **
    Requires 2 Reddish-orange (Fire) Spell Levels in Defense
    Mana = no cost
    Assistance – 40% faster spell recharge rate
    Where you can get this spell: Magic Merchant 10, in the Shadow Realm
    
    ** Magic Shield **
    Requires 3 Reddish-orange (Fire) Spell Levels in Defense
    Mana = 5 Shots
    Increased Defense – Opponent receives the same amount of damage 
    inflicted on your fairy.
    Where you can get this spell: Magic Merchant 8, in the shop of Monagham 
    and Magic Merchant 10, in the Shadow Realm
    
    *********************
    **** Dark Spells ****
    *********************
    
          Dark Spells are denoted with a purple color.
    
          Offensive Dark spells are slow firing, highly damaging spells for 
    the most part.  The special abilities of the offensive spells find 
    different ways to increase the damage of the Dark fairy’s attack.  The 
    passive Dark Spells try to increase the Dark fairy’s fighting 
    effectiveness in different ways from increasing the Dark fairy’s 
    movement speed to charging his spells up faster.  The “Solar Eclipse” 
    offensive spell is a particularly devious spell. It prevents the 
    defending fairy from using any passive spells for defense.
    
    **** Offensive Spells ****
    ** Darkness **
    Requires 1 Purple (Dark) Spell Level in Offense
    Damage = Highest 
    Mana = 30 Shots
    Fire Rate = Slow
    Specials = Critical hit drains 40% of opponent’s mana
    Where you can get this spell: Comes with every Dark fairy you catch
    
    ** Solar Eclipse **
    Requires 2 Purple (Dark) Spell Levels in Offense
    Damage = High 
    Mana = 30 Shots
    Fire Rate = Slow
    Specials = Critical hit blocks opponent’s defensive spells
    Where you can get this spell: Magic Merchant 10, in the Shadow Realm
    
    ** Arrow of Darkness **
    Requires 2 Purple (Dark) Spell Levels in Offense
    Damage = Low 
    Mana = 15 Shots
    Fire Rate = Average
    Specials = Critical hit does 25 points of damage
    Where you can get this spell: Magic Merchant 10, in the Shadow Realm
    
    ** Ball of Darkness **
    Requires 3 Purple (Dark) Spell Levels in Offense
    Damage = Highest 
    Mana = 5 Shots
    Fire Rate = Slow
    Specials = Critical hit does 40% more damage
    Where you can get this spell: Magic Merchant 10, in the Shadow Realm
    
    ** Soul Thief **
    Requires 2 Purple (Dark) and 1 Maroon (Chaos) Spell Levels in Offense
    Damage = Average 
    Mana = 5 Shots
    Fire Rate = Average
    Specials = Critical hit causes opponent to receive his / her own damage
    Where you can get this spell: Magic Merchant 10, in the Shadow Realm
    
    **** Passive Spells ****
    ** Bruiser **
    Requires 1 Purple (Dark) Spell Level in Defense
    Mana = 15 Shots
    Increased Attack – 40% more damage per hit
    Where you can get this spell: Magic Merchant 10, in the Shadow Realm
    
    ** Magic Support **
    Requires 2 Purple (Dark) Spell Levels in Defense
    Mana = no cost
    Assistance – Spells recharge 40% faster
    Where you can get this spell: Magic Merchant 10, in the Shadow Realm
    
    ** Frozen **
    Requires 1 Purple (Dark) Spell Level in Defense
    Mana = 40 Shots
    Increased Defense – Prevents status changes
    Where you can get this spell: Magic Merchant 10, in the Shadow Realm
    
    ** Flying Feet **
    Requires 2 Purple (Dark) Spell Levels in Defense
    Mana = no cost
    Assistance – Increases movement by 30%
    Where you can get this spell: Magic Merchant 10, in the Shadow Realm
    
    ** Flyweight **
    Requires 1 Purple (Dark) Spell Level in Defense
    Mana = no cost
    Assistance – Increases Jump Energy recharge rate by 20%
    Where you can get this spell: Magic Merchant 10, in the Shadow Realm
    
    **********************
    **** Chaos Spells ****
    **********************
    
          Chaos spells are denoted with a maroon color.
    
          Chaos spells are generally average spells that focus on annoy the 
    attacking fairy or simply causing chaos.  Chaos spells attempt to effect 
    your fairy in such a way that it can’t attack the way it normally does.
    
    **** Offensive Spells ****
    ** Chaos Lightning **
    Requires 1 Maroon (Chaos) Spells Level in Offense
    Damage = Average
    Mana = 15 Shots
    Fire Rate = Slow
    Specials = Critical hit causes opponent to lose 50% jump energy
    Where you can get this spell: Comes with every Chaos fairy you catch and 
    Magic Merchant 3, in the Catacombs under Tiralin
    
    ** Chaos Arrow **
    Requires 2 Maroon (Chaos) Spell Levels in Offense
    Damage = Low 
    Mana = 15 Shots
    Fire Rate = Slow
    Specials = Critical hit causes opponent to not perform critical hits
    Where you can get this spell: Magic Merchant 3, in the Catacombs under 
    Tiralin
    
    ** Spirit of Chaos **
    Requires 1 Maroon (Chaos) and one purple (Dark) Spells Level in Offense
    Damage = High
    Mana = 5 Shots
    Fire Rate = Slowest
    Specials = Opponent’s controls are inverted
    Where you can get this spell: Magic Merchant 3, in the Catacombs under 
    Tiralin
    
    ** Burn Out **
    Requires 1 Maroon (Chaos) and 1 Reddish-orange (Fire) Spell Levels in 
    Offense
    Damage = Average 
    Mana = 30 Shots
    Fire Rate = Slow
    Specials = Critical hit whirls opponent around
    Where you can get this spell: Magic Merchant 10, in the Shadow Realm
    
    ** Ball of Chaos **
    Requires 3 Maroon (Chaos) Spell Levels in Offense
    Damage = High 
    Mana = 15 Shots
    Fire Rate = Slowest
    Specials = Critical hit removes 50% of opponent’s jump energy
    Where you can get this spell: Magic Merchant 10, in the Shadow Realm
    
    **** Passive Spells ****
    ** Dance of Chaos **
    Requires 1 Maroon (Chaos) Spell Level in Defense
    Mana = 55 Shots
    Increased Attack – Increase damage by 20% per hit
    Where you can get this spell: Magic Merchant 3, in the Catacombs under 
    Tiralin
    
    ** Creeping Chaos **
    Requires 1 Maroon (Chaos) Spell Level in Defense
    Mana = 55 Shots
    Increased Attack – 20% greater chance of getting a critical hit
    Where you can get this spell: Magic Merchant 3, in the Catacombs under 
    Tiralin
    
    ** Confused Spirit **
    Requires 2 Maroon (Chaos) Spell Levels in Defense
    Mana = no cost
    Assistance – 20% increase in spell recharge rate
    Where you can get this spell: Magic Merchant 3, in the Catacombs under 
    Tiralin
    
    ** Devil's Wings **
    Requires 3 Maroon (Chaos) Spell Levels in Defense
    Mana = no cost
    Assistance – Jump Energy recharges 40% faster
    Where you can get this spell: Magic Merchant 10, in the Shadow Realm
    
    ** Heat Shimmers **
    Requires 1 Maroon (Chaos) Spell Level in Defense
    Mana = 15 Shots
    Increased Attack – 20% more damage with a critical hit
    Where you can get this spell: Magic Merchant 10, in the Shadow Realm
    
    **********************
    **** Metal Spells ****
    **********************
    
          Metal Spells are denoted with a silver color.
    
          Metal spells are low damaging spells with a very high fire rate.  
    Most of the special abilities of Metal spells focus on making the Metal 
    fairy’s attack even more damaging.  The “Old Armour” spell is 
    particularly dangerous, since it will double the amount damage an attack 
    does.  This passive spell can make the Metal fairy formidable foe 
    against fairy’s that it should be weak against.
    
    **** Offensive Spells ****
    
    ** Metal Pin **
    Requires 1 Silver (Metal) Spell Level in Offense
    Damage = Low 
    Mana = 30 Shots
    Fire Rate = Fast
    Specials = Critical hit does 5 points of damage
    Where you can get this spell: Comes with every Metal fairy you catch
    
    ** Metal Arrow **
    Requires 2 Silver (Metal) Spell Levels in Offense
    Damage = Low 
    Mana = 30 Shots
    Fire Rate = Fastest
    Specials = none
    Where you can get this spell: Magic Merchant 9 – the Dwarf Smith of 
    Monagham
    
    ** Pins & Needles **
    Requires 3 Silver (Metal) Spell Levels in Offense
    Damage = Low 
    Mana = 15 Shots
    Fire Rate = Fastest
    Specials = Critical hit whirls opponent around
    Where you can get this spell: Magic Merchant 9 – the Dwarf Smith of 
    Monagham
    
    ** Magnetism **
    Requires 2 Silver (Metal) Spell Levels in Offense
    Damage = Low 
    Mana = 30 Shots
    Fire Rate = Fast
    Specials = Critical hit prevents opponent from jumping
    Where you can get this spell: Magic Merchant 9 – the Dwarf Smith of 
    Monagham
    
    ** Heavy Metal **
    Requires 1 Silver (Metal) and 1 Dark Gray (Stone) Spell Levels in 
    Offense
    Damage = Low 
    Mana = 30 Shots
    Fire Rate = Fast
    Specials = Critical hit does 20% more damage
    Where you can get this spell: Magic Merchant 9 – the Dwarf Smith of 
    Monagham
    
    **** Passive Spells ****
    
    ** Liquid Metal **
    Requires 1 Silver (Metal) Spell Level in Defense
    Mana = 15 Shots
    Increased Attack – 40% more damage per hit
    Where you can get this spell: Magic Merchant 9 – the Dwarf Smith of 
    Monagham
    
    ** Scorching Steel **
    Requires 1 Silver (Metal) Spell Level in Defense
    Mana = 55 Shots
    Increased Defense – prevents status changes
    Where you can get this spell: Magic Merchant 9 – the Dwarf Smith of 
    Monagham
    
    ** Old Armour **
    Requires 2 Silver (Metal) Spell Levels in Defense
    Mana = 15 Shots
    Increased Attack – 100% more damage with critical hit
    Where you can get this spell: Magic Merchant 9 – the Dwarf Smith of 
    Monagham
    
    ** Speed of Light **
    Requires 1 Silver (Metal) Spell Level in Defense
    Mana = no cost
    Assistance – Movement speed increased by 15%
    Where you can get this spell: Magic Merchant 9 – the Dwarf Smith of 
    Monagham
    
    ** Rusty Spear **
    Requires 3 Silver (Metal) Spell Levels in Defense
    Mana = 40 Shots
    Increased Attack – Probability of a critical hit increased by 60%
    Where you can get this spell: Magic Merchant 9 – the Dwarf Smith of 
    Monagham
    
    ************************************************************************
    ******************************* THE ITEMS ******************************
    ************************************************************************
    
    ************************
    **** Items Overview ****
    ************************
    
          This section lists all of the items you can find in Zanzarah, 
    broken down by categories.  For items you can buy, the price of the item 
    is also listed.
    
    ********************
    **** Map Pieces ****
    ********************
    
          There are six different map pieces you can collect, most of which 
    you will find soon after you enter a new map area.  The Map Pieces allow 
    you to see your current location, the location of important areas and 
    the area(s) for your current question.  Your location is shown by a 
    small picture of you.  The location of your current question is shown by 
    a yellow exclamation point on the map.
    
    **** Map of the Fairy Garden ****
    
    Description: This map segment shows the locations from the Pixie 
    Collector’s Cottage to the road to Tiralin.  It connects to the 
    Enchanted Forest and Mountain World Map pieces.
    
    Where this item is found: Lucius, the Guardian of the Pixies will give 
    you this map once you get your first fairy.  The Lucius is the Elf 
    guarding the far exit to the Endeva, in the Fairy Gardens. 
    
    **** Map of the Enchanted Forest ****
    
    Description: This map Tiralin, the Forest Hut and the Ruins in the 
    Forest.  It connects to the Fairy Garden, Dark Swamp, and Mountain World 
    map pieces.
    
    Where this item is found: This map piece in a chest in Town Hall of 
    Tiralin. 
    
    **** Map of the Dark Swamp ****
    
    Description: This map segment shows the locations of the Goblin town of 
    Dunmore, the Misty Swamp and the Great Tree.  It connects to the 
    Enchanted Forest and the Shadow World.
    
    Where this item is found: This in the hut 3 in Dunmore, Village of the 
    Swamp Goblins.  Hut 3 is the first hut on your left when you enter the 
    Dunmore from the rune transport site.
    
    **** Map of the Mountain World ****
    
    Description: This map segment shows the locations of the Dwarf Tower, 
    the Dwarf city of Monagham, the Ice Caves, the Lava Caves, and the 
    Mountain Pass.  It connects to the Enchanted Forest and the Realm of 
    Clouds.
    
    Where this item is found: This map is located inside a chest in the room 
    off the third landing of the Dwarf Tower. 
    
    **** Map of the Realm of Clouds ****
    
    Description: This map segment shows all areas in Realm of Clouds, 
    including the White Cathedral and the Fairy Arena.  This map segment 
    connects to the Mountain World.
    
    Where this item is found: This map segment is located on RC-1, near the 
    spiral transporter to RC-3.
    
    **** Map of the Shadow Realm ****
    
    Description: This map segment shows the locations in the Shadow Realm, 
    including the Dark Cathedral.  This is the smallest map segment and the 
    last one you will find.  It connects to the Dark Swamp.
    
    Where this item is found: This segment is located in a chest in the 
    Shadow Realm, SR-4.  This segment is behind the door locked by the Green 
    Skull. 
    
    ***************
    **** Runes ****
    ***************
    
          There are ten runes found throughout Zanzarah.  Each rune allows 
    you to teleport to a set location.  You can use the runes to rapidly 
    travel to the distant corners of Zanzarah.  There are usually runes near 
    most important areas you will visit.  You can use a rune by pressing F2 
    and selecting the rune you wish to use.
    
    **** Rune of the Fairy Garden ****
    
    Description: This rune will take you to Rafi’s cave next to the Elvin 
    village.  This is the first rune and item you will find.
    
    Where this item is found: You will find this rune in a chest (or casket 
    as the game calls it) in your attic in London.  Using this rune starts 
    your journey.
    
    **** Rune of Return ****
    
    Description: This rune will return you to your room in London.
    
    Where this item is found: You will find this rune in the house of Rufus, 
    the Fairy Master, in the Elvin Village of Endeva. 
    
    **** Rune of the Cottage ****
    
    Description: This rune will bring you to the Pixie Collector’s cottage, 
    right next to the scarecrow.
    
    Where this item is found: You will find this rune on level past the 
    Pixie Collector’s cottage, on level FG-4.  Keep following the right wall 
    to reach this rune. 
    
    **** Rune of Tiralin ****
    
    Description: This rune will return you to the shopping district of 
    Tiralin East.
    
    Where this item is found: This rune is found in the Large Hut in the 
    center of Dunmore, the Village of the Goblins.
    
    **** Rune of Dunmore ****
    
    Description: This rune will send you to the Goblin village of Dunmore in 
    the Dark Swamp.
    
    Where this item is found: You have to buy this rune from the Female 
    Shopkeeper in the Magic Shop.  She will sell the rune to you for 5 
    Crystals.  Initially, this rune is your only means of transportation to 
    Dunmore.  A Prickly Bush blocks the land path.
    
    **** Rune of the Dwarf Tower ****
    
    Description: This rune will take you to the base of the Dwarf Tower and 
    next to the elevator to the Realm of Clouds.
    
    Where this item is found: The Rune of the Dwarf Tower is located on the 
    ground floor of the Dwarf Tower.
    
    **** Rune of the Mountain ****
    
    Description: This rune will take you to the Mountain pass MP-2, just 
    outside the Ice Caves.
    
    Where this item is found: This item is found in DC-3, the Dark Caves 
    just past the Mountain Peaks.  If you stick to the left wall when you 
    walk through the Ice Caves, you will find the room with this rune. 
    
    **** Rune of Realm of Clouds****
    
    Description: This rune will transport you to the Realm of Clouds RC-2, 
    near the White Cathedral and the Fairy Arena.
    
    Where this item is found: This rune is located in the East Pavilion in 
    the Realm of Clouds. 
    
    **** Rune of Monagham ****
    
    Description: This rune will take you to the Dwarf city of Monagham.  It 
    will put you right next to the house that holds the elevator to the Lava 
    Caves.
    
    Where this item is found: This rune is located in the back of the first 
    house in Monagham.
    
    **** Rune of the Shadow Realm ****
    
    Description: This rune will return to the room in SR-2 of the Shadow 
    Realm that has the three gates with the colored Skull locks.
    
    Where this item is found: This rune is located on a small platform in 
    SR-3, behind the door locked by the Red Skull.  A lot of times, it is 
    more convenient to use this rune that to backtrack through the Shadow 
    Realm.
    
    ***********************************
    **** Elemental (Elevator) Keys ****
    ***********************************
    
          You will need four keys to use the elevators of the Dwarves 
    scattered around Zanzarah.  There are three different elevators.  Each 
    elevator uses a set of three of the different Elemental keys.
    
    **** Elemental Key of Earth ****
    
    Where this item is found: You will win if you fight your way to the top 
    of the Dwarf Tower. 
    
    **** Elemental Key of Air ****
    
    Where this item is found: You get this key when you rescue Lasse from 
    the Ice Caves. 
    
    **** Elemental Key of Nature ****
    
    Where this item is found: The female Forest Elf resident of the Forest 
    Hut will give you this key when you clear all five Prickly Bushes from 
    the map.
    
    **** Elemental Key of Fire ****
    
    Where this item is found: This key is located in MW-5, the Mountain 
    World.  You need to defeat a Dwarf to get to this level.  Then you need 
    to have some Forgotten Tools of the Dwarves.  The dwarf will create some 
    moving discs for you when you have some Tools.  The Elemental Key of 
    Fire is located in a chest accessible by jumping across these moving 
    discs.
    
    *********************
    **** Fairy Cards ****
    *********************
    
          Fairy Cards are special cards that open up areas of Zanzarah for 
    you to explore.  Getting three of the five Fairy Cards is the object of 
    your first three quests.  Usually you will have to fight a set battle or 
    a Fairy Master to actually claim a card.
    
    **** Fairy Card of Nature ****
    
    Description: With this card and a Nature fairy in your first slot, you 
    can remove the prickly bushes that block various paths and cover certain 
    items.
    
    Where this item is found: You will find this card in the Dark Swamp on 
    level MS-3.
    
    **** Fairy Card of Earth ****
    
    Description: With this card and a Stone fairy in your first slot, you 
    can blow up any large boulder you see.
    
    Where this item is found: The Druid gives you this card if you defeat 
    two Shadow Elves for him in the East Pavilion of the Realm of Clouds.
    
    **** Fairy Card of Air ****
    
    Description: With this card and an Air fairy in your first slot, you can 
    jump on an Air Eddy and the Air Eddy will launch you in the air.  This 
    Fairy Card is the most difficult one to use.  If you miss an Air Eddy, 
    you will most likely fall to your death.
    
    Where this item is found: The Druid will give you this card if you fight 
    your way to the top of the Great tree in the Misty Swamp.
    
    **** Fairy Card of Fire ****
    
    Description: With this card and a Fire fairy in your first slot, you can 
    move in the Lava Caves without running into problems.  You need to have 
    this card to get to the final two levels in the Fairy Cave.  You need to 
    have this card to catch a Pix or Ferix fairy.
    
    Where this item is found: You will find this card in the garden next to 
    the Forest Hut, EF-7.  You have to defeat a number of Nature fairies in 
    a set battle to get access to this card.
    
    **** Fairy Card of PSI ****
    
    Description: With this card and a PSI fairy in your first slot, your PSI 
    fairy will always look at the closest hidden wild fairy.  I find this 
    card and ability to be more of a pain than it’s worth.  Sometimes the 
    PSI fairy will look at some tree, stone, etc. and you can’t find a 
    fairy, even with the Fairy Horn and Ocean Conch.  Your PSI fairy has a 
    tendency to go off the screen far enough that you have to spin around 
    just to find it and see where it is looking.
    
    Where this item is found: This card is in the center of the Ruins in the 
    Forest.
    
    *******************************
    **** Fairy Evolution Items ****
    *******************************
    
          There are certain fairies that will only evolve if they are given 
    one of the special Evolutionary items.  These fairies will not evolve to 
    another type simply by gaining experience levels.
    
    **** Evolutionary Magic of Air ****
    
    Description: This stone will evolve a Tinefol into a Tineves.
    
    Where this item is found: There is only one Evolutionary Magic of Air in 
    the game.  This stone is located in MP-3, the Mountain Peaks.  You have 
    to cross two Air Eddies to get this stone.
    
    **** Evolutionary Magic of Nature ****
    
    Description: This stone will evolve a Tinefol into a Tinerog and a Pfoe 
    into a Taze.
    
    Where this item is found: You will find an Evolutionary Magic of Nature 
    in a chest located in the Cellar of the Guardian of the Pixies house 
    (the Cottage).  There are two more stones in the Ruins in the Forest.  
    You can find a fourth one of these Stones on top of a pillar in the East 
    Pavilion, in the Realm of Clouds.
    
    **** Evolutionary Magic of Fire ****
    
    Description: This stone will evolve a Tinefol into a Tinezard and a 
    Dracwin to a Flagwin.
    
    Where this item is found: You will find one of these in the Catacombs 
    below Tiralin, guarded by a Dark fariy.  You will find another one in a 
    room in the Dark Caves of DC-5.  You will find two of these stones in 
    the Lava Cave.
     
    **** Forgotten Tools of the Dwarves ****
    
    Description: These tools will evolve the Metal fairy Minari to a Megari 
    and a Megari to a Gigarex.
    
    Where this item is found: You will find six of these spread over three 
    chests in the Junkyard in the Clouds.  You may also get one Tool when 
    you defeat a wild Metal Fairy.  Finally, there are two in a chest in the 
    Shadow Realm that you can reach by hopping across moving discs.
    
    **************
    **** Keys ****
    **************
    
          Keys in Zanzarah open up locked doors and gates all over the 
    world.  There are a lot of keys in Zanzarah.  All of the keys, except 
    one, will only open up one specific lock.
    
    **** Rufus’s House Key ****
    
    Description: This key will open door to Rufus’s house.  Inside Rufus’s 
    house, you can pick your first fairy.
    
    Where you find this item: Rufus will give you the key to his house, when 
    you talk to him in the Tavern in Endeva.
    
    **** Catacomb Key ****
    
    Description: This key will open the Catacombs below Tiralin.
    
    Where you find this item: This key is in a chest in Tiralin West, near 
    the exit to the Ruins in the Forest.  The chest is located at the top of 
    the stairs leading to the cellar of the house.
    
    **** Key of the Guardian of the Pixies ****
    
    Description: This key will open the door to the cellar in the Pixie 
    Guardian’s Cottage.
    
    Where you find this item: The Pixie Guardian will give you this key 
    after you collect 10 Pixies.
    
    **** Key to Town Hall ****
    
    Description: This key will open the door to the left of the entrance in 
    Town Hall.
    
    Where you find this item: There is an elf Fairy Master in MW-8, three 
    levels away from the Cottage.  The path to him is initially blocked by a 
    boulder.  If you defeat him in a fairy battle, he will give you the Key 
    to Town Hall.
    
    **** Key to the Dwarves’ Factory ****
    
    Description: This key will open the locked door to the Forgotten Factory 
    of the Dwarves in Monagham.
    
    Where you find this item: Lasse will give you this key when you talk to 
    him in the White Cathedral, on Realm of Clouds.
    
    **** Heavy Iron Key ****
    
    Description: This key will open up all the locked gates outside of the 
    Shadow Realm.
    
    Where you find this item: Quilin will give you this key when you talk to 
    him in the Forgotten Factory of the Dwarves.
    
    **** Red Bone Key ****
    
    Description: This key will open the Shadow World Gate locked by the Red 
    Skull.
    
    Where you find this item: This key is on a ledge in SR-2, the Shadow 
    Realm, near the three locked gates.
    
    **** Green Bone Key ****
    
    Description: This key will open the Shadow World Gate locked by the 
    Green Skull.
    
    Where you find this item: This key is inside a chest near the Magic 
    Merchant at SR-3, the Shadow Realm.  You need to unlock the Red Skull to 
    get to this key.
    
    **** Blue Bone Key ****
    
    Description: This key will open the final Shadow World Gate, locked by 
    the Blue Skull.
    
    Where you find this item: You have to show the second skeleton in SR-5 a 
    Pix fairy.  When you do this, you will he will give you the Blue Bone 
    Key.  Don’t worry, you won’t lose your Pix fairy when you show him to 
    the skeleton.  The skeletons are on the far left path of the final level 
    behind the door locked by the Green Skull. 
    
    ***********************
    **** Special Items ****
    ***********************
    
          The special items are unique items that help you more effectively 
    explore and interact with Zanzarah.  
    
    **** Fairy Bag ****
    
    Description: This bag will allow you to carry an unlimited number of 
    items as well as five fairies.
    
    Where you find this item: Rafi will give you this bag when you first 
    arrive in Zanzarah.  When you get the bag, you gain access to your 
    inventory.
    
    **** Pixie Bag ****
    
    Description: This bag will allow you to capture pixies.
    
    Where you find this item: Lucius, the Guardian of the Pixies will give 
    you the Pixie Bag when talk to him in FG-3.
    
    **** Book of Fairies ****
    
    Description: This book will allow you to examine the different fairy 
    varieties that you current hold.  This book gives a brief description of 
    the fairy plus the fairy’s attributes.  I used the information in this 
    book to get information about each of the Fairies.
    
    Where you find this item: Lasse, the Dwarf, will give you a Book of 
    Fairies when you first attempt to enter Tiralin from EF-1
    
    **** Ocean Conch ****
    
    Description: This conch shell will allow you to summon wild Water 
    fairies at certain locations in Zanzarah.  Near some bodies of water, 
    you will hear a click and see the icon of the Ocean Conch appear in the 
    upper left-hand corner of the screen.  If you press the left button 
    while this icon is displayed, you will summon a Water fairy.
    
    Where you find this item: When you first defeat the General outside of 
    the Goblin’s Village of Dunmore, you will receive the Ocean Conch.
    
    **** Cloverleaf ****
    
    Description: The Cloverleaf will increase your odds when you use a Spell 
    Merchant.  The Cloverleaf will reduce the number of blanks (or more 
    precisely, the odds of getting a blank) in the Magic Merchant’s 
    selection.
    
    Where you find this item: The Cloverleaf is in a chest in the Town Hall 
    of Tiralin.  You need the Key to Town Hall to get the Cloverleaf.
    
    **** Fairy Horn ****
    
    Description: Like the Ocean conch, the Fairy Horn will allow you to 
    summon wild Fairies.  Unlike the Ocean Conch, the Fairy Horn will summon 
    all types of fairies, each for Water fairies.
    
    Where you find this item: The Fairy Horn is located in the Lower 
    Catacombs below Tiralin.  You need the Heavy Iron key to get to the area 
    in the catacombs that holds the Fairy Horn.
    
    **** Quilin’s Staff of Rule ****
    
    Description: This item is used to forward the plot.  It doesn’t give you 
    any special abilities.
    
    Where you find this item: You will get this staff by defeating the 
    General inside the Fairy Arena in the Realm of Clouds.
    
    *****************************
    **** Fairy Related Items ****
    *****************************
    
          The Fairy Related Items are items you can use to aid you fairies 
    in some way.  All fairy related items are available for sale by the 
    various merchant characters.  Most of these items can also appear as a 
    reward for defeating a wild fairy.
    
    **** Healing Potions ****
    
          Healing potions increase the life or Hit Points of your fairy.  
    Small potions give 20 points, medium points give 50 points and big 
    potions give 100 points of life back to your fairy.  You can get Healing 
    potions by defeating wild fairies or by buying them from a merchant.
    
    **** Healing Herbs ****
    
          Healing Herbs revive your fairies when they are defeated in 
    battle.  Using herbs will also restore about 1/4 of fairies hit points.  
    You can get Herbs by defeating wild fairies or by buying them from a 
    merchant.
    
    
    **** Medicine ****
    
          Medicine removes all of the negative statuses on a fairy.  
    Opposing fairies can afflict statuses on your fairy with certain spells.  
    These statuses will cause your fairy to constantly lose hit points while 
    they are in battle.  Once a fairy gets afflicted with a status, the 
    status will remain after the battle until the fairy rises another level 
    or your give the fairy some medicine.  You can get Medicine by defeating 
    wild fairies or by buying them from a merchant.
    
    
    **** Mana Potion ****
    
          Mana potions will restore all the mana points for a particular 
    fairy.  You will need to have a health supply of mana potions since, 
    unlike health, your fairy’s mana is not fully restored when the fairy 
    reaches a new level.  You can get Mana potions by defeating wild fairies 
    or by buying them from a merchant.
    
    
    **** Golden Carrot ****
    
          A Golden Carrot will give a fairy enough experience points to be 
    one short of the next level.  These carrots are useful to rapidly raise 
    your fairies level.  Obviously, you should use a Golden Carrot on a 
    fairy just after it reaches a new level.  This will give you the most 
    benefit for the carrot.  You can get Golden Carrots from merchant 
    characters, although you will find a couple of Golden Carrots in your 
    journeys.
    
    **** Naming Magic ****
    
          Naming Magic allows you to name your fairy.  You can get Naming 
    Magic from merchant characters, although you will find a few of Naming 
    Magic spells in your journeys.
    
     
    **** Garlic Atomizer ****
    
          The instruction booklet doesn’t actually say what the Garlic 
    Atomizer does.  When you encounter a wild fairy, you can use the Garlic 
    Atomizer to scare off the wild fairy.  The wild fairy will flee, giving 
    you the money or item reward you would have gotten for fighting the 
    fairy.  You have to use the Garlic Atomizer immediately after you get 
    the notice that a wild fairy is attacking you.  Once your fairy follows 
    the wild fairy into the rock, tree, or whatever the fairy came from, you 
    can no longer use the Garlic Atomizer.  You can get Garlic Atomizers 
    from merchant characters, although you will find a couple of Atomizers 
    in your journeys.
    
    **** Spheres ****
    
          Spheres are required to capture a wild fairy.  You need one sphere 
    per fairy you capture.  The Silver Sphere can capture a fairy from level 
    0 to 20.  The Golden Sphere can capture a fairy from level 0 to 40.  The 
    Crystal Sphere can capture a fairy of any level.  The game will 
    automatically chose the lowest level Sphere that is able to capture the 
    current fairy.  You can buy or trade for Spheres with Merchant 
    characters.  You will find several Spheres throughout your journeys.
     
    *********************
    **** Other Items ****
    *********************
    
          The remaining items don’t fall into any other category.
    
    **** Fairy Coins ****
    
          You need Fairy Coins to buy things from all the merchant 
    characters in the game, except for the Dwarves.  You will get Fairy 
    Coins by defeating wild fairies.  You will also find a lot of Fairy 
    Coins lying around Zanzarah.
    
    **** Crystals ****
    
          Crystals are the coin of the Dwarf world.  There is only one 
    merchant that sells items for Crystals in Monagham.  This merchant sells 
    the same items that the merchants in Tiralin use.  You will only need 
    five crystals to complete the game.
    
    
    ************************************************************************
    **************************** THE MERCHANTS *****************************
    ************************************************************************
    
          This section will list all of the merchants in Zanzarah, what the 
    sell, and how much they charge for each items.
    
    *************************
    **** Magic Merchants ****
    *************************
    
          The Magic Merchants sell spells.  They are the only means of 
    getting spells in Zanzarah other than the lowest level attack spell that 
    comes with all captured fairies.  This section will list all of the 
    Magic Merchants, where they can be found, and the spells they sell.  It 
    cost 10 Fairy Coins to generate a spell selection with all of the Spell 
    Merchants.
    
    **** Magic Merchant 1 ****
    
    Location: Inside the Cottage, in the Fairy Gardens
    
    Spells Sold: 
          Nature 
                Offensive: Falling Tree and Razor Blade
                Passive: Birch Skin, Oak Skin, and Sharp Eye
    
          Water 
                Offensive: Hail of Needles and Hail of Knives
                Passive: Slight Healing, Healing Power, and Shapeless Power
    
          Stone 
                Offensive: Flying Rock and Falling Rock
                Passive: Flying Stones, Stone Spear, and Stone Skin
    
    **** Magic Merchant 2 ****
    
    Location: Inside the Magic Shop in Tiralin
    
    Spells Sold: 
          Nature 
                Offensive: Light Spurs and Large Root
                Passive: Thorn Armor and Untouchable
    
          Water 
                Offensive: Small Waves, Hail of Knives, and Slight Insanity
                Passive: Slight Healing, Healing Power, and Shapeless Power
    
          Stone 
                Offensive: Falling Rocks, Hail of Stones, and Meteor
                Passive: Magic Guidance and Unintentional Movement
    
    **** Magic Merchant 3 ****
    
    Location: In Catacombs below Tiralin
    
    Spells Sold: 
          Ice 
                Offensive: Ball of Ice, Ice Arrow, and Frost Ray
                Passive: Magic River, Magic Support, and Severity
    
          Chaos 
                Offensive: Chaos Lightning, Chaos Arrow, and Spirit of Chaos
                Passive: Dance of Chaos, Creeping Chaos, and Confused Spirit
    
    **** Magic Merchant 4 ****
    
    Location: In Hut 2 in Dunmore, Village of the Swamp Goblins
    
    Spells Sold: 
          Water 
                Offensive: Slight Insanity and Call of the Water
                Passive: Smooth as Glass and Sorrow Shared
    
          PSI 
                Offensive: Small Spirit, Insanity, and Heavy Thoughts
                Passive: Telekinesis, Unwavering Spirit, and Quake of Power
    
    **** Magic Merchant 5 ****
    
    Location: In the Fairy Gardens, FG-4
    
    Spells Sold: 
          Energy 
                Offensive: Chain Reaction, Time Shift, Exiled Power, and 
                      Burning Spear
                Passive: Targeted Damage, Homesickness, Dubious Luck, View 
                      Enchancer, and Magic Awakening
    
    
    **** Magic Merchant 6 ****
    
    Location: East Pavilion, Realm of Clouds
    
    Spells Sold: 
          Air 
                Offensive: Powerless Spirit, Storm Arrow, Tornado, and Great 
                      Displacement
                Passive: Storm, Tornado, Upward Wind, Geyser, and Hurricane
    
          Light 
                Offensive: Reflection, Bundled Light, and Light Arrow
                Passive: Power of Light, Kiss of Light, and Painful Change
    
    **** Magic Merchant 7 ****
    
    Location: In the White Cathedral, Realm of Clouds
    
    Spells Sold: 
          Light 
                Offensive: Surge of Light and Enchanted Light
                Passive: Lucky Dip and Shelter of Light
    
    **** Magic Merchant 8 ****
    
    Location: Shop in Monagham, Village of the Dwarves
    
    Spells Sold: 
          PSI 
                Offensive: Small Spirit, Heavy Thoughts, PSI Wave and Great 
                      Telekinesis
                Passive: Migration of Souls and Spiritual Power
    
          Fire 
                Offensive: Flame, Fire Arrow and Ball of Fire
                Passive: Magic Breath, Magic Touch, Rusty Shield and Magic 
    Shield
    
    **** Magic Merchant 9 – the Dwarf Smith ****
    
    Location: Smithy in Monagham, near the Shop
    
    Spells Sold: 
          Metal 
                Offensive: Metal Arrow, Pins and Needles, Magnetism and 
                      Heavy Metal
                Passive: Liquid Metal, Scorching Steel, Old Armour and Speed 
                      of Light, Rusty Spear
    
    **** Magic Merchant 10 ****
    
    Location: SR-3, the Shadow Realm – near the chest / casket that holds 
    the Green Bone Key
    
    Spells Sold: 
          Ice 
                Offensive: Frozen Spirit and Great Hail of Ice
                Passive: Jump Magic and Absorb Mana
    
          Fire 
                Offensive: Burning Hands and Burning Soul
                Passive: Quick Thinking and Magic Shield
    
          Dark 
                Offensive: Solar Eclipse, Arrow of Darkness, Ball of 
                      Darkness and Soul Thief
                Passive: Bruiser, Magic Support, Frozen, Flying Feet, and 
                      Flyweight
    
          Chaos 
                Offensive: Burn Out and Ball of Chaos
                Passive: Devil’s Wings and Heat Shimmer
    
    *********************
    **** Shopkeepers ****
    *********************
    
          The Shopkeepers sell all sorts of items for your fairies.  This 
    section will list all of the shopkeepers, where they are located, what 
    they sell, and how much they charge for each item.
    
    Herb Shop in Endeva:
          Small Healing Potion for 5 Fairy Coins
          Medium Healing Potion for 10 Fairy Coins
          Big Healing Potion for 20 Fairy Coins
          Healing Herbs for 15 Fairy Coins
          Mana Potion for 30 Fairy Coins
    
    Shop in Tiralin West, near door to Ruins in the Forest:
          Golden Carrot for 250 Fairy Coins
          Moulding (Molding) Magic for 40 Fairy Coins
          Garlic Atomizer for 40 Fairy Coins
          Mana Potion for 20 Fairy Coins
    
    Tavern Owner in Tiralin East:
          Golden Sphere for 3 Silver Spheres
          Crystal Sphere for 5 Silver Spheres
          Garlic Atomizer for 1 Silver Sphere
          Moulding (Molding) Magic for 1 Silver Sphere
    
    Magic Shopkeeper in Tiralin East:
          Small Healing Potion for 5 Fairy Coins
          Medium Healing Potion for 10 Fairy Coins
          Big Healing Potion for 20 Fairy Coins
          Healing Herbs for 20 Fairy Coins
          Medicine for 25 Fairy Coins
    
    Sphere Salesman in Magic Shop of Tiralin East:
          Silver Sphere for 60 Fairy Coins
          Golden Sphere for 150 Fairy Coins
          Crystal Sphere for 300 Fairy Coins
    
    Dwarf Exchange Booth:
          1 Crystal for 10 Fairy Coins
          5 Fairy Coins for 1 Crystal
    
    Swamp Goblin in hut 2 of Dunmore:
          Small Healing Potion for 10 Fairy Coins
          Big Healing Potion for 20 Fairy Coins
          Healing Herbs for 50 Fairy Coins
    
    After clearing out all of the Shadow Elves, the Swamp Goblin in hut 2 
    will sell:
          Small Healing Potion for 5 Fairy Coins
          Medium Healing Potion for 10 Fairy Coins
          Big Healing Potion for 15 Fairy Coins
          Healing Herbs for 15 Fairy Coins
          Garlic Atomizer for 30 Fairy Coins
    
    Forest Elf at the Forest Hut (after removing the Prickly Bushes and 
    talking to him in Dunmore):
          Big Healing Potion for 2 Small Healing Potions
    
    Shop in Monagham, Village of the Dwarves:
          Medium Healing Potion for 3 Crystals
          Big Healing Potion for 4 Crystals
          Mana Potion for 3 Crystals
          Medicine for 5 Crystals
          Moulding (Molding) Magic for 4 Crystals
    
    *******************************
    **** Best Prices for Items ****
    *******************************
    
          The following gives the best prices each item for sale in 
    Zanzarah.  For these prices, I’m assuming that you are exchanging Fairy 
    Coins for Crystals at a rate of 10 Fairy Coins per Crystal.
    
    Small Healing Potion
          Best Price: 5 Fairy Coins
          Location: Herb Shop in Endeva, Magic Shop in Tiralin East, and Hut 
                2 in Dunmore (after clearing out the Shadow Elves)
    
    Medium Healing Potion:
          Best Price: 10 Fairy Coins
          Location: Herb Shop in Endeva, Magic Shop in Tiralin East, and Hut 
                2 in Dunmore (after clearing out the Shadow Elves)
    
    Big Healing Potion
          Best Price: 2 Small Healing Potions
          Location: The Forest Hut after clearing out all of the Prickly 
    Bushes and talking the Forest Elf in Dunmore
    
          Second Best Price: 15 Fairy Coins
          Location: Hut 2 in Dunmore (after clearing out the Shadow Elves)
    
    Mana Potion
          Best Price: 20 Fairy Coins
          Location: Shop in Tiralin West
    
    Medicine
          Best Price: 25 Fairy Coins
          Location: Shop in Tiralin East
    
    Healing Herbs
          Best Price: 15 Fairy Coins
          Location: Herb Shop in Endeva and Hut 2 in Dunmore (after clearing 
                out the Shadow Elves)
    
    Garlic Atomizer
          Best Price: 30 Fairy Coins
          Location: Hut 2 in Dunmore (after clearing out the Shadow Elves)
    
    Moulding (Molding) Magic
          Best Price: 40 Fairy Coin or 4 Crystals
          Location: Shop in Tiralin West and Shop in Monagham 
    
    Golden Carrot
          Best Price: 250 Fairy Coins
          Location: Shop in Tiralin West
    
    Crystals
          Best Price: 10 Fairy Coins
          Location: Dwarf Exchange Booth near the Shop in Tiralin East
    
    Silver Sphere
          Best Price: 60 Fairy Coins
          Location: Sphere Salesman in the Shop in Tiralin East
    
    Golden Sphere
          Best Price: 150 Fairy Coins
          Location: Sphere Salesman in the Shop in Tiralin East
    
    Crystal Sphere
          Best Price: 300 Fairy Coins or 5 Silver Spheres
          Location: Sphere Salesman in the Shop in Tiralin East and the 
                Tavern Owner in Tiralin East
    
    ************************************************************************
    ************************** THE FAIRY TRADERS ***************************
    ************************************************************************
    
          There are certain fairies you can get by trading with other 
    characters in Zanzarah.  You will either have to trade money, items, or 
    another fairy to get a fairy from another character.  Usually the fairy 
    you have to trade is difficult to get itself.
    
    *********************************
    **** Sillia, Tadana, or Grem ****
    *********************************
    
          At the beginning of the game, Rufus lets you pick one of the three 
    fairies in his house.  You can pick the Nature fairy, Sillia, the Water 
    fairy, Tadana, or the Stone fairy, Grem.  You can capture all of these 
    fairies in the wild, so your choice of fairy isn’t that important.  The 
    Grem Stone fairy is the hardest one of the three fairies to find in the 
    wild.
    
    ****************
    **** Tadana ****
    ****************
          
          You can get the Tadana early in the game.  There’s a female elf 
    near a stream in the Fairy Gardens FG-1.  She’s near a tree that has a 
    Silver Sphere beneath it.  When you defeat the Nature fairy in the tree 
    and take the Silver Sphere, talk to her.  She will offer a Tadana in 
    exchange for a Silver Sphere.
    
    *****************
    **** Fygaery ****
    *****************
          
          There’s a male elf on the second floor of the Tiralin Pub.  He’s 
    got a Fygaery flying behind him.  He will trade you the Fygaery for a 
    JumRock Stone fairy.  Trading for this Fygaery is the only way to get 
    this fairy.
    
    ****************
    **** Darbue ****
    ****************
    
          There’s a dwarf just beyond the Guardian of the Pixies’ Cottage 
    (FG-4) with a dark storm cloud over his head.  You need to have the 
    Fairy Card of Nature to find the dwarf.  If you give the Dwarf 400 Fairy 
    Coins, he will give you a Darbue.
    
    ***************
    **** Suane ****
    ***************
    
          Up in the Realm of Clouds, if you defeat the Shadow Elf General, 
    who is guarding the Fairy Arena, you will see a Suane standing in the 
    center of the arena.  If you defeat the Chaos fairy that’s pestering 
    her, she will join your collection.
    
    *****************
    **** Segbuzz ****
    *****************
    
          The female storekeeper of the large Magic Shop in Tiralin will 
    offer you a Segbuzz in exchange for a Suane.  You have to give the 
    storekeeper the Suane you got in the Realm of Clouds to continue the 
    plot.  This is also the only way that you can get a Segbuzz.
    
    ****************
    **** Worgot ****
    ****************
    
          There is an elf in the Misty Swamp, MS-2, that is blocking the 
    path to the Large Tree.  He wants you to give him a Segbuzz before he 
    will let you pass.  You have to give him the Segbuzz you got from the 
    storekeeper in Tiralin.  When you give him the Segbuzz, he will give you 
    a low level Worgot in return.  When you eventually beat him in a fairy 
    battle, he will give you the Segbuzz back.
    
    *******************
    **** Violectra ****
    *******************
    
          There’s a Dwarf in Monagham that will offer you some Energy fairy 
    in exchange for a Fathrael.  The Violectra you get will be level 0.  It 
    takes 4789 experience points to turn a Gorael into a Fathrael.  Even if 
    you go to Monagham immediately after you get the Fairy Card of Stone, 
    you are still only about a half hour to an hour away from finding your 
    first wild Violectra.  This trade is definitely not worth it.  This is 
    the worst trade you can make in the game.  You don’t have to do it, so 
    don’t do it.
    
    ************************************************************************
    ****************************** THE PIXIES ******************************
    ************************************************************************
    
          Early in the game, you are given the task of trying to capture 30 
    pixies scattered throughout Zanzarah.  This section will document the 
    location of each pixie.
    
    1) Herb Shop in Endeva – this is one of the easiest pixies to catch.
    2) FG-1 – next to Endeva
    3) FG-1 – next to Endeva
    4) FG-3 – next to the Cottage level
    5) FG-3 – next to the Cottage level
    6) FG-4 – next to the Cottage level
    7) FG-4 – next to the Cottage level
    8) EF-1 – behind the large rock on the right of the entrance
    9) Shop in Tiralin West – in the cellar
    10) MS-4 – on an island
    11) MS-4 – on an island
    12) MS-4 – on an island
    13) MS-4 – on an island
    14) MS-1 – under the cliff
    15) MS-1 – under the cliff
    16) EF-3 – behind the stone outcropping
    17) MW-3 – in the valley
    18) MW-6 – near the exit to MW-7
    19) DC-3 – somewhere in the cave labyrinth
    20) RC-3 – on a hill
    21) MS-2 – past the bridge
    22) EF-5 – on top of a ruined archway
    23) MW-7 – on a stone plateau - only accessible with the Fairy Card of 
    Air
    24) MP-3 – on the far side of the Air Eddies
    25) EF-7 – just past the gate
    26) FG-7 – next to the elevator
    27) SR-1 – on a ledge to the left of the main walkway.
    28) SR-6 – in the middle of the level
    29) The Dark Cathedral – on the top level
    30) The Dark Cathedral – on the top level
    
          Lucius, the Guardian of the Pixies, will give you a reward for every 
    five Pixies you catch.  Your rewards are:
    
    1) 30 Fairy Coins for 5 Pixies
    2) Key of the Guardian of the Pixies for 10 Pixies
    3) 50 Fairy Coins for 15 Pixies
    4) 5 Mana Potions for 20 Pixies
    5) 5 Garlic Atomizers for 25 Pixies
    6) A fairy you are missing or 20 Golden Carrots for 30 Pixies
    
    ************************************************************************
    *************************** ACKNOWLEDGEMENTS ***************************
    ************************************************************************
    
          Zanzarah, the Hidden Portal was developed by Funatics Software 
    GmbH.  It was licensed exclusively by THQ and distributed in North 
    America by Xicat, Interactive.  All rights, trademarks, copyrights, 
    characters, names, etc. are the properties of the above companies.
    
          A special thanks to Kaeru Cai (TareFroggy) for the cheat FAQs.  
    These FAQs allowed me to get a couple of the fairies and spells I didn’t 
    find playing the game.  I also used these cheats heavily to complete the 
    experience charts for the fairies.
    
         Thanks to:
                Amaya Mendoza - Thank you for telling me that the pond in the 
    Enchanted Forest healed Nature fairies plus correcting numereous other 
    errors in this walkthrough.  Also, thanks for pointing out some missing 
    fairies and giving me another fairy combination.
                D.W. - Thanks for reminding me to mention that not all fairies
    improve when they evolve to the next level and that you can open the
    puzzle chests by clearing all of the red symbols or filling the board with
    red symbols.	

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