Guide and walkthrough for "Zanzarah: the Hidden Portal". Walkthrough Zanzarah: The Hidden Portal Game zanzarah walkthrough

Zanzarah: the Hidden Portal

London. The noise and beeps of cars, the world of color of yellowed photographs. Girl Amy lies on the bed by the window, buried in a book of fairy tales. From below, a mother's voice is heard: “Amy! I left." “Uh-huh,” Amy replies without looking up from her book. And here...
...Suddenly it became dark,
The curtains fluttered
Through a half-open window
The wind burst in a sharp exhalation ...

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

Skill Rune - Fairy Gardens
Go up to the attic of the house. Come forward when over the chest with a click

a green arrow will appear, click the mouse button. The chest will open and Amy will take rune Fairy Garden - Rune of the Fairy Garden. She can now teleport to the Fairy Garden whenever she wishes. Since there is nothing else to do, we go there immediately.

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

Endeva - village of elves
Talk to the forest owl on the bridge at the entrance to Endeva. All the owls Sancera agree to help Amy on her journey, she will meet them at each new location, and they will bring her up to date. Cross over to the other side. Talk to the elf at the house, take it behind the buildings silver sphere, who hid there pixies.
Go to the tavern. Talk with Fairy Master Rufus. He will say that he is ready to help Amy (answer “ Yes” when asked about help in the fight against pixie contagion) and give her key from your home Rufus" House Key). There she can choose and take one of the three fairies. In the tavern, pay attention to two visitors at the table. They can be molested an unlimited number of times, and approximately every fifth time Amy will receive a small amount of coins (to get behind). Having become rich, go to Rufus's house, which is located opposite.
You have a choice of fairies of three origins: nature, water and stone.

When choosing your first fairy, do it wisely. Stone faeries are slow in combat and have little advantage when fighting other elemental faeries. The water ones are good, but looking ahead, I will say that soon you will get another small tadan. I recommend taking the fairy of nature - Sillia. But the choice is yours: any of the selected fairies is pumped up to level 8. In the house you will find a rune for returning to London ( Rune of Return).
Before you go on a free search, you need to learn how to fight fairies. Cross the bridge and contact the elf walking on the other side. He has a fairy, and he is ready to help you train, and for free. The fairy elf has no magic, and this "punching bag" with wings will resignedly serve as a target for your initially awkward experiments. For the battle, a little experience is given and a few coins in addition. You can repeat the exercise an infinite number of times. It is worth driving here at the beginning of the game all the freshly tamed fairies that you want to make members of the squad and which need to be pumped a little.
Pay attention to the house, where bunches of garlic hang under the eaves. This is a store where you can then buy the drugs needed by the fairies. Alas, now the shop does not work: harmful pixie drove the seller to the counter, where he sits in anticipation of a savior.
Now you can leave the village through the gate nearby. Agree to help the pixie hunter standing next to the gate Lucius (Guardian of Pixies): they ran away from him thirty pixies, and now these malicious creatures spoil the life of the entire district. He will give you the first of six country map pieces - map of the Fairy Garden.

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

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

Enchanted Forest - Enchanted Forest
There are two signs at the next location: there is a fork here. To the right - to the hunting lodge, to the left - to the capital of Sencera Tiralin. And there, and here the forest grows. Here you can meet a variety of nature fairies around level 10

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

Capital Tiralin
The city consists of two parts. Let's go over the first one first. Points of interest: the mayor's house, a shop with mana vials and a golden carrot, several NPCs. The mayor's house is right behind the fountain. Come in, talk to the owner: “The goblins in the swamp have problems with the Dark Elves, and the head of the dwarves is missing”, - go to the door on the right, leading to the stairs. Upstairs is a chest containing an Enchanted Forest card ( map of Enchanted Forest). There you will also find a bunch of knots, bubbles and another interesting book of a couple of pages.
Buy three from the gnome in front of the mayor's house gnome crystal. Go to the arch nearby. From there the restless seamus with a collection of stone fairies (the most serious I had Garbat level 10). Run, come on. At the gate in the distance stands the next one who wants to compete - a dwarf Eirik with a collection of three water faeries (around level 10). Don't break into the gate - it will be locked until you find Quinlin and take the keys from him.
Come in magical shop opposite the gate. Naturally, first you have to catch in the basement of the 9th pixie. Be sure to take the key to the city dungeons in the chest above the stairs ( Catacomb Key). Then trade will open. Assortment: golden carrot (relevant after level 50), garlic infusion (allows you to avoid fights), mana vials and a tricky thing to change standard faerie names. You should have about 1000 coins in your money, but save them by purchasing only a few bottles to restore magic. Walk back to the fountain.
On the other side there is another arch - a passage to the far part of the city. Go. On the left you will see a circle where the Tiralin rune will transfer you (when you have it). Far below - the entrance to dungeons. As we move forward. On the left is a door to inn. Range of services: exchange of silver spheres for other magical goods, gambling with

mathematical bias (bet 15 coins), elven music. A comrade is sitting upstairs, eager to change a rare natural faerie - a purple fly agaric (these really are not caught, the surroundings are filled with red and green mushrooms) - for a stone jumrock. The problem is that jumrock also a rarity - you will have to grow it yourself from Jumjum"a.
Further down the street is herbal shop. Before you go there, go through the door opposite - in shop to the dwarf-changer- and buy two more Gnome crystals. At the herbalist, the mistress will sell you for five crystals rune of the Misty Swamp (Rune of Dunmore). You can also buy healing potions for fairies from her. The elf nearby sells magical spheres - stock up on a dozen silver and a few gold ones. Go (if you have money left) to the magical merchant upstairs. Then go to dungeon.
The dungeon consists of several rooms. In one of them, pay attention to locked door- you will return here later with Quinlin's key. Peaceful NPCs - an owl and a magic merchant. Fairy - pretty strong dark faerie Turnox or Manox(swamp it with water!), chaos fairies already familiar to you (beat with nature). In the chest you will find a red stone Evolutionary Magic of Fire. Having replenished the collection with several exotic specimens of the local zoo, go out into the city, go past the herbalist's shop to the far gate. Get out of the city.

The Far End of the Enchanted Forest
It consists of one square, from here begins a walking path to the Misty Swamp (so far closed by a bush) and a passage-bridge of air whirlwinds over the abyss - to the Dark Caves inhabited by psi-faeries. Go here, catch a flyadl for your collection, save money. Tip: behind the arched gate on the right you will see a tree. Near him, you can almost always find a level 35-40 faerie of one of two types: Tinefol or pfoe. The first one is a must for you. Catch, and then, when you can enroll him in the squad (on your first return to London), act on him found in the dungeon Evolutionary Magic of Fire. You will get a fire faerie: you need it to fight nature, chaos, ice, and you must have it in order to get into lava caves under the city of gnomes.
For the collection you need as many as 4 (four) Tinefol(three will turn into other creatures) and two pfoe(one confuses). Good luck on the hunt!
Having caught a variety of fairies and upgraded the team, you can go to London, regroup the squad, drop by the cottage to replenish your mana and hand over the pixies (Lucius will give 30 coins for the first five), and you can teleport to the swamps.

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

arm or left leg (as you prefer). The village lies in the center of the swamp. That is where you are originally.
The first thing Amy sees is the houses, the walkways leading to them and the red-eyed dark elf sticking out on them. As soon as you move in that direction, the elf will attack and the faerie duel will begin. Dealing with an ordinary dark elf is not difficult - he usually has three fairies of level 10-15, of which two are chaos fairies (respectively, beat by nature).
Go to the village. The whole settlement - four houses on the edges and a larger house in the center. On the left hand: in the first house you will find swamp map (Map of the Dark Swamp). In the second - spouses robbed by elves, for getting rid of “ dark forces” they will then give you something.
In the third house (attention!) lives faerie trainer. For 60 coins, he will give you the opportunity to defeat two of his level 19 fairies an unlimited number of times - corgota and gorgot. During the battle, coins fall from them, so one training session really costs about 25 coins. And a lot of points are given: from 125 to 150 - it is very easy to get the necessary fairies to the 20th level.
fourth house - score. You will also find there magic merchant(water and psi-spells). After the expulsion of the elves, a large heal here costs only 15 coins.
In the central house is mayor (Movit the Seer). He will talk about Cone Shell- a seashell currently owned by a dark elf general. She can summon water faeries. In addition, in a stone circle somewhere in the swamps lies magic map of nature- she definitely needs to take possession: her magic allows you to cope with thorny thorns. After talking, take in the house Rune Tiralin. It's worth it right there Forest Elf- he lived in a forest lodge with his wife, but when thorns grew everywhere, he went for help and now he cannot return home. Remember this.
Talk to the goblin on the bridge in front of the mayor's house. The elves killed him. When Amy wins, he will again go to the swamps to collect medicinal herbs. A bundle of reanimating herbs costs him only 8 coins! True, first he will offer to fight with a pair of his fairies.
Get down to the swamp. First, turn right and beat two ordinary dark elves. Then return to the bridges and go left - defeat their general (his army is something like Rasrow 17 levels, Maulrow 10, Violectra 3, Ferix four). By the way, before defeating his three subordinates, he simply will not fight with you. Trophy is the same seashell. Now look carefully: in some places (on the shore, on the rifts, near waterfalls), the “shell” icon appears at the top left of the screen. So, here you can stand up and blow. And someone will sail to fight!
After defeating the general, return to the village to reap the laurels and listen to compliments. Then go comb the swamps.

Dark swamps
Finding something here is not easy.

Focus on wandering lights They will show you which way to go. The main task is to find circle of stones and in it magic card. Secondary - catch those who fled through the swamp pixie. The third is to collect coins and knots, which generously decorate the landscape. And finally, to replenish the collection with a variety of fairies as much as possible.
There are nature fairies level 10-20 here: Corgot, Abnobery, Lana. In some places (for example, when entering a location with several pixies), you can meet viteria or Tinefol up to level 40. Fiery Tinezard, if you got it, should help a lot. From time to time you will come across dark elves. They are a little steeper than the village ones, but there is no great harm from them.
From the bridges to the left (to where the general was) through two locations is the entrance to the forest (under the cliff you will catch two pixies). From the bridges to the right, if you go along the right hand, in the third location there will be islands where pixies are hiding. I caught here 4 pieces. There is also an interesting chest. From the footbridge to the right, but on the left hand, you will come to circle of stones. stomping around dark Elf. The level of the troops (composition may vary from game to game) is approximately as follows: Greez 22 levels Stobat 21, Stobat 20, Sirael 23. Not far away in the swamp another red-eyed type hangs around, but he is even weaker. In the circle of stones at the top, take the first magic card faerie - Fairy Card of Nature. Now by pressing F2, go to the inventory section and put the first faerie the fairy of nature. A thorny bush grows nearby - go up to it and see what happens: you will get a silver sphere as a reward.
Now many new paths have opened up for Amy. Fly to the Fairy Garden, talk to the goblin Rafi. He will advise you to look for other faerie cards, starting with earth maps. According to rumors, it can be found in the Cloud World, and you can get there using the mechanisms of the gnomes that live high in the mountains in Dwarf Tower. But first it is worth finishing what has not been done yet. You can complete the next few sections in any order. For orientation, I’ll say that by this moment there were about 25 fairies in my collection, the average level of five fighters was 25, 16 pixies were caught.

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

Forest lodge


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

Path to the Dwarf Tower
Teleport to the cottage and move towards the mountains. At the first location, you can remove the thorny bush in the cave and talk to gnome. It's a strange story - he's experimented to the point where he's constantly being hit on the head by lightning, so he's holed up in a cave... He has an energy faerie that you can buy for 400 coins. Expensive but darby decorate the collection. Here sits another magic merchant, which just sells energy spells.
At the next location (with an eagle owl), go right, remove the bush, and you are in the mountains! There, on a narrow bridge, a red-eyed elf is waiting for you. Run, move on. From now on, dark elves will come across regularly. In addition, look around - a variety of stone fairies live here ( Gremor, Jumjum, Stobat from level 11 to 25), and a lot of good things are hidden in the bushes and cliffs.
After two locations you will reach a large pit. He is great (at the bottom you will catch the 17th pixie), there is where to wander and even get lost, but there is only one way out of it - a dark passage will lead you to a beautiful cliff with a waterfall. To the left, on a narrow bridge, there is a dark elf stronger than those that have met on the way before. Right passage to Dark Caverns, Where live psi faerie. You can first look there to catch psi for the collection.

Dark Caves - Dark Caves
This is a small system of intricate corridors. On the left hand from the entrance, go out to the cave with treasures, on the right - to the cliff behind the abyss in Enchanted Forest. In addition, Gnome crystals grow in abundance here and faeries are found Mentaur and Mengr from 25 to 40 levels. After hunting, return to the mountain cliff. Now go to the dark elf at the waterfall. Approximate opponents you might encounter: goop level 27, Turnox 27, Tinezard 32, Psyrow 30, Fygaery 28. Beat him and move forward - the next location is waiting for you Dwarf Tower.

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

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

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

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

mountain peaks
Perhaps the yeti would have liked this world of cliffs and snowdrifts - Amy would have to be careful. Its inhabitants are ice fairies of four kinds: three bears Feez, Greez and Greezlok and Snow Queen beauty Glasses. If you forgot to grab a fiery tinezard, it might be tough...
First go left. The path will lead you to the bridge, behind which you can see the entrance to the cave. ice caves. Moving along the left hand, you will come to the grotto with Rune of the World of Ice (Rune of the Ice World). Further along the left hand there will be a passage to the inner dark cave, where you will meet the son of the Head of the Dwarves Quinlin Lasse. Lasse searched for his father in the forests, in the swamps, and, finding no traces, went to the mountains. Four wild fairies locked him in this cave, now he sits and freezes here! Amy's task is to climb all the nooks and crannies of the grotto (pay attention to the luminous cloud that creates a step to the waterfall), find four psi-faeries and twist their tails. After that, the grateful Lasse will give Amy something for which we climbed into the mountains - Elementary Key of Air. You can go to the Dwarf Tower and start the lift to the Cloud World! But first examine the peaks.
First, after leaving the Lasse grotto, catch the one running along the snow-covered passages pixie(frisky creature!). Secondly, go back across the bridge along the path to its other end. Behind the abyss and the bridge of air whirlwinds, another pixie and a blue stone are visible. Evolutionary Stone of Air. Remember this. Under the tree next to this abyss, you can catch the coolest ice faeries - glasses and grizzlock. Having caught, with a clear conscience and a collection of 40 fairies that way, go to the gnome car.

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

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

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


The Path to the Dwarf's Tools
I will list other stones that lie in different locations.
third boulder lies near a cave with a teleporter from the Fairy Garden (the very first location), blocking the path to a small valley with another ski lift gnomes in the World of Clouds. Remove the stone and go there. Above, on a small island, metal fairies live and stand three chests With gnome tools(remember you were asked to bring them?). At the chests, you will be attacked by four metal fairies at once ( Minari and Megari from 19 to 24 levels). Hit with water - very

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

helps!
Chests are locked with puzzles. I give a sequence of clicks (a guess in nine moves). First at the corners (1,1), (3,3), (1,3), (3,1). Then along the midpoints of the sides (2,1), (2,3), (1,2), (3,3). And the last click in the center (2,2). The first digit in brackets denotes the row, the second - the column of the 3x3 matrix. This will give you 6 sets of tools. Look at the help screen: it shows that if you act on the tool on Minari- you can catch a couple of them right here, and the third (and as many as you need) at the gnome factory - then it will turn out Megari, and with a secondary impact - Gigarex. Complete your collection.
Go back down again on the elevator - another one appeared at the bottom pixie who needs to be caught! Now you can teleport back to the Tower of the Dwarves and take the tools to the next square to the keeper. He will create several flying steps that you can use to reach the chest. First, go back across the bridge to the teleporter on the cliff, and from there jump, jump, jump ... Reward - Elementary Key of Fire which will later give you access to lava caves.
boulders in the mountains
Through the location from the cottage towards the Tower of the Dwarves you will find two boulders. The first hides the pouch, while the second gives access to a closed valley with several waterfalls. Go there. First, the shell will allow you to lure out of the water and capture water faeries that you have not met yet: Amnis and Ceramnis. In addition, there are many tadan and gupov. All creatures - from the 20th to the 40th level.
At the far end of the valley stands an elf with a collection of five ice faeries ranging from level 20 to level 50. Tinizard with you? Then get a reward for winning a difficult duel: Key to the Town Hall(opens the left door in the mayor's house in Tiralin, there are all sorts of useful things and Four-leaf clover(the chest is sealed with a puzzle) that increases the chance of receiving spells from magic merchants).
On the way to the Dwarf Tower there is more boulders, hiding treasures - at the bottom of the pit and on the edge of the cliff (for the location to the tower).
Behind the Dwarf Tower on the way to the Peaks boulder blocks the way to the underground city of the dwarves Managham. But we will talk about this below, when the time comes.

Cloud World, Arena
AT cloud world, as you remember, boulder blocked the way to arena. So, to the left past the gnome lift, across the bridge, teleporter go to the boulder. Demolishing, and now we are looking at the amphitheater in the distance. And in front of us on the bridge is the White Druid. He will tell you that the Arena used to be a place of glory for the Faerie Masters, but now it has been occupied dark elves. By the way, there's one nearby. Let's go see. The elf has an interesting army: one zegbuzz(chaos) and seven pieces turnoxes and manox(dark). For a change, they attack all together.

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

Fairy Tournament at the Big Tree
After the fight, go talk to the Druid. He will say that Quinlin's staff is proof of the betrayal of the dwarves, and that now we need to talk to the mayor of Tilarin, he knows what to do. I'm going to Tilarin. The Mayor suggests sending the most powerful Fae Master to find and stop Quinlin. And who is the strongest, will determine tournament which will soon take place on giant tree that grows in the swamp.
To come to the Giant Tree, you need to turn left from the teleporter along the walkways to the left. Having removed the thorn bush, we stumble upon an elf named Janus(Janus), who mourns the loss of his lover in a duel zegbuzza. And at the same time completely blocking the way further.
Alas, for some reason, zegbuzzi are not caught in the wild! We recall that in the herbalist's shop the owner really wanted to exchange zegbuzza on the suanu, we go to her and change the fairy of light to the spotted creature. We go back to Janus and give him zegbuzza. In exchange, he gives us an inferior level 0 stone faerie and disappears. Se la vie!
We go further, clattering along the path of numerous fly agarics and obsessive sill Level 40 We catch another pixies. Come to tree. To win, you need to climb the spiral staircase around the trunk to the top. Let's get started. First we hit Lucius with his collection of stone faeries around level 35. Then our dwarf friend Eric (he believes that the accusations against the dwarves are a misunderstanding) with his team of water and ice faeries. Finally, the way is blocked by the one who has gained zegbuzza Janus (the fey has magically grown to level 38 during this time). Beam, let's move on. Yes, Janus is offended by his loser zegbuzza and give it back to you. We talk with the goblin, we fight with him (he is also ready to defend the innocence of the gnomes), after which we finally get the reward: Fairy Card of Air. Air map with an active air faerie behind Amy's shoulder makes it possible to jump on air whirlwinds(as you'll soon see, it's not for the faint of heart!).

By air vortices
There are many of them in different locations, I will not even try to list them all. Because you need to go on

grow a team, use this moment for a secondary study of locations in order to find small tornadoes.
Training should start from the location behind the cottage where the owl was sitting. Jump, practice. Make your way to the Dwarf Tower. A pair of spheres, taken from high rocks, will be a reward for labors.
Behind the Dwarf Tower, go to the Peaks. In a valley with an abyss below, take off the cliff on the 22nd pixie. When you get to Peaks, go right. Catch the abyss on the 23rd pixie and take air evolution stone. If the collection has an extra tinefol- act on it and look at the result!
In the basement of Lucius' cottage, whirlwinds give access to treasures - a pair of crystal spheres and a chest. On location with pavilion air vortices form a ladder to nature evolution stone lying on top of one of the columns. Finally, in the World of Clouds, a chain of vortices will make it possible to overcome the abyss that blocks the path to White Cathedral.
White Cathedral
Jumping on the whirlwinds, we overcome the abyss. By the way, there are rare air fairies here, and on the hill sparkles magic cloud(builds stairs to another hill). Naturally, on the approach to the Cathedral, a dark elf is waiting for you. Beat. Come in The cathedral.
Are there locations that are not available for magic merchants? Looks like no! This trades in light magic. In the cathedral we meet the Druid. He says that he captured a dwarf who came to rob him. By the way, there are many useful little things in the corners of the cathedral. And the gnome is our old friend Lasse. He denies the theft charge and gives Amy trading post key (Key to the Dwarf Factory). Lasse asks her to go to Monagham (Monagham) to an abandoned factory - there, according to him, you can find answers to all questions.

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

forge spells for metal faeries! And finally, the last building is score, selling goods for crystals. Here sits one of magic merchants with magic for fiery and psi-faerie.
I'm going to the factory. At the factory, Amy is attacked by three metal fae guards - a couple Minari and Gigarex, and all at once. if you have ocean- it will amuse her.
Above stands the Head of the Dwarfs Quinlin (Quinlin ). He says that, at the request of the Druid, he helped him make a guard who guards the magical portal between Sensera and the Earth, and then the Druid betrayed him and locked him here, in his own factory. That is, the Druid himself is to blame for everything! At parting, Quinlin gives Amy key to the world of shadows - Key to the Shadow Realm.
In fact, this key is a universal gnome master key, which, in addition to the World of Shadows, can unlock other doors locked by gnomes. Yes, don't forget to go back to the White Cathedral, fight the Dark Elf Chief, and free Lasse! And then visit him at Jani's house, where they will thank you - in particular, Jani will give another energy darby for a collection. Lasse will ask you to say hello to the goblin Rafi. If you are not too lazy to do this, Rafi will tell you that on his journey he heard about a stone hidden behind a beautiful waterfall. This refers to the waterfalls behind the cottage. If you go around them on the left, you will find a hidden system of caves inhabited by psi-fae. Rare elsewhere beltaur is a common occurrence here. And besides, there is really hidden the second fire stone of transformation. If you didn't find the first one, this one will allow you to make tinefol fire faerie needed to visit the Lava Caverns.

Behind closed doors
First door located in the cellars under Tiralin. Behind it is a wonderful place for young maidens to walk, with crypts, skeletons in the corners and whooping faeries of darkness and chaos jumping out of the dark corners. But the main thing is that in the far part you will find a wonderful horn (fairy horn), and from now on, Amy will be able to challenge all the fairies hiding in shelters!
Second door- the third gate (here you met the gnome Eric), leading from Tiralin. Behind them lies a part of the forest with ancient ruins that is still closed to Amy. Ruins- the only place in the country where they meet faerie lightDriane and Lighane. Once you catch these, you can raise your own. suanu instead of what was lost. Here you can catch the energy faerie darby. In addition, in the ruins and around you will find two evolutionary stones of nature, crystal spheres and another fairy magic card - Fairy Card of Psi Magic. With an active Psi Fae, Amy will know where the nearest Wild Fae is.
Third door- behind the forest gatehouse. Entering, catch another giggling pixie. And the main attraction of the location is a few fairies of nature in the clearing,

who all in a crowd guard the last magical magic card - Fairy Card of Fire. You have to go here: the map is a quest item. The guardians attack the whole team, namely: two bloomella 57th level and four pelvis 38 levels. Initially pelvis protected from damage - it takes five shots each to break through this protection. This fight seemed to me one of the most difficult in the game.

Fire caves Dark Caves
A wonderful place located under the city of gnomes. To get here you need two things: magical fire card and fire faerie over her shoulder, otherwise Amy will burn from the heat. The purpose of the campaign is to capture the dream of a lost skeleton from the Shadow Realm - a fiery faerie Pix .
Having descended on the elevator and overcoming the abyss over the lava gorge through the air whirlwinds, we find ourselves in the first fiery cave. There are a lot of crystals and little fiery dragons Dragwin. If you act on them with an evolutionary stone of fire, you will get a cooler creature - flagwin. From this cave there is only one exit to the great hall.
Before you is a huge hall with tunnels going somewhere from it. In fact, only a couple of locations are attached to it, each with one entrance and one exit. Go around them. Here your task is to catch the necessary Pix (his older brothers are also caught) and take a few fire evolution stones that are scattered here and there. Once done, teleport to the cottage for free mana.

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

Fairy portraits, not
found in nature.
Part two.

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

Path to the Dark Cathedral. Guardian
Before the Dark Cathedral, you need to go through three locations. First, along the way, catch the 28th pixie. On the sides, behind the swinging steps (a hymn to stunt work), bags of good, crystals and spheres are laid out. Jump, have fun!
The road goes along bridges, the path is blocked by dark elves from time to time. The hardest fight is the last one, when the two elves combine their armies to attack you. Approximate composition: Manox level 49 , Segbuzz 44,Turnox 54,Taze 44, Amnis 32,Rasrow 51,Maulrow 39,Dracwin 30, flagwin 25. I repeated this combination in two games. It doesn't seem like much!
At the doors of the Dark Cathedral, the White Druid is waiting for you: he believes that the union of the worlds of Sencera and the Earth, which the prophecy promises, is a giant mistake, and is ready to stop the fulfillment of the prophecy and Amy herself at any cost. But, to be honest, after the previous battle, his army of only five fairies (three stone ones) does not impress!
There is a sculpture in the center of the Cathedral, and metal fairies are circling around - this is the one Guardian that needs to be destroyed. It's just that you can't approach him - he is surrounded by a magical aura. Again we go to look for the druid. We rise to the top of the cathedral through the side door. On the way we catch the last couple pixie. At the top stands the Druid - his new army - two fairies of light and three fairies of darkness - is again ready for battle. After Amy's victory, he says that he places Sancera's fate in her hands and removes the Guardian's magical protection. Now you can destroy the Guardian.
Last Stand does not seem difficult - pumped water fairies can easily cope with the task. You have to fight with five metal fairies - Minari 39 levels, Gigarex 49, Minari 39, Megary 39, Gigarex 60 - and actually the Guardian - a figure with shooting, but motionless eyes, which must be destroyed at the beginning of the battle. After that, it is easy to scrap the rest of the defenders (metal corrosion!). And finally, watch the closing video: it looks like Hyde Park is going to be fun tonight!
Congratulations! You completed the game.

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

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

For a long time the inhabitants of Sansera lived happily, enjoying peace - the goblins were happy with their swamp, the elves were happy with the forests, and the dwarves were happy in the mountains. Fairy magic fights, which were held on the famous arena in the Cloud World. Fairies Trained Fae Masters enjoyed great respect, and the championships turned into national holidays.

And then discord began: at first it was not clear where they came from dark elves and started intrigues, then wild faerie suddenly went berserk and began to simply throw themselves at passers-by. Half of the roads in the country were blocked by fallen from the sky huge boulders or grown up overnight thorn bushes. The good elves, due to their slenderness and natural indifference, could not cope with the misfortune themselves, but they dug up an ancient prophecy, which the great goblin traveler went to the human world to fulfill Rafi. He must find a hero who will defeat all misfortunes and, becoming a great Fae Master, will forever change the fate of Sansera. This is the preamble of the game.

Control

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

Management in the game can be divided into two parts: the management of Amy herself and the conduct of fights between fairies in the astral plane. Let's talk about the heroine first.

Movement to the right-left-forward-backward is controlled by the usual arrows. Pressing the right mouse button makes Amy jump. Train! - in the later stages of passage along with air whirlwinds arcade elements appear - there you have to jump in plenty! The left mouse button is responsible for various actions - talk to an NPC, open a chest, blow a trumpet horn And so on. A light click indicates the possibility of such actions - a green marker will appear above the NPC's head or chest, and for horns or nautical shells(they lure wild faeries) the corresponding icons will appear in the upper left corner of the screen.

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

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

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

Lying tiles- call a screen with runes for teleportation to various places. There are about a dozen places in the game where Amy can teleport using magic runes. To do this, just click on the desired rune with the mouse. The girl finds the runes themselves as she explores new locations.

open book- a call to the faerie book - the main reference manual in the game on the properties and characteristics of the faerie. The option will become available after meeting with the gnome Larry against the walls Tiralina. I will tell you more about the seventy-seven fairies below.

Scroll- Calling the Sencera card. Consists of six pieces that are scattered around the country. The map isn't particularly useful; the only legible image on it is a circled portrait of Amy. By the way, there is no compass in the game, so when examining locations, you will have to rely on visual memory.

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

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

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

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

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

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

Control in battle

It is the very dynamic magical duels of the fairies taking place in real time that are the core of the game. Everything happens like this. Suddenly, like a devil out of a box, a wild faerie jumps out of a stump, stone or snowdrift towards Amy. A hand-held letadla flying over the girl’s shoulder immediately joyfully rushes towards her. It started!

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

Before a real-time battle, you are given a detailed look at winged opponents. Close-up 3D model, level, spells and related special effects are shown. If there are several opponents, using the arrows, you can consider all in turn.

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

The fairy has three resources. red stitching- hit points. When they are reset, the fairy falls into an unconscious state. It is not worth bringing it to this, because in this case she does not receive experience points for the battle. green line- jump resource. To jump, press the right mouse button frequently, as if each click is a flap of wings. This resource recovers very quickly over time. Jumping, flying, strafing - your weapons in battle. Last resource - blue mana. The bottom left shows the number of charges of active spells. Bottom right - passive. As said, any letadla can have a pair of both spells, and each spell has its own mana pool. When the charges of one spell are exhausted, switch using the key Space (space) to another. Mana does not increase over time. It is partially restored when moving to the next level. Usually, after the battle, you need to give the fairies blue potions. If mana runs out in battle, faeries can fight heroically for some time, using their blood instead of mana.

Realistically, apart from the arrows that control movement, you only need two mouse buttons. The right one is responsible for jumping, the left one is for using magic. Shot strength depends on the time of holding the left button in the clamped position - the longer you hold, the more damage to the enemy. The cursor changes from pale blue to bright pink with white flashes of a spinning circle. The sound changes (drumroll - the beginning of the end!). Overexposure is not recommended - a grenade can explode right in your hands. Specificity - once the button is pressed, it is no longer possible to cancel the shot.

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

In battle, depending on the effectiveness of your attacks, coins may fall out of the enemy. The system of calculations is complicated: I received more for hits of the maximum force inflicted on the enemy in flight.

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

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

Fairy Growth

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

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

Most of the fairies mutate twice in their life path, some - once, some do not change at all. And psi-fae manage to molt three times! Some change by exposing them to magic items.

Fairy leveling

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

In Dunmore, in the third house to the right of the teleporter, there lives a goblin who, for 60 coins, provides a couple for training corgot and vorgoth 19th level. They do not respond to your blows, and one victory brings 125-150 points each. What's more, during the fight you can pick up coins that drop from your blows from the faerie, so the net cost of one training session is only 30 gold. You will visit here until the end of the game.

There are several locations that are suitable for training purposes (especially when Amy gets a shell and a horn to challenge the wild fairies to fight). After each battle, the state of the region is updated, and the already defeated faeries (except the last one) are again in their places. Therefore, here you can endlessly wander in three pines, gaining experience and collecting trophies with money. I really like it for training Dark Caves(one location away from the Tower of the Dwarves), since for the victory over the psi they give a lot of points. In addition, I recommend Tyralin Dungeon(nature effectively beats chaos, and water darkness), waterfalls behind the cottage (and the caves behind them). It doesn't make much sense to run through a forest or a swamp - low-level nature fairies give too little exp.

Fairy Catching

Magic spheres are used to catch fairies - silver ones allow you to catch fairies up to level 20, gold ones up to level 40, and crystal ones up to level 60. Each fairy needs one orb. A certain number of spheres are scattered around the country, but usually Amy will buy them in Tiralin from an elf standing in a herbalist's shop. Silver costs 60 coins, gold - 150, crystal - as much as 300. Surplus silver spheres can be exchanged for others at the innkeeper in the same Tiralin.

Amy's dream is to collect a collection of seventy-seven different fairies. As you might guess, the winged scoundrels do not want to be caught with a net, and in order to plant another letadla in a backpack, you need to: a) find it, b) win the battle, c) capture it in the appropriate sphere. In reality, the thing happens like this: when, after a battle in the astral plane, the wild fairy, almost gone wild by Amy’s pet, has only a few hit points left, an inscription like “Catch the creature?” appears on the screen. After that, you need to run as fast as you can after the fleeing wild faerie until you run into him. Then, after exiting the astral, you will be asked again whether we take the trophy to the collection or how, and when choosing “Yes”, Amy uses the sphere. The most annoying thing is that the captive fairy, probably out of frustration, reduces his level by more than three times and forgets all spells, except for the simplest attacker. So, Turnox Level 51, after being captured, rolled down to level 16 - alas!

Bubbles and potions

Healing potions- pink bottles - come in three types: small, medium and large. The big ones heal as much as 100 HP of damage, and the best place to buy them is in the goblin city of Dunmore, where they cost only 15 coins.

blue bubbles mana costing 20 coins restores the fairy's magical reserve completely. They need a lot. Alternative way to recharge - at the beginning of the game to help scarecrow at the cottage, which will then restore mana for free to all the fairies of the squad.

golden carrot- sold in Tiralina for 250 coins. Consuming one piece raises the fairy experience to the next level minus one point. Allows you to raise fairies after level 40-50, when there will be several hundred points between levels.

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

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

Fairy Collection

Gnomes are a distrustful people. We'll have to fight everyone to prove that Amy is trustworthy.

Having received upon meeting with the gnome Larry at the gates of Tiralin fairy book, Amy learns that there are 77 different kinds of fairies. As new fairies appear, empty slots in the book will be filled with portraits of new pets. To complete the game, it is not necessary to collect a complete collection of fairies, but this is such an exciting activity that playing Zanzarah and not trying to collect all the fairies is simply impossible. There are several sources of replenishment of the collection.

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

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

Obtaining new types of fairies through the impact of artifacts, that is, stones of three different types - Evolutionary Magic of Air, Fire, Nature - or Gnome tools. Nature stones (you will find several of them per game) affect nature fairies Tinefol and pfoe transforming them into other species. The same tinefol susceptible to the action of other stones - air and fire, giving two more types of fairies. This is how you get the fire fairy you need to complete. tinezard. The fire stone allows you to turn the dragon Dracwin in a more formidable flagwin.

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

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

Exchange with residents, or receiving fairies as a reward

At the beginning of the game, the elf in the Faerie Garden will offer you to change the small water Tadana for an empty silver sphere - this is your first (and very profitable) exchange. Further more.

In the tavern in Tiralin you can get a unique faerie of nature - a purple mushroom Fygaery(For two games with rummaging through all the nooks and crannies of Sancera in the wild, I have never met such a person). In Monagham, you will be offered to change the senior form of one of the air fairies - Fathrael- for energy violektra. Refuse! Violectr Dozens sit in the World of Shadows, but Fathrael you will have to grow it yourself with the help of long-term pumping from Gorael. Suane that you will get rid of harassment zegbuzza in the Arena in the World of Clouds, she will join your squad. Alas, according to the plot, it will have to be exchanged for zegbuzza in the herbalist's shop in Tiralin. The elder form of one of the fairies of darkness Dredanox Amy will receive a reward from Lucius for capturing all 30 pixies. Larry's friend will give for saving her beloved energy Darbue(the wild ones I came across in a single place - in the ruins in the Enchanted Forest). Another darby if desired, you can buy from a gnome near the cottage for 400 coins.

The Twelve Elements and the Fairy List

The game has fairies of twelve elements, each with its own advantages and disadvantages. The selection of five fighters for a squad can vary widely depending on personal preference. You choose!

nature fairies- Nature. The most numerous group of fairies. Playful, quite stable, needed to deal with chaos and a bunch of other troubles. Perhaps the best of them - viteria. I recommend.

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

water fairies- Water. Very different in fighting qualities. I definitely recommend taking a turtle into the squad at the beginning of the game tadan, it is not bad in battle, it is growing rapidly, and most importantly, after the second mutation it will turn into a powerful ocean. There were a couple in my final group ocean, which constituted the main striking force of the detachment.

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

Energy Fae- energy. Interesting and quite strong. They are resistant to most elements and can harmoniously complement the squad. In addition, they are easy to upgrade by hunting for psi in the Dark Caverns.

psi fae- Psy. The inhabitants of the Dark Caves in different parts of the Sencera. Strong, they are endowed with original magic. Pumped psi will help you easily conquer the snowy peaks and catch their inhabitants.

stone fairies- Stone. They live in rocks and mountains. Strong but slow. Needed in the story to remove boulders from the road. At the same time, tougher fighters are required for the final battles.

ice fairies- Ice. Will be available in the middle of the game. Steady, fast, with interesting magic. grizzlock- the best fighter among them. With one mighty paw, he will cope with harmful energy violectras waiting for you from the World of Shadows.

fire fairies- Fire. First ( teenezard) you get by acting on tinefol stone of nature. Others can be found at the end of the game in lava caves. They are better in performance, but by that time my teenezard outgrew level 50. He was with me to the end.

dark fairies- Dark. Their aggression and power are striking. But alas, the fear of light and water reduces their benefits. Whether or not to include such a fighter in the squad is a matter of taste.

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

metal fairies- metal. Man-made creations of gnome masters. There are three types, but, unfortunately, they make better targets than fighters. Hunting them in an abandoned dwarven factory has been an inexhaustible source of money and exp for me.

List of faeries

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

SILLIA - Nature - (1,3,3,2). Transforms into VITERIA at level 22. Most likely it is syllia with her green tropical butterfly wings, she will be your first fairy.

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

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

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

GREMOR - Stone - (2,5,3,1). Transforms into GREMROCK at level 35. Found in the mountains on the way to the Dwarf Tower.

GREMROCK - Stone - (4,4,4,2). It is not found in the wild, you have to pump it yourself.

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

AQUANA - Water - (3,4,1,4). Transforms into OCEANA at level 32. Doesn't occur in nature.

OCEANA - Water - (4,3,4,3). It doesn't work in nature either. This valuable member of the team needs to be educated by yourself.

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

CORGOT - Nature - (4,2,4,5). Transforms into SYMGOT at level 21.

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

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

LURIA - Air - (3,4,4,2). Transforms into LATICIA at level 31. Luria- an ordinary inhabitant of the clouds.

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

RASROW - Chaos - (1,1,4,5). Upgrades to MAULROW at level 35. Common dungeon dweller.

MAULROW - Chaos - (3,4,5,3). Mutates at level 40 in PSYROW. In nature, these plasticine crows are not found.

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

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

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

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

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

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

CERA - Water - (1,3,4,2). Transforms into AMNIS at level 21. A frequently occurring species.

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

CERAMNIS - Water - (4,4,4,2). Comparable in characteristics to ocean but less attractive. It can be caught in the waterfall behind the cottage.

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

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

MENSEK - Psi - (3,4,2,4). Spotty-January of an exotic look, does not occur in nature.

VIOLECTRA - Energy - (3,2,4,4). Transforms into BIOLECTRA at level 32. This exotic blue-blooded lady can cause a lot of trouble when meeting. Or become a useful team member.

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

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

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

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

FEEZ - Ice - (1,4,2,4). Transforms into GREEZ at level 25. The polar bear, more like a koala, is a mountaintop dweller.

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

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

SCELBO - Chaos - (1,2,4,3). Transforms into SKELJAW at level 22.

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

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

SIRAEL - Air - (1,3,2,4). Transforms into GORAEL at level 27. An ordinary inhabitant of the Cloud World.

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

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

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

BUE - Energy - (3,3,3,4). Transforms into LIGHBUE at level 45. Not found in nature.

LIGHTBUE - Energy - (4,2,4,4). Strong and unusual faerie. This can only be grown on your own.

BELTAUR - Psi - (1,5,1,4). Strange spotted creature that mutates at level 23 in MENTAUR.

MENTAUR - Psi - (4,1,4,3). Transforms into CLUM at level 28. Violet, pot-bellied, cheerful. Possesses original magic. It gives a lot of exp.

CLUM - Psi - (5,5,4,1). Mutates at level 35 in CLUMAUR. Doesn't occur in nature.

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

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

TAZE - Nature - (3,4,3,4). An interesting creature. It does not occur in the wild.

GLACESS - Ice - (3,4,2,4). Beauty snow queen - decoration of the mountains. But in battle, she does not know pity.

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

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

DRACWIN - Fire - (2,4,2,5). The fire dragon turns into a cooler hypostasis - FLAGWIN - when exposed to a fire stone.

FLAGWIN - Fire - (4,4,5,2). Real dragon. Too bad you can only get it at the end of the game.

TINEFOL - Nature - (2,2,3,2). The strangest faerie in the collection. He can turn into three other fairies: TINEROG - if you act with a stone of nature, TINEZARD - a stone of fire and TINEVES - a stone of air. But in itself it is an adornment of the assembly.

TINEROG - Nature - (3,3,3,3). A frog rider with medium stats. You won't find these in the forest, you can only make your own.

TINEZARD (3,3,2,4) . This is your first fire faerie. You can't get through the game without it. Unfortunately, they don't exist in the wild.

TINEVES - Air - (3,5,5,2). In addition to an interesting look, this eagle rider has good characteristics. It does not occur in the wild.

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

JUMJUM - Stone - (1,4,2,4). Transforms into JUMROCK at level 38. More rare than thunder or stobat.

JUMROCK - Stone - (3,1,4,5). His red crown is impressive, though he's not particularly cool in combat. It does not occur in the wild.

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

MINARI - Metal - (1,5,4,2). Man-made miracle of the gnomes. Using their tools, you can improve it by turning it into MEGARI.

MEGARI - Metal - (3,4,4,3). Reusing the gnome toolkit turns it into a powerful GIGAREX. There are no such things in nature.

GIGAREX - Metal - (4,5,5,2). An iron spider with six wings and a scorpion sting is intimidating, but the water fairy can handle it without any problems. Does not occur in the wild.

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

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

TURNOX - Dark - (3,5,4,3). Transforms into DREDANOX at level 40. Lives in the Shadow World.

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

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

DRIANE - Light - (3,4,4,2). Transforms into SUANE at level 38. She lives in the same place as her younger sister.

SUANE - Light - (4,4,1,4). The most beautiful fairy in the game. In addition, she is a very talented fighter. Unfortunately, they do not exist in nature.

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

LIANA - Nature - (3,2,4,4). Beautiful, exotic, but inferior viteria. They don't exist in nature.

SECOND PAGE

Magic

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

Let me tell you the main points. First, before the fight, look through the arsenal of wild fairies - having felt the result on your own skin, you will better understand which spells are effective. Secondly, in combat, a strong shot or a weak one requires one amount of mana - so it's usually worth shooting at the maximum. An exception is the case when you need to break through defensive spells. There are a finite number of them, and the faster you make the required five shots (weak, strong - it doesn’t matter), the faster you solve the problem.

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

Many spells in the event of a critical hit have different special effects: they poison, set fire, freeze. After the fight, look through the list of fighters in order to find them in various unhealthy conditions: poisoning, burning, etc. If there is one of these icons next to the name of the fairies, immediately give the victim a vial of medicine (Medicine), which will return the fairy to normal.

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

Magic merchants is the only source of spells in Sancer. The exception is magic for metal faeries, where Amy's pet spells can be done by a dwarven blacksmith in the underground city after you get dwarf tools.

Communication with magic sellers is like a lottery - you pay money (about 10 coins at a time) for an unknown result. The merchant makes several attempts to generate spells of the types of magic available to him. Some slots (and sometimes all) remain empty. You can view the resulting spells and take one of them. In any case, the money back will not be returned to you! Yes, after you defeat an elf with a collection of ice fairies at the waterfalls, he will give you the key to the room where you will find Four-leaf clover. This lucky talisman increases the chance of getting spells when merchants generate them. The location of sellers of various magics and their range are listed below in the walkthrough.

Game save and discless game protection

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

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

When starting the game, the machine requires a disc in the drive. After starting, the disc can be removed. It turned out (I checked on two different machines) that doing this is fraught! AT Zanzarah the most original protection against a game without a disc that I came across: everything works, there are no error messages, just the damage from hits in battle starts to be calculated with a huge systematic error. It is impossible or almost impossible for you to win. But wild faeries hit with terrible force: I saw a message about the damage from a normal blow of a level 25 fairy, equal to 1350 hit points! In short, I don't recommend...

Saved game

Attached to the guide is my saved game as an illustration. You need to install it in the directory ..Zanzarah/Save/.. where all saved games are stored.

Behind 50 hours of play. Amy is at the doors of the Dark Cathedral. All opponents are defeated, there is one final battle ahead of Guardian. But don't rush to watch the final video. Better by clicking F2, choose a rune and go on a tour of the country. With upgraded fairies at your back, encounters with wild letadles will seem like a light warm-up to you. By the way, do not forget to look into the faerie book - there you will meet with a complete collection of fairies !

So start the game

London. The noise and beeps of cars, the world of color of yellowed photographs. Girl Amy lies on the bed by the window, buried in a book of fairy tales. From below, a mother's voice is heard: “Amy! I left." “Uh-huh,” Amy replies without looking up from her book. And here...

It suddenly became dark

The curtains fluttered

Through a half-open window

The wind burst in a sharp exhalation ...

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

Skill Rune - Fairy Gardens

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

Fairy Garden - Fairy Garden - arrival

After passing through the ancient portal, look around and exit the cave. Talk with goblin Rafi who walks nearby. He will bring you up to date on what's going on. The place you are in is called Sancera (Zanzarah). This is a separate dimension inhabited by fabulous creatures: in the forests live elves, live in the mountains gnomes, settled in the swamps goblins. In addition, they live here faerie, but these small powerful creatures are a special topic.

Once upon a time, the human world and Sancera were one single whole, but when the Inquisition began with the total destruction of magic, someone White Druid cast a powerful spell that separated Senseru and its inhabitants from the rest of the world. All this community coexisted peacefully for centuries, until problems suddenly began: from somewhere appeared dark elves (Shadow Elves) and began to terrorize the inhabitants, the fairies simply went berserk and began to pounce on passers-by, communication between different parts of the country was interrupted due to the fact that the roads were overgrown with thorn bushes or were littered with giant boulders. Perhaps the White Druid knows what to do, but he lives in Cloud World (The Realm of The Clouds), but it is now impossible to get there.

Amy's arrival is the fulfillment of a prophecy that a man will save Sancera, changing her fate. First, she needs to get acquainted with this world, for which Rafi offers to visit her neighboring location, where the elves' settlement is located. This will begin her training as Fae Masters. Finally he gives her a bag for caught fairies (fairy bag).

Endeva - village of elves

Talk to the forest owl on the bridge at the entrance to Endeva. All the owls Sancera agree to help Amy on her journey, she will meet them at each new location, and they will bring her up to date. Cross over to the other side. Talk to the elf at the house, take it behind the buildings silver sphere, who hid there pixies.

Go to the tavern. Talk with Fairy Master Rufus. He will say that he is ready to help Amy (answer “ Yes” when asked about help in the fight against pixie contagion) and give her key from your home Rufus" House Key). There she can choose and take one of the three fairies. In the tavern, pay attention to two visitors at the table. They can be molested an unlimited number of times, and approximately every fifth time Amy will receive a small amount of coins (to get behind). Having become rich, go to Rufus's house, which is located opposite.

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

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

Pay attention to the house, where bunches of garlic hang under the eaves. This is a store where you can then buy the drugs needed by the fairies. Alas, now the shop does not work: harmful pixie drove the seller to the counter, where he sits in anticipation of a savior.

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

Fairy Garden - Fairy Garden

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

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

After a couple of squares behind the waterfall you will see an elf: he agrees to change the water fairy tadan to the silver sphere. Agree. If there is no sphere, then behind the tree nearby there is just one. Just keep in mind, it is guarded by a letadla of approximately level 10. Having won, take to the squad tadan: Her talents in fighting fire and darkness will be indispensable until the end of the game.

Comb the locations further until you get to the gate cottage, where you will meet Lucius again. After the conversation, he will give you bag forpixie trapping and promise to give a reward for every five pieces caught. At the next location, before entering the house, talk to Scarecrow in the field nearby: they annoy him three faeries of chaos. The scarecrow cannot drive them away and suffers, as this undermines his reputation as a scarecrow. Help him! Just keep in mind - this is your first fight with several opponents at once: three Rasrow will attack you at the same time. However, a level 8 fairy of nature will do the job without getting out of breath. The reward for courage will be useful to you until the end of the game: at any moment you can jump to the “Cottage” location, and the grateful scarecrow will restore mana to your letadlam.

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

Behind the cottage, a couple more locations are available to you. On the first you will find the third rune - Cottage Rune. Explore them, catch pixie(on the way back and forth you must catch 5 of them and another one in the store in Endeve), admire thorns and boulders, not letting you go further (at the last location there are 2 (!) boulders and one bush), and then start your way back to the elf village. At the last location, a good faerie made of stone (an obvious anomaly!) will point you to magical places- clouds of fireflies - which occasionally come across in locations. Go there, and it will rain coins or steps will appear to a previously inaccessible place. The whirlwind pointed to by the eagle owl is currently useless - you can use them only after receiving air map and air faerie. Speaking of faeries, by the time you arrive, Amy's bag should have at least five captured faeries.

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

Enchanted Forest - Enchanted Forest

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

The squares are large, planted with a gloomy forest, the terrain is uneven, there is no compass - that's strange - no; so train your visual memory! On the way to the gatehouse on the first square, you will meet an elf who will offer you a duel with three fairies of nature somewhere around the tenth level. There is no prize, but the very fact of victory is pleasant. At the same location you will catch the 7th pixie. You will not reach the gatehouse yet - thorns grow here too. But you can pump well and have a nice walk.

The path to Tiralin is easier - it's one square (don't forget to catch the 8th pixie!), from the middle of which the road leading to the city begins. On the approach to the city, meet a gnome Lasse. His father, head of the dwarves Quinlin), is gone, and Lasse goes looking for it. He gives you the faerie book, which has 77 slots for different kinds of letadl, and each lists its characteristics and the level at which the next mutation will occur. Thanks, Lasse!

Capital Tiralin

The city consists of two parts. Let's go over the first one first. Points of interest: the mayor's house, a shop with mana vials and a golden carrot, several NPCs. The mayor's house is right behind the fountain. Come in, talk to the owner: “The goblins in the swamp have problems with the Dark Elves, and the head of the dwarves is missing”, - go to the door on the right, leading to the stairs. Upstairs is a chest containing an Enchanted Forest card ( map of Enchanted Forest). There you will also find a bunch of knots, bubbles and another interesting book of a couple of pages.

Buy three from the gnome in front of the mayor's house gnome crystal. Go to the arch nearby. From there the restless seamus with a collection of stone fairies (the most serious I had Garbat level 10). Run, come on. At the gate in the distance stands the next one who wants to compete - a dwarf Eirik with a collection of three water faeries (around level 10). Don't break into the gate - it will be locked until you find Quinlin and take the keys from him.

Come in magical shop opposite the gate. Naturally, first you have to catch in the basement of the 9th pixie. Be sure to take the key to the city dungeons in the chest above the stairs ( Catacomb Key). Then trade will open. Assortment: golden carrot (relevant after level 50), garlic infusion (allows you to avoid fights), mana vials and a tricky thing to change standard faerie names. You should have about 1000 coins in your money, but save them by purchasing only a few bottles to restore magic. Walk back to the fountain.

On the other side there is another arch - a passage to the far part of the city. Go. On the left you will see a circle where the Tiralin rune will transfer you (when you have it). Far below - the entrance to dungeons. As we move forward. On the left is a door to inn. Range of services: exchange of silver spheres for other magical goods, gambling with a mathematical bias (bet 15 coins), elven music. A comrade is sitting upstairs, eager to change a rare natural faerie - a purple fly agaric (these really are not caught, the surroundings are filled with red and green mushrooms) - for a stone jumrock. The problem is that jumrock also a rarity - you will have to grow it yourself from Jumjum"a.

Further down the street is herbal shop. Before you go there, go through the door opposite - in shop to the dwarf-changer- and buy two more Gnome crystals. At the herbalist, the mistress will sell you for five crystals rune of the Misty Swamp (Rune of Dunmore). You can also buy healing potions for fairies from her. The elf nearby sells magical spheres - stock up on a dozen silver and a few gold ones. Go (if you have money left) to the magical merchant upstairs. Then go to dungeon.

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

The Far End of the Enchanted Forest

It consists of one square, from here begins a walking path to the Misty Swamp (so far closed by a bush) and a passage-bridge of air whirlwinds over the abyss - to the Dark Caves inhabited by psi-faeries. Go here, catch a flyadl for your collection, save money. Tip: behind the arched gate on the right you will see a tree. Near him, you can almost always find a level 35-40 faerie of one of two types: Tinefol or pfoe. The first one is a must for you. Catch, and then, when you can enroll him in the squad (on your first return to London), act on him found in the dungeon Evolutionary Magic of Fire. You will get a fire faerie: you need it to fight nature, chaos, ice, and you must have it in order to get into lava caves under the city of gnomes.

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

Having caught a variety of fairies and upgraded the team, you can go to London, regroup the squad, drop by the cottage to replenish your mana and hand over the pixies (Lucius will give 30 coins for the first five), and you can teleport to the swamps.

Goblin Village in the Dark Swamp

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

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

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

In the third house (attention!) lives faerie trainer. For 60 coins, he will give you the opportunity to defeat two of his level 19 fairies an unlimited number of times - corgota and gorgot. During the battle, coins fall from them, so one training session really costs about 25 coins. And a lot of points are given: from 125 to 150 - it is very easy to get the necessary fairies to the 20th level.

fourth house - score. You will also find there magic merchant(water and psi-spells). After the expulsion of the elves, a large heal here costs only 15 coins.

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

Talk to the goblin on the bridge in front of the mayor's house. The elves killed him. When Amy wins, he will again go to the swamps to collect medicinal herbs. A bundle of reanimating herbs costs him only 8 coins! True, first he will offer to fight with a pair of his fairies.

Get down to the swamp. First, turn right and beat two ordinary dark elves. Then return to the bridges and go left - defeat their general (his army is something like Rasrow 17 levels, Maulrow 10, Violectra 3, Ferix four). By the way, before defeating his three subordinates, he simply will not fight with you. Trophy is the same seashell. Now look carefully: in some places (on the shore, on the rifts, near waterfalls), the “shell” icon appears at the top left of the screen. So, here you can stand up and blow. And someone will sail to fight!

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

Dark swamps

Finding something here is not easy. Focus on wandering lights They will show you which way to go. The main task is to find circle of stones and in it magic card. Secondary - catch those who fled through the swamp pixie. The third is to collect coins and knots, which generously decorate the landscape. And finally, to replenish the collection with a variety of fairies as much as possible.

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

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

Now many new paths have opened up for Amy. Fly to the Fairy Garden, talk to the goblin Rafi. He will advise you to look for other faerie cards, starting with earth maps. According to rumors, it can be found in the Cloud World, and you can get there using the mechanisms of the gnomes that live high in the mountains in Dwarf Tower. But first it is worth finishing what has not been done yet. You can complete the next few sections in any order. For orientation, I’ll say that by this moment there were about 25 fairies in my collection, the average level of five fighters was 25, 16 pixies were caught.

Cottage basement

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

Forest lodge

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

Path to the Dwarf Tower

Teleport to the cottage and move towards the mountains. At the first location, you can remove the thorny bush in the cave and talk to gnome. It's a strange story - he's experimented to the point where he's constantly being hit on the head by lightning, so he's holed up in a cave... He has an energy faerie that you can buy for 400 coins. Expensive but darby decorate the collection. Here sits another magic merchant, which just sells energy spells.

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

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

Dark Caves - Dark Caves

This is a small system of intricate corridors. On the left hand from the entrance, go out to the cave with treasures, on the right - to the cliff behind the abyss in Enchanted Forest. In addition, Gnome crystals grow in abundance here and faeries are found Mentaur and Mengr from 25 to 40 levels. After hunting, return to the mountain cliff. Now go to the dark elf at the waterfall. Approximate opponents you might encounter: goop level 27, Turnox 27, Tinezard 32, Psyrow 30, Fygaery 28. Beat him and move forward - the next location is waiting for you Dwarf Tower.

Dwarf Tower

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

Exit the tower. Examine the rock ledge: from this location there is a path for as many as four squares: 1) the ledge leading to the Dark Caverns, from where you came; 2) passage deep into mountain peaks and the city of the dwarves Managkham (almost reaching the tower); 3) an annular corridor near the tower with mechanism of the gnomes, which will take Amy to Cloud World; 4) a passage at the very end of the rocky cornice to the sanctuary of the dwarves, where their artifacts are kept. The way there is blocked by a guard. Let's take a look at it first.

After leaving the tower, move along the ledge further to the right. At the end of the ledge near the cave stands a dwarf. He will agree to let you into the place he guards if you defeat him in a duel. Condition: your team must have at least one psi -faerie. If you were in dark caves, psi you have. Fly to London, include psi in the team and return along the rune Rune of the Dwarf Tower. After defeating the gnome, move on.

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

THIRD PAGE

The path to the mountain peaks

To start the machine of the gnomes, we lack the third Elemental Key. You can look for it only in one place - in the passage leading to the mountain peaks. Come in there. At the next location, the first person you meet will be dark elf leader(Leader of the Shadow Elves) with an army of three fire faeries. Since your water tadana has long since become ocean level 40, he will be very disappointed... Offended, the elf will disappear, and three paths leading to the system of rocky corridors will become available to you.

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

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

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

mountain peaks

Perhaps the yeti would have liked this world of cliffs and snowdrifts - Amy would have to be careful. Its inhabitants are ice fairies of four kinds: three bears Feez, Greez and Greezlok and Snow Queen beauty Glasses. If you forgot to grab a fiery tinezard, it might be tough...

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

First, after leaving the Lasse grotto, catch the one running along the snow-covered passages pixie(frisky creature!). Secondly, go back across the bridge along the path to its other end. Behind the abyss and the bridge of air whirlwinds, another pixie and a blue stone are visible. Evolutionary Stone of Air. Remember this. Under the tree next to this abyss, you can catch the coolest ice faeries - glasses and grizzlock. Having caught, with a clear conscience and a collection of 40 fairies that way, go to the gnome car.

Cloud World

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

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

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

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

White Druid - White Druid - stands in the gazebo behind the crossroads. He is surprised to see Amy and says that she must prove that she is the prophesied Fae Master from the prophecy, in order to defeat the pair dark elves, which immediately materialize from the air nearby. Each of the adversaries has four fairies, hit and return to the druid. He will give you a magical reward Fairy Card of Earth. If you make a stone flyadle active faerie, then when you come to a dark cone-shaped boulder, whom you have already met quite a few, the faerie will blow up the stone and clear the way!

boulders

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

The Path to the Dwarf's Tools

I will list other stones that lie in different locations.

third boulder lies near a cave with a teleporter from the Fairy Garden (the very first location), blocking the path to a small valley with another ski lift gnomes in the World of Clouds. Remove the stone and go there. Above, on a small island, metal fairies live and stand three chests With gnome tools(remember you were asked to bring them?). At the chests, you will be attacked by four metal fairies at once ( Minari and Megari from 19 to 24 levels). Drink water - it helps a lot!

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

Chests are locked with puzzles. I give a sequence of clicks (a guess in nine moves). First at the corners (1,1), (3,3), (1,3), (3,1). Then along the midpoints of the sides (2,1), (2,3), (1,2), (3,3). And the last click in the center (2,2). The first digit in brackets denotes the row, the second - the column of the 3x3 matrix. This will give you 6 sets of tools. Look at the help screen: it shows that if you act on the tool on Minari- you can catch a couple of them right here, and the third (and as many as you need) at the gnome factory - then it will turn out Megari, and with a secondary impact - Gigarex. Complete your collection.

Go back down again on the elevator - another one appeared at the bottom pixie who needs to be caught! Now you can teleport back to the Tower of the Dwarves and take the tools to the next square to the keeper. He will create several flying steps that you can use to reach the chest. First, go back across the bridge to the teleporter on the cliff, and from there jump, jump, jump ... Reward - Elementary Key of Fire which will later give you access to lava caves.

boulders in the mountains

Through the location from the cottage towards the Tower of the Dwarves you will find two boulders. The first hides the pouch, while the second gives access to a closed valley with several waterfalls. Go there. First, the shell will allow you to lure out of the water and capture water faeries that you have not met yet: Amnis and Ceramnis. In addition, there are many tadan and gupov. All creatures - from the 20th to the 40th level.

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

On the way to the Dwarf Tower there is more boulders, hiding treasures - at the bottom of the pit and on the edge of the cliff (for the location to the tower).

Behind the Dwarf Tower on the way to the Peaks boulder blocks the way to the underground city of the dwarves Managham. But we will talk about this below, when the time comes.

Cloud World, Arena

AT cloud world, as you remember, boulder blocked the way to arena. So, to the left past the gnome lift, across the bridge, teleporter go to the boulder. Demolishing, and now we are looking at the amphitheater in the distance. And in front of us on the bridge is the White Druid. He will tell you that the Arena used to be a place of glory for the Faerie Masters, but now it has been occupied dark elves. By the way, there's one nearby. Let's go see. The elf has an interesting army: one zegbuzz(chaos) and seven pieces turnoxes and manox(dark). For a change, they attack all together. Not a bad tactic - expose ocean(water), which will quickly knock out all the fairies of darkness from the field, and then vitheria(or whoever you have by nature), which will finish off egbuzza. As a reward, Amy will receive a curious trophy - Staff of the Head of the Dwarves Quinlin.

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

Fairy Tournament at the Big Tree

After the fight, go talk to the Druid. He will say that Quinlin's staff is proof of the betrayal of the dwarves, and that now we need to talk to the mayor of Tilarin, he knows what to do. I'm going to Tilarin. The Mayor suggests sending the most powerful Fae Master to find and stop Quinlin. And who is the strongest, will determine tournament which will soon take place on giant tree that grows in the swamp.

To come to the Giant Tree, you need to turn left from the teleporter along the walkways to the left. Having removed the thorn bush, we stumble upon an elf named Janus(Janus), who mourns the loss of his lover in a duel zegbuzza. And at the same time completely blocking the way further.

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

We go further, clattering along the path of numerous fly agarics and obsessive sill Level 40 We catch another pixies. Come to tree. To win, you need to climb the spiral staircase around the trunk to the top. Let's get started. First we hit Lucius with his collection of stone faeries around level 35. Then our dwarf friend Eric (he believes that the accusations against the dwarves are a misunderstanding) with his team of water and ice faeries. Finally, the way is blocked by the one who has gained zegbuzza Janus (the fey has magically grown to level 38 during this time). Beam, let's move on. Yes, Janus is offended by his loser zegbuzza and give it back to you. We talk with the goblin, we fight with him (he is also ready to defend the innocence of the gnomes), after which we finally get the reward: Fairy Card of Air. Air map with an active air faerie behind Amy's shoulder makes it possible to jump on air whirlwinds(as you'll soon see, it's not for the faint of heart!).

By air vortices

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

Training should start from the location behind the cottage where the owl was sitting. Jump, practice. Make your way to the Dwarf Tower. A pair of spheres, taken from high rocks, will be a reward for labors.

Behind the Dwarf Tower, go to the Peaks. In a valley with an abyss below, take off the cliff on the 22nd pixie. When you get to Peaks, go right. Catch the abyss on the 23rd pixie and take air evolution stone. If the collection has an extra tinefol- act on it and look at the result!

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

White Cathedral

Jumping on the whirlwinds, we overcome the abyss. By the way, there are rare air fairies here, and on the hill sparkles magic cloud(builds stairs to another hill). Naturally, on the approach to the Cathedral, a dark elf is waiting for you. Beat. Come in The cathedral.

Are there locations that are not available for magic merchants? Looks like no! This trades in light magic. In the cathedral we meet the Druid. He says that he captured a dwarf who came to rob him. By the way, there are many useful little things in the corners of the cathedral. And the gnome is our old friend Lasse. He denies the theft charge and gives Amy trading post key (Key to the Dwarf Factory). Lasse asks her to go to Monagham (Monagham) to an abandoned factory - there, according to him, you can find answers to all questions.

Monagham, abandoned factory

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

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

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

I'm going to the factory. At the factory, Amy is attacked by three metal fae guards - a couple Minari and Gigarex, and all at once. if you have ocean- it will amuse her.

Above stands the Head of the Dwarfs Quinlin (Quinlin ). He says that, at the request of the Druid, he helped him make a guard who guards the magical portal between Sensera and the Earth, and then the Druid betrayed him and locked him here, in his own factory. That is, the Druid himself is to blame for everything! At parting, Quinlin gives Amy key to the world of shadows - Key to the Shadow Realm.

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

Behind closed doors

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

Second door- the third gate (here you met the gnome Eric), leading from Tiralin. Behind them lies a part of the forest with ancient ruins that is still closed to Amy. Ruins- the only place in the country where they meet faerie lightDriane and Lighane. Once you catch these, you can raise your own. suanu instead of what was lost. Here you can catch the energy faerie darby. In addition, in the ruins and around you will find two evolutionary stones of nature, crystal spheres and another fairy magic card - Fairy Card of Psi Magic. With an active Psi Fae, Amy will know where the nearest Wild Fae is.

Third door- behind the forest gatehouse. Entering, catch another giggling pixie. And the main attraction of the location is a few fairies of nature in the clearing, who guard the last magic magic card in a crowd - Fairy Card of Fire. You have to go here: the map is a quest item. The guardians attack the whole team, namely: two bloomella 57th level and four pelvis 38 levels. Initially pelvis protected from damage - it takes five shots each to break through this protection. This fight seemed to me one of the most difficult in the game.

Fire caves Dark Caves

A wonderful place located under the city of gnomes. To get here you need two things: magical fire card and fire faerie over her shoulder, otherwise Amy will burn from the heat. The purpose of the campaign is to capture the dream of a lost skeleton from the Shadow Realm - a fiery faerie Pix .

Having descended on the elevator and overcoming the abyss over the lava gorge through the air whirlwinds, we find ourselves in the first fiery cave. There are a lot of crystals and little fiery dragons Dragwin. If you act on them with an evolutionary stone of fire, you will get a cooler creature - flagwin. From this cave there is only one exit to the great hall.

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

Shadow Realm - Shadow Realm

Shadow World lies behind a large tree in a swamp. How will explain owl guide, his existence balances the light of the rest of the Sencera. Come inside.

Dark. Someone is crawling ahead. Sticks out on the steps dark Elf. Evil. We beat. Move on. The cloud on the right (behind the whirlwinds) creates steps to the column, next to which sits another pixie. At the end of the location, Amy is waiting for another elf with five faeries around level 50.

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

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

Portraits of fairies not found in nature. Part two.

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

The main thing on this square is not an empty throne, but couple of skeletons on the island, to which you will have to jump from the stairs nearby (you need to jump somewhere from the middle of the third step, if you count from above). The kneeling skeleton has the right Amy Blue Bone Key. He will tell you that he went to the Kingdom of Shadows for a beautiful fire faerie called Pix . If you show him pixa he will give you the key. If you've been to the fire caves, pix you have. After receiving the key, return to the central hall and open the last gate. Now Amy's way is to Dark Cathedral.

Path to the Dark Cathedral. Guardian

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

The road goes along bridges, the path is blocked by dark elves from time to time. The hardest fight is the last one, when the two elves combine their armies to attack you. Approximate composition: Manox level 49 , Segbuzz 44,Turnox 54,Taze 44, Amnis 32,Rasrow 51,Maulrow 39,Dracwin 30, flagwin 25. I repeated this combination in two games. It doesn't seem like much!

At the doors of the Dark Cathedral, the White Druid is waiting for you: he believes that the union of the worlds of Sencera and the Earth, which the prophecy promises, is a giant mistake, and is ready to stop the fulfillment of the prophecy and Amy herself at any cost. But, to be honest, after the previous battle, his army of only five fairies (three stone ones) does not impress!

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

The last fight does not seem difficult - pumped water fairies can easily cope with the task. You have to fight with five metal fairies - Minari 39 levels, Gigarex 49, Minari 39, Megary 39, Gigarex 60 - and actually the Guardian - a figure with shooting, but motionless eyes, which must be destroyed at the beginning of the battle. After that, it is easy to scrap the rest of the defenders (metal corrosion!). And finally, watch the closing video: it looks like Hyde Park is going to be fun tonight!

Congratulations! You completed the game.

1 2 3 All

Zanzarah: The Hidden Portal

Just a few words about the game, the passage of which I spent neither more nor less, but 6 hours. In general, a good thing: the graphics do not get bored, there are
ingenious tricks of the developers, which they implemented in their cocktail of adventure and quest. But a huge minus is the countless number of fights with
fairies stupefied with anger and all their owners. I want to warn you right away - I played the game with the help of a cheat. Who has not yet figured out how to force it
work, they can take my advice. After installing the game, an icon with the name will appear on the desktop. Click it with the right mouse button and
choose "properties". In the object, after the quotes, add a space, a dash, and console. Apply! That's the whole cheat. To use it, press f11 and enter the desired
command. I needed "wizform" from 1 to 75 and "duel victory". The second - for an immediate victory in the duel (press enter only after the start of the battle), the first
- for the "dishonest" accumulation of fairies. What is there to hide ... If you want to play honestly, suffer through every step yourself. In the game I met a huge
Lots of stuff that I didn't need. Yes, and all sorts of secret passages from one point to another. Dig at your leisure, but remember that the main
methods are described below. Well, now the sweetest part - the passage.

1. LONDON. Climb up to the attic and open the chest. We grab the hand of the garden of fairies. Open the hand collection menu and teleport to the garden.
2. FAIRY GARDEN. You can read a little book, who cuts in English, we speak with a gnome and take a bag of fairies from him. We go to the left, to the passage free from the stone.
3. ENDEVA (village, in short). Talk to the owl, she sometimes gives good advice. In general, try to communicate with everyone. You look, for free and they will say what.
But smart gnomes should not pay for gossip - take care of your money. Look into the tavern, talk to Rufus. He will give you the key to his house. Can
racketeering grannies with peasants at the card table. After three or four phrases, they throw money with a request to fuck off. Don't forget the chest at the bar
rack open. We go to Rufus's house and choose a fairy. I strongly advise the fairy of nature (she is on the left). And we also take the hand of return through teleportation. We speak with
Lucius and get a map of the fairy garden. In general, cards are a necessary thing, do not neglect.
4. FAIRY GARDEN. Get ready for the battle with the mad with anger fairies. Press f11, type duel victory and after loading the battle press enter. We do it with
everyone. On the way forward, do not forget to collect money, you can ignore the rest of the chests. Spheres are also not particularly useful - we are cunningly for free
stuff them into a bag later. Ahead, near the passage, there will be an impudent elf - to hell with him! You already know how. Duel victory, and that's it. Let him go to the farm
catch butterflies! We move forward, defeat the fairies, grab all sorts of items - we go to the hunting hut. Near the entrance we get a bag for collecting elves. Let's go
back to the village, collecting all the homeless evil spirits in a purse - do not forget to free the pharmacist in the village. You can not buy potions: save money. They are
fit, trust me. Again we go to the hunting hut, we pass forward to the cottage.
5. COTTAGE. We tryndychim with a scarecrow, we beat another fairy fool. We go to the cottage. We change five homeless people for money. We send the seller of magic away.
We leave the house, go forward again to one playing field.
6. FAIRY GARDEN. We are trying to catch two elves. But failure is not fatal. We go forward, we collect money, we speak with an owl. With air currents and whirlwinds
until we experiment - it's too early. We return to the village (in order not to wander for a long time, you can teleport through the return hand to the fairy garden and go through one game
field to the left - so faster).
7. ENDEVA. We go to the left of the owl to the passage that Seamus blocks. We speak with him and ask him to vacate the premises. Let's go ahead.
8. ENCHANTED FOREST. I'm going straight. If you don't want to fight with sick flying creatures every five steps, try not to turn off
paths. Save time on entering victory words. Bazaar with an elf. We go to the gate and say "Sesame".
9. TIGRALIN. We get the book of fairies and go into the city. Now we fill our bag with fairies. Press f11 and enter wizform from 1 to 76 (or 75? - don't remember).
Be patient with your input. We go to the left, we talk with Seamus. We put his arrogant muzzle in place. We go to the dwarf, we talk and we go in the door of the house,
which is opposite. There we reassure the owner - we catch a homeless elf in the basement. And in the chest, which is near the descent in the basement, we take the key of the catacombs. Back to
fountain and talk to the gnome. We buy three crystals from him. I forgot the fourth and fifth at home. Then we'll go to him. We go to the chambers, we speak with the mayor (or how
there it) and go through the door to the right of the entrance. There, in a chest on the second floor, we stock up on a map of the enchanted forest. You can leaf through the book and herbs
prepare with mixers. We get down and go to the last unexplored arch. Let's go ahead. We buy more crystals from the gnome drunk and change them in the shop, which
on the contrary, on the hand of return to Delmore (swamp outback). You can teleport.
10. We go around all the houses, collecting everything in a row. Must find (or receive from the goblins after the conversation) a map of the dark swamp (it is in the chest near the washing
goblin floors), return hand to Tiralin, collect money. On the opposite side of the teleportation point, there is also a bridge. Let's go down and listen
inarticulate sounds of a goblin defeated by someone. We tell him that he is a greenhorn, and we go forward. We keep to the right side of the swamps (in relation to the head of the bandits with
crooked muzzles), we find two goats, turn them into dust. The third stands on the bridges near the teleportation point. Back to the coolest for
decisive battle. Enter the magic words and you're done. He will give you an ocean clam to summon fairies - a necessary thing, it will come in handy. We return to the village, listen
congratulatory words and in a shop where they sell all sorts of things, we buy GARLIC ATOMIZERS for ALL MONTHS. A very useful thing, it is, however, not cheap, but
you don't have to fight the fairies - you pressed "scare away the fool" and that's all. And in general, look here more often and buy them as you accumulate money (from goblins
five diamonds for advertising!). We go to the bridge, on the back side of the teleportation point. Talk to the goblin near the descent - he will tell you where to get the map
Fairies of nature. Stomp forward and keep an eye on the fireflies - they will show you the way forward. Along the way, kill goblins, fairies and collect money, but
try not to see another firefly. Sooner or later you will get to an island where you need to kick a goblin's ass, talk to an owl and take a fairy card
nature. Now activate the fairy (make the first fairy Syllia with the layout of the fairies that I suggested to you at the beginning) We approach the thorny weed bush and poison
its pesticides! The sphere can be taken or not taken. We teleport to the garden of fairies.
FAIRY GARDEN. We go down to the elf and wind his chatter on his mustache. We teleport to the cottage.
COTTAGE. We go forward, past the house, again into the fairy garden.
FAIRY GARDEN. Go to the left, there you can calm the weed and listen to the gnome's chatter, go back, keeping to the left side, trying to catch again
homeless - elf, we pass forward to the owl, turn right and destroy the weed.
MOUNTAIN WORLD. We destroy the dwarf. We go forward, we collect coins. There is only one road - do not get lost. We go along the bridge, destroy the dwarfs. Again, coins
fairies and dwarfs. To hell with all this farming.
ICE ROCKS. We carefully go down to the fir trees and birch trees, I don’t know how they grew up in these mountains of ice, and, scaring away the embittered fools with atomizers,
we collect junk. In fact, your main goal will be to recruit elves - you need another five to exchange. Climb up from where we descended and start
climb up the mountain ledges - best on the right side, if you look down from the cave where you came from. We go into another cave and exit.
From the exit we turn right and go down into the arch of dark caves. Collect crystals, look into the enchanted forest (there is such a way out there), there
you can collect coins. We return to the top and run forward. On the way you will meet a dwarf - you yourself know what to do. We go forward and exit to the Tower of the Dwarves.
GNOME TOWER. We go to the left, we talk nicely with the bird. I'm going to the tower. We alternately fight with the dwarves, floor by floor moving forward. On the first not
forget to find the return hand to the Dwarf Tower, on the third - a map of the mountain world. After final battle with the last gnome, open the chest with the secret. Solution
puzzle: divide the square into three horizontal stripes - top, middle, bottom. We denote the upper left cell by the number 1, the middle upper cell by 2, the right
top - 3; the middle horizontal line from left to right is 4, 5, 6, the bottom horizontal line is 7, 8, 9. Then the solution is simple - press 1, 3, 9, 7, 2, 6, 8, 4, 5.
We take the elementary key of the earth. We teleport to London, press f11 and start putting the fairies in the bosom, typing wizform commands from 1 to 76 to the point of stupefaction.
We save the game and set the following combination of fairies: 1 - Syllia, 2 - Menkr, 3 - Jam Rock, 4 - Gorael, 5 - Pix, again we port to the Tower of the Dwarves.
We turn left and go into the cave, where we have not been yet (but not yet to the dwarf at the end of the road). We kill the Leader of the Dark Elves and go to the fork of three roads. Better
on the right, we collect money, crystals, coins and other rubbish such as mold magic (why the hell is it needed, I don’t know). There you will find a passage to Monagham,
littered with stone (remember it) and one more passage to the mountain world. We run around it on the right side, we find a cave with a frightened gnome. Further you will come across
one grotto leading to the next game episode.
MOUNTAIN PEAK. Run to the left, collect coins and return to go to the right of the entrance (you can go there right away). You will reach the ice caves.


Pentium II 450 MHz
Windows 98 / ME / 2000 with Service Pack 2 and higher / XP
3D graphics accelerator with 8MB
RAM 64 MB
DirectX 8.1 and above.

Technical digression. To install the game in Windows 2000/XP, you must have administrator rights. When starting the game, the start window always appears.

When you first start the Game, you must enter a serial number, consisting of five groups of four characters.

In Video, the resolution is set (from 640x480x16 to 1024x768x32). The brightness in the game can be changed by the gamma level.

In Audio, sound effects (SFX) and music are configured. The soundtrack in the game is 4-channel. But you can turn on the normal stereo mode. Sound settings can be checked by clicking on the Test Music button.

In Settings, the quality of 3D detailing is set.

Patch 1.010 has been released for the German version of Zanzarah: The Hidden Portal and can be found at www.thq.com.

Two little fairies were sitting on a bench...

The days of the Musketeers are over. Gallant France is almost forgotten. Now there is a craze for all things Irish. Women contrive to make their eyes look bluer than the lakes and skies of Ireland. The study of the Irish language has become fashionable. Folklore ensembles appear everywhere, guests from the lake country come on tour. And the number of young people famously dancing a jig in numerous Irish dance schools will soon approach the number of young people attending discos. So the creators of the game "Zanzarah" did not remain indifferent to the old legends and the small people inhabiting them.

Varkalos. Flimsy shorts
We dug through the nave,
And the zelyuks grunted,
Like mumziki in MOV.

Lewis Carroll "Alice in Wonderland"


Z-A-B-A-V-N-O. If I were asked to characterize the game "Zanzarakh" in one word, I would use this word.


A funny cocktail of quest and adventure. Funny characters. There are even very harmless faces, which for some reason are presented by the developers as wild, malicious, aggressive. Radishes, in a word. Funny, not at all annoying adventure. You walk, you walk... If you can't "walk" in one place, since all the "festivities" are accompanied by a scuffle, softly called a battle or a duel with the fairies, then you just get distracted, transferred to another place. And "walk" there. Everything is very easy.

In general, this game is for those who are obsessed with collecting and exchanging, and for those who will be happy to explore new places in the hope of finding SOMETHING VERY NECESSARY there. Researchers, in a word.
In order to thoughtfully play this game and enjoy it to the fullest, you need to know the language quite well. Unfortunately, my English is so far from perfect that it, perfection, will not see my knowledge, even standing on tiptoe and stretching its neck. Therefore, the pleasure of the game was constantly interrupted by communication with the dictionary, but even this did not greatly spoil the impression.

First, let's talk about management, then go directly to the game. The control involves the keyboard and mouse at the same time. You can play in the modes "Single player" - a simple game and "Multiplayer". - "Multiple players".


In the "Simple game" mode you play tet-a-tet with the computer.
There are six free game circles. That is, by assigning six playing names, you can independently "live" these adventures, trying to change routes or the order of visiting places.


If you have reached a fork in the game, where there are two options for continuing your journey, then you can copy the game to one of the free game tracks. This is done by pressing the left mouse button. Place the cursor on the icon located to the left of the free track - two blue discs with an arrow at the top. And then on each game track go through your version of the route. An unpromising version of the game can be deleted by pressing the left mouse button on the candle or "salt shaker" icon, to the left of the busy track. Every time you start the game, a line appears at the bottom of the tracks - the time you spent on completing missions and how many percent of the entire game you completed.

In the "Multiplayer" mode, if you have the opportunity to enter the network, then you can give battle to opponents by playing with several players. In this mode, by pressing the letter "T" on the keyboard, you can chat with other players.

Note that in the "Options" mode there is the possibility of renaming the action with the key if you are not satisfied with those that are already included in the game.


In the "Options" mode, you can adjust the brightness of the image and change the detail of objects.


The direction of movement is determined by the keyboard arrows. A long press on a key is a run in the corresponding direction. If you add a click on the right mouse button at the same time, you will get a jump. Aiming and shooting in duels is also done with the left mouse button. Changing your point of view horizontally is done by moving the mouse left - right. Examining the "floor" and "ceiling" - the mouse moves forward - backward.

By pressing F1 we ​​call Help - help - tables of symbols and values. Simply put, "What is this?", "Who is this?", "How much of what?" and why?" Scrolling tables is carried out by the keyboard arrows.

First, let's talk about the first table.


This is the screen of the game, it is presented to you by the goblin Rafi. Above each character you meet, his name appears. If, when approaching it, a green truncated pyramid appears above the character's head - a speech bubble - this means that there is a possibility of dialogue.
By the way, entering into any contact is the left mouse button. If a hand appears in the upper left corner of the screen, it means that there is an opportunity to take or open. The appearance of a pearl shell in this corner means the possibility of summoning the Water Fairies lurking in their homes. The sounds made by these shells are so attractive to them that they cannot resist them and appear.
Therefore, when exploring new territories, I advise you to remember how, as a child, you loved to wander through puddles, raking water with your feet and raising turbidity from the bottom. A very useful practice. Especially since now your feet will be dry. "Combing" the streams, you drive out the hidden Water Fairies. Despite the fact that some of them look very cute, do not believe it: appearances are deceiving, these fairies may well lead in a duel.
To call other types of sleeping fairies, a horn sign appears in the upper left corner. By pressing the left mouse button you activate these items.
On the right, in the lower corner, you see an image of coins, crystals and numbers next to them showing the amount you have. The coins are the lost gold of the elves, which circulates throughout Zanzarach. You need to collect coins wherever you see, as they can be used to buy means of fighting wild fairies and precious drugs to restore the strength of your fairies, which is important in a country where your life depends entirely on the vital activity and efforts of your own fairies. Those with crystals can partially afford to ignore faerie gold. Since the crystals are found deep in the bowels of Zanzarach, they are very rare and valuable.

The second table is the control of the duel. It displays the symbols and elements that appear in the characteristics of the fairies and describe their fighting ability.


These are the scales of the ratio of the forces of your fairy and the enemy. You can see them during any duel on the screen below: green - the magical component of strength, red - defensive power. The number next to it shows, so to speak, the number of blows that your fairy can withstand, which is determined by the level of her skill. The fact is that when a wild fairy comes to you, she is untrained, the level of combat skill is zero or not much different from it. It improves in duels - why not a fighting dog? According to the fairy trainers, the Fairy Masters, who met, in the old days, fairies were not only trained for battle, but they were also crossbred - they were bred to fight. It turns out that it is only for imperialism that genetics is a corrupt girl, and for the rest it is a mother :). The left half of this table reflects the "backpack" composition of your fairies. Their real, at the moment, impact force (on the red background of the scale) and the maximum that characterizes this type of fairies (black background of the scale). We will talk about energy supply later. Moving the order of fairies in the backpack is carried out with the left mouse button, or numbers from the first to the fifth from the keyboard, according to the number of fairies in the backpack. In the center of the screen, at the top, is the image of the enemy's fairy. They are shown to you before each duel. The more experienced the Fairy Master opposing you, the larger and more powerful his support group. In the center of the screen, a rectangular scale is the defensive power of the fairy attacking you. With a successful shot made by you, the numbers next to the scale will decrease. With luck on the opposite side, the same will happen with the numbers near your scales.

The third table tries to explain what a fairy's arsenal is - her spells. Next to the photo of the fairy is her name and the numerical designation of the attacking and defensive components of the fairy's forces, of which it consists. She has two sets.


Depending on the type of fairy and her fighting level, such a defense-attack complex can be bought from potion and spell dealers, from purple sumo hens. During a duel, if you see that you have a very serious opponent, and you get hot, then, during the duel, you can switch from one set to another with the middle mouse button. The attacking component of magic is represented by squares with rounded edges, the defensive component - with sharp ones. Each type of fairy has its own set of spells. The little circles and squares below the spell symbols (next to the fairy portrait) show the actual level of spells she can currently cast. If the color of these symbols changes, then the fairy uses the combined spells inherent in her and other types of fairies, for example: nature and water, air, psi- and physical energy, and so on.

There are three levels of magic. The higher the level, the more powerful the spells. After a fairy reaches a certain new skill level, she gets the opportunity to acquire new spells from the first to the third levels of magic. Magic is a delicate matter, therefore, for almost every sneeze, fairies have their own spell: a jump spell, a tornado spell, a stone storm spell, a luminous jet, and the like. Spells can only be bought from spell merchants. Each locality has its own fairies, and here only their inherent spells are sold. When meeting with each merchant, I advise you to find out for which fairies he sells spells. Keep this information in mind, because later you will have to come back here for more powerful spells. Below, under the name of the fairy, her striking power is indicated by a fraction. The number in the denominator shows the maximum value, and the numerator is the current impact force. During the battle, the impact force is consumed, so my advice to you: make it a rule to check the energy potential of your fairies after each duel. If it does not correspond to the maximum level, then it must be restored. For this, there are special herbs and drugs. We'll talk more about this later.

In the same table, next to it, the skill level of fairies, which they increase in duels, is indicated. It ranges from zero (for completely inexperienced fairies) to sixty (super fighter fairies). The level of skill can also be increased magically. There is such a very rare remedy, even in the expanses of Zanzarakh, - golden carrots. This wonderful carrot is used to transfer your fairies to a higher level of dueling skill. When it is applied, your fairy is awarded points one less than what is required to transfer the fairy to the next level. Any easy duel - and your fairy is on another level. It is a pity that these carrots are extremely rare and in completely unexpected places, mainly in the swamp area. The climate seems to be suitable. So, when you walk through the swamps, I advise you to "comb" all the islands. I'm sure you'll find a lot of what you need.

The line below indicates the magical power of the fairy - her mana. This is the number of spells this fairy has. Magic is also consumed and replenished. If you try to explain it in a simpler way, then we can say that the striking power of a fairy is her physical ability to fight, and mana is the fairy's ammunition. Above the level of a fairy, an icon can indicate whether it is freezing, poisoning, burning, or bewitching. In the right half of the screen, in the table, you see a fragment of your backpack. What these symbols mean will be explained in detail when describing the F5 key.

The next, fourth, table shows how important it is for you to find the magical evolutionary converters of nature, air, and fire.


With their help, you can turn your fairies into a different kind, more powerful. Such is the instant selection. The tools of the gnomes found in the cloud dimension serve the same purpose. They improve the robotic fairies made by the industrious gnomes. However, what difference does it make what kind of fairy attacked you: you still have to defend yourself.

The second important information in this table is the sphere information. Orbs are found floating in the air throughout Zanzarach. This thing is extremely useful. A magic sphere is a kind of bait that fairies are caught on. Some are doing it. And they sell the captured fairies to Fairy Masters, who have been training fairies and putting them up for battles since ancient times. Spheres come in three types: silver, gold, and crystalline. Silver orbs are needed to capture fairies with a skill level of no higher than the twentieth. Gold - to subdue more experienced fairies, whose level reaches forty. Crystal spheres capture higher level super fighters.
By the way, the fairy book indicates the level of each fairy. Just like before each duel, there is a presentation of opponents with an indication of the level of each.

And very useful - the last table. This is a table of the effectiveness of the use of fairies. In the columns of the table - air, water, ice, stone, light, energy, chaos, darkness, fire, metals. Each element is marked with its own color. They correspond to the types of fairies.


In the lines of the table - your various fairies. The table is needed to understand how effective your fairies will be in duels with different types of opposing fairies. If there is a green square at the intersection of types of fairies, then you have a good chance of winning. If the square is red - no use, quickly choose a different type of fairy. Black square - "fifty-fifty": the outcome of the duel depends on the skill level of the fairies.

By pressing F2 you open the rune menu. First, a few words about what a rune is and what it gives you. Well, firstly, a rune is such a magical means of teleportation that instantly takes you to the place of the "birth" of the rune, the place to which it is dedicated. In the rune menu, you have ten empty slots for ten runes that you must discover in various areas of Zanzarach as you move from one area to another. Therefore, I advise you to carefully examine all the places where you pass: it is not known where this useful little thing will hang. And the absence of at least one of the runes can greatly complicate your life. To teleport to the place you need, just click on the corresponding rune with the left mouse button and the order is there.


By pressing F3 you open the Fairy Book. Every self-respecting Fairy Master you intend to become should have their own Fairy Book. To do this, you will have to make a series of journeys, accompanied by duels of fairies and fight with other Fairy Masters.


Fairy Book is a collection of fairies. It's kind of like a portfolio of fairies. Here is a photo of a fairy, her name, technical data with a description of her habits. The level of her skill, the type of energy, the description of the place of residence, the appointment - in general, a complete profile. A certain level of skill is also, to some extent, the evolutionary level of a fairy. If your fairy has gained this indicated level in duels, then she is ready for selection work. Therefore, upon reaching the twenty-second level, the fairy turns into a completely different type of fairy and even changes its name.
You can carry no more than five fairies in your backpack at the same time. They are in a special bag - Fairy Bag, designed to store fairies. One of these fairies is appointed as the leader, she takes the first blow. If she is destroyed, the second (according to the list in the bag) fairy takes her place. You can change the composition of the fairies in your bag from your Fairy Book only in London. Therefore, for these purposes, each time you will have to use the Rune of Return to London. Minute business. Rearrangement of fairies in your backpack is carried out with the left mouse button, and during the battle you can do this with the keys from the first to the fifth (by the number of fairies) from the keyboard.

By pressing F4 you call the map of Zanzarakh. As you develop new lands, the map increases in size as you find more and more of its fragments.


By the end of the game, you should already have a whole map. On this map, your movements are tracked automatically. The photo in the circle indicates your current location. An exclamation point marks places that you would be useful to visit. If you point the cursor at any object on the map and click the mouse, then at the top left of the map you are kindly informed of the name of this place.

By pressing the F5 or Enter key you call up the most important worksheet - what do you guys have in your backpacks?


On the right in the table - all the useful things that you found along the way. There are five "lugs" on the left contour line of this table. They display the contents of your backpack by section. By clicking on the upper "ear" we get complete book Fey. Below is the contents of the backpack. All sorts of useful potions for your fairies, money and all kinds of keys you need, runes, a bag for collecting runaway small monsters, a bag for storing your fairies, means of defense against wild fairies and other useful little things. The third "ear" is the attacking spells of your fairies. The penultimate are the defense spells of the fairies. These spells are inherent in your fairies or you have acquired them from spell merchants. And the last "eye" - changing the type of viewing the contents of the backpack, from icon to list. On the upper corner of this table you see an image of evil spirits that you will catch. The number next to it shows how many of them you have already caught - the numerator, and the denominator is the total number of escapees. You can control the success of this hunt at any time.

On the left is a portfolio of fairies currently in your Fairy Bag. On the right, at the top of the screen, there is a line of icons. The first is to save the game. When resuming the game, you will start from the beginning of the game episode. The second icon is the rune menu. It duplicates the F2 key. The third is the Book of Fairies, an alternate for the F3 key. The fourth icon is the map of Zanzarakh, it duplicates the F4 key. And the last one is the doubler for the F5 key, which shows the contents of the entire backpack that you carry around.

Well, it seems that we are done with the technical details. In general, there is nothing complicated, I think you would figure it all out yourself. And now, how it all began and how it ended ...

Once Zanzarah was a multinational country. There, together, helping each other, there lived various fabulous creatures: goblins, dwarfs, druids, gnomes, elves and all kinds of fairies of different faiths, that is, types: forest, stone, water, fields, bush and the like. In short, everything was fine ... Before the coup. Some forces (what exactly - you have to find out for yourself at the end of the game), together with the fairies of Chaos who joined them, seized power in the country. They intimidated everyone, sowed confusion among the peoples. Everyone became for himself, and wild, brutalized fairies began to terrorize the inhabitants of the country. The people endured for a long time. So long that talk of an expected savior has become a legend spread by wandering, in search of a better life, residents of the country. And finally we waited...

Yes Yes! It was you who had the honorable and difficult mission of liberating Zanzarakh. So keep it up! Don't be afraid, you won't be alone... London. Our days. On a warm summer day, a young girl, quite calmly, that is, without touching anyone, was reading a book about a small people. But by the will of the stars, two parallel worlds intersected at this hour, in this very place. Fate, it's called. And, as you know, you can’t run away from fate, therefore, give the game track any name under which you will be a hero and, nothing can be done, you will have to go to your own attic and find a chest there. And in it ... And everything began to spin ...


It is there that everything begins for you when you discover a rune in a chest that takes you to the Fairy Garden magical land Zanzarakh. Here you already have the first rune - the Rune of Return to the Fairy Garden. A start.
Rafi, the goblin guardian in the Fairy Garden, tells you the sad story we already know, and insists that you are the deliverer hero we've been waiting for for years. You won't be able to get away! Listen to the goblin's advice and do as he tells you.
First you need to get your own fairy. After all, moving in such a dangerous country without your own protection, even if you are a hero ten times, is very risky. That is why the inhabitants of the country feel uncomfortable without their own fairy, how you feel without pants.

In your travels you will meet many peisans. And fairies, and birds, and various other creatures. If possible, one should enter into conversations with everyone: no one knows everything. Everyone has some bit of information, and bit by bit you can restore a more or less complete picture. Therefore, talk to both the Forest Owl, and the wild fairy trainer, and the former fairy catcher. Good Samaritan Rufus, a recognized Master of Fairies, keeps fairies in his house under lock and key. True, it seems that he distributes the keys to it to all passing foreign heroes. Like the Fairy Bag. You must go to the elf village of Endevu,


to Rufus to get a fairy. Here, in the tavern, you will receive the key to Rufus's house. Go there for the fairy.


When choosing a fairy, carefully read its characteristics, otherwise you will make a mistake - and the story may have a completely different development. I would advise you to take the Fairy of Nature - Celia, she seems to be useful for all occasions:


Fairies of Nature are fast, they are constantly fueled by energy from all the things around them. Stone and Water Fairies, of course, are good in their own way, but only in certain situations. Therefore, of course, our choice is Celia.

Here, in the house, you will find the Rune of Return to London. We take. To say that it will come in handy is to say nothing, since fairies from the Fairy Book can only be chosen in London. As a truly grateful person who has been helped, you cannot ignore the request of the villagers. And they ask neither more nor less, but to save them from homeless little monsters. From under the supervision of Master Fey Lewis, this "bad-haired evil spirits" fled across the country. And now he is mischievous, wherever he can and dirty, to whom he can only succeed.

Master Lewis gives everyone the opportunity to earn. For the first five wicked caught - thirty gold coins. For the next five - already forty coins. The next purchase batch will bring you fifty coins. For the last loaches, you are paid with more valuable things. You can hear this giggling evil spirits in any part of the country. You need to grab the young man by the scruff


and - "in the sun", in a specific case - in a special Bag for collecting monsters. This bag will be kindly provided by Master Lewis when you visit his Forest Cottage. And so that you get there without wandering too much, he gives you a Map of the Fairy Garden.


Well, now you can already be awarded the title of senior assistant to a junior topographer. I suggest that you will get to Lewis by leaving the village through the right gate. In the left, which you will use more than once, there is a very ambitious young elf Saimus, remember him: impudent people must be taught. Go for interest, listen to his praises to yourself, maybe you will wind up something useful on your mustache.

Through the gate you need you go straight to the Fairy Garden. You will go through a field, a meadow. Meet the Forest Owl again, chat with her. Suddenly, what the smart will say. On the way, your fairy will have to start working directly in her specialty. Unclean people around, at every step, apparently-invisibly. Before each duel, remember the game - it certainly won't get worse. Let's digress. Let's talk a little about the rules of duels between elves. After you and your fairy accept the challenge of the enemy, they show it to you in all its glory,


not only externally, but also its characteristics: type, skill level, and so on. Quickly look at the F1 table of the effectiveness of the use of fairies and choose which of your fairies, which is most effective against this type of opponent, you should put up for a duel. Have you chosen? Exposed.
See the sight on the screen? And now, mouse in hand and imagine that you are on a shooting stand, shooting at a moving target.


With each successful shot, you knock out one shock defense unit of strength from the enemy. The numbers above the opponent's head will change downwards. If you hit the most vulnerable spot, according to the purse of the fairy, for example, then coins begin to pour out of the fairy-enemy. Collect immediately. If you postpone this event until the end of the fight, it may be too late: there are always so many hunters for someone else's good ...


The longer in time, without lifting your finger, you press the trigger (left mouse button), the more powerful the volley at someone else's fairy is. So get it over with quickly. If you press the right mouse button often, often, then your fairy will fly. Correct the direction of flight with the arrows of the direction of movement. Since arenas vary from place to place, in many cases flying can come in handy.
If they hit you unsuccessfully - in the sense that they hit you :), then the numbers above the scale of your fairy at the bottom of the screen will begin to decrease. If you are a sufficiently experienced fighter and win, then you will be immediately informed about this.


Your fairy gets points for it. This is the number following the value that indicates the level of the fairy. Through the icon indicating the growth of skill - an arrow up - there is a number showing how many points you need to earn in order for the fairy to get the next level of skill.

If a combined team of fairies played for you, and you won, then, as in any team competition, all your fairies are awarded points for the victory, regardless of which of the fairies specifically won the duel.
In case of victory, there are two options for the development of events. If you liked the defeated fairy and want to add it to your collection of fairies, then if you have a sphere in your backpack that can tame a fairy of this level of skill, everything is very simple, consider that you already have one more fairy. If you do not have the appropriate sphere, then, alas, you will have to say goodbye to the fairy. She is dying. And you get a solid financial compensation. Money or drugs.

In case of losing the duel, you are thrown back to the beginning of the game moment. As long as you fill up one "Messer", that is, a fairy, you will "get tired". But otherwise, it won't work. It's not easy, especially at first. The mentality of fairies is very different. They move strangely. Their lives are enough for nine cats. The hand is tired of shooting. But you have to adapt: ​​the position of the hero obliges. If you have a completely inexperienced fairy, then before you put it into action, you need to "shoot" it. You can train it on the fairy elf trainer, with whom you talked at the bridge over the river, near the village. This elf is just training young fairies. He has a zero-level fairy, she does not shoot - she only runs. Therefore, it is convenient to train your fairies on this fairy, hone their skills. Take advantage of this opportunity. Uncle kind: no one refuses. Fight his fairies, he will only be happy. You will definitely win and your fairy will level up. I think you have understood the main points of the duel. The rest will come with experience.
We continue our travels...

On the way to Lewis, at the waterfall, you will meet such a cute elf. Talk to her, enter her position and get rid of the evil fairies. Change the silver sphere you found for the Water Fairy, which the elf will kindly offer you. You need to complete your collection. You still need to become a Jedi Master, and a second assistant on the road will not be superfluous.

I will divert your attention a little more from the main lesson. I was pleasantly surprised by the artistic imagination of the authors of the program in terms of the diversity of the appearance of fairies. These are babies, familiar to us from children's fairy tales, and babies with wings, causing sincere concern for their health. With the clothes that they have on, or rather, with the almost complete absence of it, they, God forbid, will still catch a cold. In addition, these are fairy monkeys, and flying amusing pot-bellied bears,


and hovering skeletons, and robot fairies, and cute tadpoles,


flying stump fairies and even colorful fly agaric fairies.


As well as the Apollo fairies, so handsome that it is quite appropriate to paste their photographs on the walls in the gym, as a reference.


There are such Diana fairies, where there is also something to see. There are even cute flying Ninja Turtles, these are Water Fairies.


I would love to have such a cute blue Tortilla myself as a pet. How nice it would be to take such a baby for an evening walk. You go, and she rustles her wings so quietly over your ear: fr-fr-fr. Such appeasement. Lepota. Better than any patented stress reliever. In the meantime, there is no such opportunity, take advantage of the moment, walk around Zanzarach with her.

Field, field, ignoring the evil spirits flickering underfoot, her time will come, crossed the stream, and came to Lewis. And he is already waiting for you at the gate and gives you a Bag for collecting evil spirits - you catch, do not catch. This bag does not change size at all, no matter how many monsters you put in it. And, given that thirty loaches run around the country, this is very practical and convenient. You, of course, remember, there was such a notorious comrade Bender, who knew four hundred completely legal ways of taking money from citizens. In this country, there are four ways to get money: catch the "bastards" and carry them to Lewis. Collect wherever you find the lost gold of the elves. Destroy fairies. You collect crystals and carry them to sell them to Tiralin to a gnome-dealer of crystals. But since this is a business for him, he buys cheaper than he sells. And another tip about crystals. After visiting the underground world of crystals, you will have - heaps. Quickly teleport to Tiralin and sell, otherwise after finding one item, you, without knowing it, will stop trading until the international situation is clarified.

Since the Bag for collecting evil spirits is in your hands, it's time to pay back your debts of honor. We must again go to the village and save its inhabitants from the "bad-haired". On the way to Endeva, we collect giggling evil spirits. Here they are chuckling! In the village, we pleasantly impress Master Rufus with our skill, having won a duel with him. We go to the pharmacist, we save her trade, getting rid of the monsters in the shop. We attribute the heels of the "nude" Lewis, we get the money. We communicate in his house with a spell merchant, and most importantly, we get the Rune of Return to the Cottage.

Since we called ourselves a loader, excuse me, a hero, we have to climb into the body. We must go to the capital - Tiralin. Of course, the earth is full of rumors, but it is necessary to clarify the state of affairs more precisely. And the rumors in the capital are fresh. Therefore, we teleport to the village. We get to Tiralin through the left exit from the village. See the pointer. We go through the Enchanted Forest. We shoot with wild clingy fairies. Upon entering Tiralin, we get the Book of Fairies and a new piece of information. Buy crystals and exchange them in the shop for the Rune of Return in Dunmore - the goblin swamp village. Go around all the houses, scout everything, check all the chests. Find the Key to the Tiralin Catacombs. Come in handy. Remember, if a gun hangs on the wall, sooner or later it will shoot. For an explanation of the policy, we go to the authorities - the mayor.


We go around the whole Palace. There are a lot of pouches here, don't neglect them. They can contain very useful herbs and potions. These are the healing herbs used to restore the life and striking power of your ruined fairy. In addition to herbs, there are also a number of bottled potions for which your fairies will be very grateful to you. This is a great healing agent that increases the impact power to a hundred hits. There is also an average healing agent, with a power of up to fifty strokes. These funds are used in the treatment process, complete with herbs, if your fairy has completely lost its striking power. In this case, first we treat her with herbs, and then from a bottle, with a potion. The result will not be slow to tell. Check it out yourself. In addition, there is another drink useful for fairies - a potion of life. This is for intensely warring fairies. With this tool, you can be sure that your fairies will not be washed away from the battlefield due to lack of energy. If a spell has been cast on your fairy that blocks her magic, then a medical potion that removes this spell will help from this misfortune. If the fairy has lost some of her mana, then there is a suitable bottle for this purpose.

We take whatever we find. Find the Enchanted Forest Map. It’s already easier, otherwise you walk, you walk, you don’t know where.
Let's go to the catacombs. Let's be curious. True, you won’t go far: a closed door, somewhere, that means there is a key. Will seek. But collect money, herbs, potions. Chat with the inhabitants of the catacombs. If you have no more business here, then teleport through the rune to Dunmore.

Dunmore is a goblin swamp village. Nice, quiet, at first glance, the place.


But this is not so, because their swamp fairies are attacking the village. But here in the shop they sell an amazing means of fighting wild fairies. So-called garlic atomizers, a hell of a mixture of garlic, salt and crushed clover leaves. An absolutely amazing invention. If you have an atomizer in your backpack, then when you meet a wild fairy, you don’t have to do anything at all. The atomizer will automatically pop up and destroy the fairy.


And you are reaping the fruits of victory in the form of money and potions. Your direct participation lies in the fact that you must constantly monitor the presence of atomizers in your backpack and, as necessary, replenish their number. For this, as you can guess, money is needed, a lot of money. Therefore, you will be a frequent visitor to Dunmore, since the rune allows you to spend very little time on this.

In the village, go to all the houses - you will find a lot of interesting things. This is both the Rune of Return to Tiralin, and the Map of the Dark Swamp, where you have yet to go. And after you accept the challenge from the local legislative authorities, and, of course, defeat them, then the same Ocean Shell-pearl will break off as a reward for calling the Water Fairies. However, we have already talked about it before. Of course, we take, we do not refuse. Near the teleportation point there is a bridge to the swamp. But, unfortunately, we can’t go through it yet: the road is blocked by a nasty bush with huge thorns, a hellish creature of the bush. These impenetrable bushes, just like huge boulders, closed many passages, making it difficult for the inhabitants of the country to move. You can fight the bushes with the forces of the Fairies of Nature, but only if you have the Magic Card of the Forces of the Fairies of Nature. But where to get it, you will be prompted by a goblin standing at the bridge on the back of the village. Talk to him and - on the way, behind the glowing lights.


In general, I personally like walking in the swamps. There are so many islands that, "combing" one after another, it is quite possible to walk for several hours without even noticing how time flies. Where can you find a bag, where is a coin, where is a chest with a crystal sphere. And if you are not afraid to wring your neck, then golden carrots. For what it is needed, we talked with you earlier. True, we must remember that you can apply it to a fairy only when you are in London. If you systematically go around all the islands, then, in the end, you will reach the right one. Such a small island, where, under the protection of the swamp elf (and where are they not?), you will find this coveted Map of the Fairies of Nature. Naturally, first you will have to explain to a friend on the island who is the boss in this house. Now that you have this Card, your fairy will show what else she can do. Do you see a thorny weed nearby? Forward, attack!


I have no doubt that you can be congratulated on the first weed victory. So weed season is open.

Surely, in your travels, you remember several passages in the Fairy Garden and other places that you could not overcome because of the thorns. Now you can safely return there: clear the passages for the inhabitants. The thorns do not give them life, spreading throughout the country.
Considering that we will closely communicate with nature, with thorns, we must definitely put the Fairy of Nature first. She will show herself! Follow the rune to the Fairy Garden. We pay a social visit to the goblin.
We need another part of the Fairy Garden, so we teleport through the rune to the Cottage. We pass by into the Fairy Garden, we deal with the weeds, freeing a new passage.
There we meet a gnome, who for four hundred "cu." sells his energy fairy. If you have so many coins by then, then it's probably worth buying. After all, you are collecting a collection of fairies, and they will not sell an inexperienced fairy for four hundred coins, although everything can be. If now there is not enough money, then maybe you should look here later, all of a sudden the gnome will not leave yet. Although, it's up to you. You can play the second option from this place - purchase.

Well? Risked? Bought? Well, in vain :). For four hundred coins, to buy a fairy of only the second level, and even working only in tandem with her sister, it is not known with whom and in what direction that she ran away, one must be able to do this. Apparently you have coins - chickens do not peck. Well, the rich have their own quirks :).

Well, him, a gnome. We examine everything around, do not forget to listen: in addition to the chirping of birds, there are squeaking and "bad-booty", and the rune of Return to the Cottage you need soars in the grass. Pay attention to the small Stone Fairy. She will tell you about wonderful shimmering places. Near each such place, and they are in different parts country, something good always happens. In this place you receive material assistance, in other places it may be degrees to some object that is difficult to access.

We clear the next passage from the weed and get through it into the Mountain World. You have to explore everything here, take everything you find. To get, for example, to the sphere hanging over the abyss, you need to turn on the steps. And it can be not only a shimmering place, but even just an unremarkable area. Hence the moral: you have to walk everywhere, you don’t know where you will step on, and poke your nose everywhere, too, with the same purpose. From here, through the "elephant legs", rocks of this shape, we get to the Ice Rocks.


White is a rather dull place. Well, at least the homeless run around. Coins are distributed. Not far across the bridge, if you walk along the eaves of the abyss, you will see silver spheres hanging above it. It would seem that it resembles the situation of a fox and a crow with cheese. But in fact, if you find a certain place behind the bridge that you need to step on, then plates will appear leading to the spheres. Look carefully around: this area is not the only one. Other pleasant surprises await you here.
Visit the Dark Caves. In one you will find a luminous ball - this is a teleport to the Mountain Peak. If you use it, you will find that your partner feels like a mountain goat on the ledges. It's amazing what obstacles she sometimes overcomes in order to safely descend from the peak.
Now, without distraction, continue your tour of the Dark Caverns. Collect crystals.


Remember my advice on how best to deal with them - do not pull. When you see the passage to the Enchanted Forest, go there as well. There, not only wolves howl, but also money comes across, and small evil spirits run around.


We return. I do not warn you to be ready for the attacks of the fairies throughout your journey - this is already implied. A good half of the game is occupied by brawls with fairies. Take heart!

We find the way to the Tower of the Dwarves. You have high hopes for her.


We go to the Tower. On the way, do not forget to talk with the Owl: we will be polite. Floor after floor we go around the Tower of the Dwarves. Each floor is guarded by its own dwarf - Master of Fairies. So - hold on! Nothing will be given to you. On the first floor you will find the Rune of Return to the Dwarf Tower. The thing, you know, is useful. On the third floor, get the Map of the Mountain World. At the very top, after defeating everyone, you will reach a chest with a surprise puzzle. Imagine that you are opening a safe. I understand that it's hard. I understand that not everyone has a safe with a nine-digit code to practice. I understand that as long as you pick up the right numbers, you will "get tired". But it is necessary, I would even say - it is vital. Moreover, I’m revealing a secret to you, this chest with a surprise in the game is not the last one, and the code is the same everywhere. Apparently here the fantasy of the gnomes refused, or maybe it's the birthday of the White Druid. So, it's worth breaking your head at least once. I hope you didn't spend all weekend opening the chest. But it was worth it, you got the Elemental Key of the Earth. This is one of the three components you need to take the lift to the Cloud World. We also need the Elemental Keys of Air and Water. There is nothing else to do in the Tower, so we are going to examine in detail the caves next to the Dwarf Tower. There we find the Magic Shaper of the Fairy Name. If your fine ear for music jars, for example, the name of the fairy Menkr, then, with the help of this shaper, you can rename it to Vasya or Petya. In my opinion, stupidity. We run through the mountain tunnels, where someone prudently placed lanterns. What a service... We notice a huge stone that closes the entrance to the Underworld - Monogam. Until you have the Earth Fairy Map, you cannot move it or destroy it. Remember this place, come back later. Through another passage we get to the Mountain World. After "combing" everything, through the ice tunnel we get to the Dark Caves. A beautiful place... A friend is sitting there who will ask you to do him a favor. At his request, you will have to rid this territory of four fairies. Go through a wonderful shimmering place - a stove will appear. And - go ahead! After honestly done work, we go for a reward. We get the Elemental Key of Air. Another key to control the elevator. Check if you have enough money to buy atomizers. How many evil spirits do you have in your bag? Doesn't pull? Remember that the "boobs" are accepted in multiples of five. In short, mind your own business if necessary. Exchange homeless children in the Cottage for money. Lewis will give you the Key to his basement, where his ward evil spirits are sitting.


Go for a walk there, gain new impressions, and at the same time improve your financial situation. There you will find another chest with a secret. You see, it was not in vain that you suffered. We open it, we get the Evolutionary Stone of the Magic of Nature. We recall that the wood elf traveler you met in Dunmore said that they were tormented by thorny weeds. It would be nice to help. Everyone here is so grateful and responsive. We teleport to the Fairy Garden, go to Endeve and, without going into it, again to the Fairy Garden. From there, follow the sign to the Forest Hut. Again we communicate with the elf and go to the Hut through the Enchanted Forest. Scary. The wolves are howling. But it's worth it: heaps of money, lots of drugs, drink - I don't want to. And here is the Forest Hut.


I would not refuse such a cottage. The place is picturesque, and the neighbors do not look over the fence, plus privacy. The hostess asks to lime the bush, which simply "strangles" the house and interferes with cultural recreation. The request of a woman is the law. Fairy of Nature at the ready and - forward to the bushes.

It was worth it: the grateful hostess gives you the Elementary Key of Water. Now you have a set of keys, we can go to the Cloudy World, to the White Druid. We teleport to the Tower of Dwarves, we go to the elevator.


We lay out the Keys in a magical order and, at the start, attention, let's go ...


A very pretty place. Ruins, ruins, but clean.


Owl again, well, where without her? We talked and went to explore this ruined beauty. We cross bridges. Along the way, of course, we get to know the local guards and their teams. There are some very interesting examples here.


Don't miss the chest with the Cloud World Map next to the black hole. Then through another bridge we go to the tower, the descent into which leads to a black hole. Don't miss the Cloud World Return Rune. With a fight we break through to the White Druid.


He has enough conscience to doubt your exclusivity, and, as a test, he slips you two Dark Elves. We demonstrate miracles of courage and climbing skills. We prove that we are not born with a bast. The White Druid has no choice but to recognize you and bless you for the liberating feat of arms. Wants, does not want, but gives you the Map of the Fairies of the Earth. Necessary thing. Now, stones, beware. As you remember, the Earth Fairy Card, complete with the Stone Fairy, has a stone-crushing effect. But the tests didn't end there. The sticky Druid will be waiting for you at the battle arena, if you manage to survive, of course. Let's go there. We remove stones along the way. Stone Fairy at the ready, of course. To do this, it must be rearranged in the backpack in the first place. Don't fall under the rubble! All gone. We return to the black hole. Again up and down the transitional towers. Again into the black hole, again crushing stones. And finally, we get to the arena.


It will be very hot, it will certainly not seem a little. Having defeated this Dark Elf, we free the Fairy of Light Suanna, who was the head of the arena here before the intervention. Now the White Druid also believed that we "can't, but we can" (c), and gives us the Magic Staff. Its last owner was one Quinlin, who is the prime suspected leader of the conspiracy. For information about the Staff, you need to go to Tiralin, to the mayor. He alone knows its purpose. Now let's go clear the Fairy Garden from stones. We teleport. We blow up the stone that blocks the passage, and examine the area that it closed. Don't miss out on the "fuzzy"! We find there a strange plate, similar to an elevator. Reconnaissance in combat. Let's take a chance. We get up.


And we are transported again upward, to the Cloudy World. If we have already arrived, then again we go on an excursion. We ignore the assertion of local gentlemen that people do not belong here. We explain to them very popularly and intelligibly how the phrase "a person sounds proud" corresponds to the truth. So that there is no doubt, we explain several times, until everyone has understood this very well for themselves. From the chests of surprises we get the tools of the gnomes. They serve to magically transform robot fairies into a more perfect form. Since these are the things of the gnomes, they must be returned to their owners. We teleport along the rune to the Tower of the Dwarves.
In order for the gnome responsible for the flying plates to turn them on, you need to show him the tools as a pass. They take us for their own and include a means of transportation. We jump on the plates down. Open the chest and take the Elemental Key of Fire. The stairs don't go back. We teleport to the Tower.

Remember, when you were on an excursion, here, in the caves, I asked you to remember the big stone that closes the entrance to Monagham. You didn't have the Earth Fairy Map back then, and the Stone Fairy couldn't help us. Now it's different. We dive into the tunnel, get to the stone and get into the Underworld - Monagham. "A very strange place," Alice L. Carroll would say.


And I would say that it looks like a miner's village.


Go around all the houses. Talk to the idle gnome. He will provide useful information. That there are also Lava Caverns below them, in order to calmly walk there, you need a Fire Fairy Map. I would also like to know where it is, this card! Don't miss the Rune of Return to Monagham. Passing through the village, you will see a heavy iron door. Remember, come back when you have the key. At the end of the village there is a house, the door to which opens with a lever. Behind it, the slab is an elevator to the Lava Caves, but it's too early for us to get there. The next house has a blacksmith who sells spells for robot fairies. In the house, where you get through the suspension bridge, you are met by a spell merchant and a potion merchant who accepts crystals as payment. Hooray! There was another place where they can be implemented. If you have crystals, buy something with them. It is not known whether they will take them from you in Tiralin. It's time to take the Staff for a walk in Tiralin, introduce him to the mayor. We teleport.

In Tiralin, you have a lot of things to do: try to sell crystals if you have them; go to the mayor for information and exchange the Suanna fairy, which you freed in the Cloud World, with the owner of the shop for the Surbuzz fairy. The traded fairy lady will also have to be escorted later to Dunmore, where a comrade on the bridge dries over her. As you can see, you won't be bored in Tiralina. We go to the mayor. He opened his mouth wide in surprise when he saw the Staff. He explains the next task to you. Got it. We were curious in the Palace if anything useful had appeared. Appeared. Received the Quadruple. Now no one will deceive you with it: it is a kind of lie detector. If he had been caught earlier, no one would have dared to hand you that little fairy for $400. And what to say about magic spell dealers, now they definitely won’t mix anything from themselves. Still, pure alcohol is better than diluted. Is anyone going to argue with this?

With crystals, if you try to sell them, there will be a misfire, I warned you about the possibility of this. Further in the shop, we carry out an exchange. I hope everything went well, otherwise the hostess is a lady suspicious and with claims. Let's go to the catacombs. For every fireman. What is good about this game, no matter how many times at intervals you visit the same place, something new is brought to your arrival, if not things, then fairies certainly appear. Don't get bored. As I hoped, there was again the importation of goods and all sorts of flying midges. Although the place, I must say, is creepy, we still go all the way. Rested? Let's go back. Everything you find is yours. There will be something to buy atomizers.

Teleport to Dunmore. We buy atomizers. We inform the traveler elf that he can easily go home, to the hut, to his wife - the bushes no longer threaten them. Breaking up with Serbuzz. And the gentleman on the bridge turned out to be an ill-mannered bastard. Wild fairy on his head! His happiness is that you have absolutely no time for him: we are in a hurry for the "gathering of young Vasilis to exchange wisdom." We go to the Great Rotten Stump, which the mayor of Tiralin told us about. This is the playground of the most outstanding Fairy Masters, competing among themselves for the right to show Kuz'kin's mother to the main adversary and conspirator, the villainous rebel. Platform after platform we move up. Nevertheless, as practice has shown, the most the best Masters Fey are gnomes. For some reason, it happened so historically. As a result of stubborn battles, you received the Air Fairy Card. Honestly, she is worth this "meat grinder"! Now we can cross the chasms, jumping on the air currents, of course, with the Air Fairy on our backs. Hey you, up there! Now watch out!

We will practice on the air currents in places where we have already been, but could not see everything. We run to the Ice Rocks, where these streams are... Go, you won't regret it. Don't forget to activate the Air Fairy. What did I tell you? We find the Evolutionary Stone of Air. Don't forget to bring the 'booby'. Another plus one. Thirty is very close. Now, feeling like an aeronaut, we can easily go where we need to, on business. Check that there are enough atomizers. What to do, you know.
On the rune we are ported to the Cloud World. You have come to a meeting with the White Chief. Collect money along the way. But do not die for the metal, so when jumping over the abyss, strictly "aim" at the center of the air flow. After all, falling so high and, probably, it hurts. Citizen White Druid once again imagines himself to be the Public Prosecutor in the alleged lawsuit "the people of Zanzarach against the malevolent Quinlin", again solid unsubstantiated accusations. This uncle, like a splinter, begins to annoy. We deal with another uncle and his feathered girlfriend, from the squad of insects. Good luck with this.


It was the personal protection of a very unusual prison - an air bubble. A dwarf is imprisoned in it, according to B.D. (I think you understand who I'm talking about), also a very dangerous state criminal. This criminal, secretly from his jailer, gives you the Key to the Iron Door in Monagam. Remember? And he asks in no case to let slip about this Key to Mr. B.D. Here, according to the scenario, sprouts of suspicion should take root in your soul along with irritation. Okay, we'll deal with this later. Let's go to Monagham. We go to the treasured door, open it. Surprise. Found an abandoned factory.


Here, in ancient times, before the coup, talented gnomes made their Fairy Robots. In an abandoned room, you can listen to the talking Book, which will tell an instructive story about it. Of course, here too there is no shortage of fights. Keep your brand! On the dais we find the former commander-in-chief Monagam, the very suspect Quinlin, about whom we heard so many unflattering things. And then he tells you that a long time ago, back when Zanzarah was a large unified country, Quinlin, along with the White Druid, were concerned about the interference of people in the affairs of the fairies. They decided to protect the fairies from people and built a magical wall. Everything was done, as you know, with the best of intentions. We wanted the best, but it turned out like people do. Guards were placed to guard this wall. But then, as is often the case with partners, the White Druid decided that "Bolivar could not stand two" (c). He teamed up with the Dark Elves, and Quinlin, who immediately became superfluous, ended up in a dungeon, locked in a factory. The case took an unexpected turn - if "a friend turned up suddenly" (c) ...

Quinlin, in gratitude for the release and wanting to help, gives you the Heavy Key. This is a universal lockpick. This Key can open any door in Zanzarach. We immediately recall all the doors that were previously closed to you. This is a locked gate in Tiralin, and a gate in the Enchanted Forest.
We are transferred to the capital, and past the Palace into the arch, to the locked door. We open. We go through the forest, almost over the corpses of the defeated fairies, to the ruins. In the flowerbed we find what kind of flower, the Psi-Fey Card. With purchase. Teleport back to Tiralin. We still have a date with a locked door in the catacombs. We put, in accordance with the efficiency table, our guardian angel Fairy of Light. We are all welcome there, of course. They had long expected, they had even heard a lot, they began to worry. And again you are breastfeeding right on the barricades. We collect useful things


and, most importantly, we find the Fairy Horn. You remember that it performs the same function for all fairies as the Shell does for the Water Fairies. It seems that they could, they did everything here and took it. We're leaving. You still have an unopened gate in the Enchanted Forest, not far from the Forest Hut, and a chance to find something interesting there. Premonition did not deceive us: there, high, high in the air, the Map of the Fairy of Fire dangles. If you have the Fairies of Fire and this Map in your backpack, you will not be afraid of the devil himself, and the Lavne Caves will seem like a resort. Therefore, we must contrive and get it. To do this, you just have to deal with the protection of this place. And it will not be so easy: these comrades have assistants with level fifty-seven! But there is nowhere to retreat. Did it. Flying platforms appeared. Hooray! Our map. Of course, we will also collect money and other trifles - the good will not disappear. We leave in English: there is already no one to say goodbye to. Now there is a direct road to the Lava Caves. Let's go to Monagham. We go to the door next to the lever. Inside is a magical elevator that runs along the route Dark Caverns - Lava Caves. Fairy of Fire ahead: let it get warm. Lay out the Magic Keys.


Go.

The place is very beautiful, if it were not for the hellish heat, then one could walk here with the same pleasure as in the swamps.


Collecting crystals. Evil spirits here - a dime a dozen, as it should be in hell. We go around all the caves. If you go to the left, you will find money, a golden carrot (how did it get accustomed here?), a sphere and two Evolutionary Stones of Fire at once. You will go to the right - the Evolutionary Stone of Nature. With a full set of Evolutionary Stones, it is quite possible to start serious breeding work. With these Stones, you can turn a balloonist Nature Fairy on a mushroom, with a Fire Stone into a Dragon Rider Fire Fairy, with a Nature Stone into a stronger Nature Fairy, and with an Air Stone you will get an Air Bird Tamer Fairy. The Fairy of Fire, a fiery dragon, and the Fairy of Nature, a shell, undergo similar transformations. When using Stones of Fire and Nature, respectively, they turn into more powerful fairies. There doesn't seem to be anything keeping you here anymore. To the elevator and up. You have to go to the stronghold of the rebels. To the World of Shadows. Count the atomizers, is it time to find a use for money? As you know, the stock pocket does not pull. When you are not very busy, in between times, think about the gnome in the bubble. You need to let your friend out. Prisoner of conscience after all :).

Teleport to Dunmore. From there, through the swamp, through the gate we get into the World of Shadows. We talk with Owl. We put the flying fairy in the first place. We go into the dungeon. The place here is not very fun: abysses, flying plates. And again, at every step of the battle, and behind the shoulders of the local guards are very solid teams, fairies with a high level of skill, super-fighters. Power. The eye rejoices. Though the opponents, but beautiful.


We win, you have absolutely nowhere to go. We find a platform, three doors open onto it. Each with its own colored lock. So, we are looking for different keys. We notice a flicker at one door, somewhere it has already happened - let's take a chance. We enter the flicker, not in vain. Plates appear, jump over them to the chest and take the red key. We return to the door with the appropriate lock. We open. Let's go, let's go. We collect everything. On the air currents we get to the Rune of return to the World of Shadows. Then we visit the drug dealer, next we take the key to the green castle. On the rune we return to the doors. We open, let's go. Flying plates, spheres. We find a funny couple of "live" skeletons.


They invite you to keep them company and express sympathy for their grief: their beloved Fire Fairy has fled from them. Lord, everything. Quite by accident, you have it, otherwise you would have to tear your claws to London. We change the fairy for a blue key from the last door. Let's go. This is a former cemetery. Gravestones and money all around. philosophical combination. You are suddenly attacked by two teams at once, under the control of the Dark Elves. Not at all by the rules. Oh, it's hard! Repulsed. We check the chest. There could be something more substantial. We go further and come to the Dark Cathedral. There stands the same Guardian, guarding the border between the world of fairies and people.


Again we meet B.D. We explain to him who he really is, and how wrong he is. We hope that we have explained clearly. We rise to the gallery of the Cathedral. Again the Dark Elves are already sitting in the liver. Again B.D. Didn't understand, that is. Again we resort to persuasion. I think they convinced me forever. We figured out the commander-in-chief, we go to the subordinate, to the Guardian. We fight with his interteam of fairy robots.


Righteousness will always prevail. Victoria. We have won and the enemy is on the run. Everything is finished, in a sense, both the Cathedral and the wall. Happy fairies rush to the Human World.

HAPPY END!!! A happy ending!

"Honey and oil"

Now about a barrel of honey and a fly in the ointment. Graphics, of course, above praise. Doesn't irritate either shapes or colors. I have already noted the fantasy of artists. Musical accompaniment, as they say "on business". Either pleasant Irish melodies, or the sound of water, or the croaking of frogs, or the chirping of birds brighten up your movements from point "A" to point "B". And the wolf howl is generally a separate song. At least, my Staffordshirewoman, having heard a wolf's howl, immediately gets into a solid fighting stance: there is fire in her eyes - now we'll pull it. If such an experienced bully "bought", then everything is in perfect order with the sounds. Thus, in the game, nothing “cuts or hits” either in the ears or in the eyes. It's nice, because the game is long, and a comfortable state at the same time is important.

You will even make an oyster out of patience.
L. Carroll "Alice in Wonderland"


Now - about tar .. A lot of freezes. If I counted their number, then I'm sure the number would be two-digit and would be very close to three-digit. Too many duels. I already have a callus on my index finger. Although, objectively, without such training you will not bring your fairies to the level of super-fighters, which are necessary at the end of the game.

The game, due to the large number of places visited, as I have already noted, is long, and so many characters of the same type begin to tire after a while. They all become completely on the same face, and you catch yourself that you almost do not delve into what they are trying to tell you. Moreover, many who meet again retell you what their fellow tribesmen or neighbors have already told you. And the distraction of attention here is like death: the truth is collected bit by bit from dialogues with absolutely everyone. In general, given how many texts and dialogues there are in the game, one must either understand English a little more than "something", or act by clicking. Go there, I don't know where, but there ... where the curve will take you. In this case, the flag is in your hands, the drum is around your neck. And - forward, consoling yourself, in case of failure, that, according to the theory of probability, in the end, there must be a hit. If not in an apple, then not in milk.
This game is a wonderful gift to the person you see for the first and last time in your life. But you want him to never forget about you. I assure you, if he does not throw it away, he will definitely not forget it.

The developers did their best and gave you a game that can accompany you all your life until old age. And if without irony, then it really is a good, well-made, long-playing and in some places, I would say, bewitching game. It is especially appropriate during holidays and vacations. Completely removes the problem of free time. You return to the places you passed earlier, and there ... again twenty-five. Seems like it can be played indefinitely. Try it!

"May Schwartz be with you!" (c)



 
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