Winx club play walkthrough school for sorceresses. Winx Club walkthrough

Try to find time for the wonderful game Winx School of Sorceresses. You will get a lot of pleasure and positive emotions.

The toy is fascinating beautiful graphics, pleasant musical accompaniment and a dynamic plot. Plus, it's free. The perfect combination. What else do you need to have a great time? free time? So quickly finish all your work and get started. We promise it will be cool!

Main characters

Since the main the target audience Winx school of sorceresses games are girls, then the main characters, or rather heroines, are also young ladies. Moreover, the young ladies are known and loved by teenagers all over the planet: from Canada to China. You most likely know them very well too. These are the Winx fairies - the heroines of the Italian animated series "Winx Club: School of Sorceresses", created by the company "Rainbow S.r.l." A total of five seasons of the cartoon were released, each consisting of twenty-six episodes. The series tells the story of the adventures of fairy girls who were brought together by chance and became the most devoted and bosom friends in the world. The plot centers on the story of the main character, Bloom, and her distant homeland, the planet Domino. Throughout history, magical girls, joining forces, save the world from all kinds of misfortunes. And there are a lot of them around. It is not clear where their strength comes from, but the Winx beauties manage to do everything: both fight evil and ordinary school life live: fall in love, conflict with parents, have fun with friends, go shopping, learn lessons, do a thousand other things that are familiar to us all. If you haven't seen this super exciting cartoon yet, be sure to watch it. After it, the essence of the Winx School of Sorceresses story and the game created based on this story will be revealed to you much more fully.

Where to begin?

First, choose the heroine you will play as. The assortment is great - in front of you are all the faithful girlfriends, beautiful sorceresses from the Winx series: Tecna, Muse, Flora, Bloom, Stella and Aisha. True, there is a nuance. Until you complete the first level, you can only play on behalf of Tekna. With each stage you complete, your capabilities will expand and gradually all sorceresses will become available.

How to play?

After you've decided on the main character, it's time to choose a surfboard. You have three options at your disposal, one more beautiful than the other. Point your cursor at the one you like best, and go ahead and glide along the waves of the fantastic ocean. But be careful. The endless turquoise expanse is not only incredibly beautiful, but also quite dangerous. Many obstacles and traps await you along the way. Dexterity, attentiveness, full involvement in what is happening and a focus on winning - this is what is needed to overcome them without losses. Can you handle it? Please try your best!

What do we have to do?

You already guessed that the main goal of playing Winx School of Sorceresses is to cut through the waves like a real surfer and get to the end of the level without problems, losses or injuries. You will move in a straight line, you cannot turn anywhere. But you can jump one step to the right or left, and also jump over some of the obstacles. If you learn to maneuver deftly without slowing down, consider victory in your pocket. After all, the main difficulty of the Winx School of Sorceresses game lies precisely in being able to adapt in time, quickly and clearly react to every second changing circumstances. You'll see, this wonderful quality will be useful to you not only behind the monitor screen, but also in real life.

Controls of the game Winx School of Sorceresses

It is quite simple and convenient. You will need to press only three buttons in time: the left, right and space arrow keys. With the first two, you will be able to move the Winx sorceress from one “track” to another (the flow along which she moves is divided by a barely noticeable dotted line into three stripes), and using the spacebar you will make her jump, rushing over obstacles. On your way you will meet giant polyps, sharp rocks, huge boulders covered with algae. A collision with each of them threatens the sorceress with injury. And even if she manages to recover from it and continues her journey, her vitality will become less. A few collisions and, alas, you'll be out of the game.

But it is not all that bad. Quite the opposite. In addition to problems on the way of the beautiful sorceress, she will encounter many pleasant surprises: precious pearls, golden tiaras, sparkling rubies and precious shells. Try to collect them all, don't miss them. Each such discovery will give you additional points, restore health lost in collisions with rocks, or give you additional speed. The developers of the game Winx School of Sorceresses made sure that the game was fun, and the player had a variety of bonuses. When you don’t know in advance what your find is hiding, it’s more interesting to play. Remember, moving to the next level depends on the speed you can develop and the number of points collected (at the risk of being considered boring, let us remind you once again - do not neglect surprises!). With each new turn your path will become more interesting and difficult. But don't give up. Show a master class from a real surfer. Fly over the waves of the virtual ocean as if on wings. Good luck!

A visit to the game Winx Club School of Sorceresses is definitely worth the attention of every fan of winged fairies. The fun is free, and you can play on the computer at any free time. Beautiful bright graphics, wonderful music and general atmosphere magic, will not leave anyone indifferent.

The beginning of the adventure

If you have a favorite character among the cuties from the cartoon, that's great. Initially, you will have to decide which of the girls you will play for today. Each of the beauties of the series: Tecna, Muse, Flora, Bloom, Stella and Aisha has unique skills and abilities. Try to take this into account before making your final choice. True, until you pass the test First level, your only option will be Tecna. Once the heroine is chosen, pick her a cute surfboard and off you go! Conquer the waves with a fearless girl!

Walkthrough of the game Winx Club School of Sorceresses

It's quite simple to play. Goal: reach the finish line unharmed. Instead of a path, there are ocean expanses with large raging tsunamis. The path runs linearly, only a step to the side is allowed. You can overcome some obstacles by jumping. Circumstances around you are changing rapidly, and speed of response is required to cope with this exciting challenge.

Control

Your manipulators are the mouse, arrow buttons (left, right) and space bar (to perform a jump). Arrows help to rearrange into different flows; they are marked with dotted lines. The road along the water surface is very dangerous. Various obstacles in the form of reefs or algae will constantly interfere with the young sorceress. If you repeatedly fall into traps, the game will end for you. Although the developers of the Winx Club School of Sorceresses came up with and filled the space with many bonus features. On your way you will meet various treasures, jewelry, pearls, treasures.

Pick them up without missing them, and you will get an increase to your own points. Guide the brave fairy Winx through all the difficulties of the game and win this extreme event. Magic powers are practically irrelevant here. This is training in observation and reaction speed. Try to follow environment and instantly adapt to changes. You will certainly succeed.

Text walkthrough of the game Winx Club step by step, passwords for locks: 3921, 0001.

At the very beginning of Winx Club - School of Sorceresses, a rabbit runs away from us, we must follow him. Our main protagonist, Bloom, was the most ordinary attention, trademark! and, to put it mildly, a stupid girl. Its commonality was expressed in the fact that Bloom had no information about what fate was destined for her in the significance of Fate, obviously, the creators - to turn out to be a fairy, to save Magix and further on the list. And what was wrong was that she had never heard of the misadventures of a certain girl, Alice, who also had the misfortune of running after a bunny. So let's get started.

The tame bunny Kiko is scared to death and Bloom, as a caring housewife, decides to find out what could possibly frighten her beloved pet. I don’t think there will be any difficulties with the controls, but it’s better to be safe. Up arrow - forward down arrow - back left arrow - left arrow right - right space - jump. We approach the loving couple, cough respectfully and ask if they can open the gate. The young man gets up and opens them.

This is amazing: if you approach a girl sitting on a bench, she will exclaim with relief something like “What a blessing that the gate is open! I had to hang around here all night!” But it won’t move like that. Probably being stuck around at night didn't have the best effect on her brain.

We learn to jump, collect diamonds, torment poor trees, shaking out stars from them, and notice strange snow-white circles - we will need them later. Oh, yes, besides, we open chests. Open it, shake out the stars using Enter. And here is the first enemy - unknown creature reddish in color. Are we shooting fire or what does she have there? - left mouse button, aim with the right one. Having defeated the enemy, we move on. We approach the wall, near which a “health replenisher” grows, climb onto it and find ourselves in the new location. Another reddish demon, I don’t know what it is, I’ll call it that, it threatens life and health. no, not peace-loving people, but Kiko a tame animal, if you remember. Naturally, Bloom cannot help but intervene SDP, Syndrome Good Hero! Now we can also place shields using the Shift key. Hey Bloom, well done! Having finished with the demon, we begin to pretend to be a rock climber, quickly jumping from cliff to cliff, pulling ourselves up on our hands and skillfully avoiding rockfalls. Bloom was probably the pride of the local sports section. Moving to a new location, more skirmishes with demons, avoiding falling pebbles - nothing special. In general, you should be less afraid of rockfalls, just put up a shield and not a single stone will harm you. Beauty! So we finally get to our destination and... What are we actually seeing? Another incomprehensible something is taken away from the winged blonde in orange by a certain net, oh, was it a rod? but not similar. Because of the SDP, intervention is required. At this point we will see with our own eyes the irrefutability of the axiom about Ordinary Girls and Boys. Bloom, it turns out, is a fairy! The Giant is one of the strongest Chiefs in the game, so defeating him will not be difficult. You can simply fly in circles, and pick up mana and magical energy falling from the net, just don’t take the dark ones, on the contrary, they draw out power, and put up a shield when flashes of snow-white energy appear above the giant. Don’t forget to throw the balls especially diligently when a reddish arrow with a skull appears above the giant. This means that if you hit this moment, then there will be more damage than traditionally. The grateful fairy Stella will tell Bloom about the Magix universe and, namely, about the school of Alfea heh, Sage, where young fairies study. Our heroine's path lies there. Into the new, unknown world of Magix.

Girly Hogwarts

We watch an animated video about how Bloom says goodbye to his guardians and goes to school, in which, in the end, after listening to the headmistress’s lectures, we are left to our own devices. Here we go to find our room, okay, it’s not difficult. There is a girl standing near your door who will confirm that this is your room, and the Bloom inscription nearby with the names of the other fairy girls also indicates this. We go into the room, meet the neighbors and talk about the ball and the handsome specialists. Bloom will complain about the lack of a respectable dress and she will be recommended to go to the local fashion designer - Luma. You can go to Luma later, in the meantime we will take care of side quests and tasks.

This is amazing: After the dialogue, don’t be too lazy to go into Stella’s room, she is probably the “coolest” one, she lives alone in the room and look at the photo of the cheerful five. And now let’s think together: a little 5 minutes have passed since we met, where did the photo come from in this case? It is clear from it that they are inseparable, but it takes much more than 5 minutes to become such good friends.

Without exception, all side missions are built on the principle of fetch/carry and carry/bring. The first tasks can be obtained from Flora and Stella over the people who have a task for you, a yellowish diamond is lit. Note: After the dialogue about the ball, simply leave and go back to the location, the girls will scatter in all directions. At first glance, it may seem to Flora that your little animal Kiko does not look happy enough. Is it possible that vegetables from the ground have every chance of improving the situation? And Stella lost her own beloved earrings in the battle with the giant and is now in sadness. Who will definitely help her? Bloom! But before that, rather than going to the tasks, it’s best to go to the library, where they will teach us how to solve an easy puzzle, so that the turntable will appear certain number certain similar characters lined up in a row. This is done using the r key. You can also look into the library and have a nice chat with Wizgiz, who will explain that with the fairy stars you can get cards that are in the device located at the other end of the library. Now you can go on side missions to Gardenia. To do this, you need to go to the main gate from which you came to Alfea and press Enter. Now you can slowly pick carrots for Flora to grow on one of the side lawns, guess the riddles of the little white circles, thereby earning stars, the seeds of dragon flowers add all your health and one petal is added to the flower of lives, if you collect 5 moths, Bloom receives a new power and title. But to find Stella’s earrings, you will need to run to the clearing in which the battle took place. The earrings are practically invisible due to the small yellowish flowers, but when approaching them, enter appears, so they are not difficult to find. Attention: there are 2 earrings! Left and right. I’m saying this so that you don’t become like one.uh.unlucky critic who foamed at the mouth and claimed that in order to get all the earrings, you need to run to the clearing. Twice intentionally for him: drink poison, and then sit down to write reviews. Well, he by no means saw the earrings, you know. You can return to Alpheus; to do this, go to the save crystal and select “return to Alpheus” and give things to your lucky girlfriends. Now it’s permissible to think about yourself. We go to Luma, her room is located below, on the left, in the room there is the inscription Looma. Luma admire appearance Bloom will say that she will gladly make a dress if she finds scissors. We go to the ballroom before the doors were closed, let's jump in! on the right table, we rush along it to the end and find the scissors. We take it to Luma and get a blue dress, then Luma is allowed to bring various things from which she will sew Bloom’s outfits, and also sell ready-made clothes, the price of one is 60 crystals. We rush to the ballroom, everyone is already waiting for us! We watch a video in which everyone is jealous of Bloom's dress. Then one of the professionals comes up to us and introduces himself as Brandon. The way you talk to him will greatly affect the ending. To do this, in order for the young man to be satisfied with your communication with him, you need to tell him how much you like Magix and sigh sadly that you won’t be able to talk to him longer, maybe some other time?..

Young naturists

Everything is not bad, but it must come to an end. The ball is over, and ahead of us is a lesson with Dr. Palladium. Hurry up to her! At the same time, we receive another task from Flora: she constantly wanted to place the little Quetus Carnivorus, a carnivorous plant that grows only in swamps, where, in fact, we are heading. And for Palladium you need to find 3 fairies hidden in different places, snow-white circles hanging in the air, approach, press r. So, we are in the swamp. We are learning new techniques: now, using the left mouse button, you can release 3 balls at a time and, holding the key, release energy and help at will, but it is better to help, as a reward you will receive a petal of a dragon flower for the troublemaker Amaryl and her team. Oh yes! If you see a snow-white clover, feel free to press enter, your friends will help you in this case, Flora will grow ivy along which you can climb up. In principle, there is nothing in the swamp that cannot be dealt with. I will only say that the Quetus for Flora is located close to the large Quetus; they cannot be destroyed, so you need to be careful when you pass by. There are also things for Luma in the swamp: a flower and silk worms. In passing, we help the specialists from the Red Fountain, who were shipwrecked because of which the troll they were transporting escaped. The task of catching, as usual, will fall on the fragile shoulders of the fairies. And the men just stand on the sidelines. Let's move on to the description of the battle. It should be noted that girlfriends are actually of no use. Their attacks are weak, and you can only ask them to help you once per battle using the spacebar button. Consequently, Bloom will work in “killing.” The strategy is still the same, fly in a circle, put up a shield when you see the troll starting to stomp, and pick up mana spheres just right. After the triumph, we watch a cartoon - a screensaver about the emergence of witches from the Cloudy Tower, who captured Techna and demanded Stella's ring in exchange for her life, thinking that it contains the Fire of the Dragon. Bloom assures Stella to give her the ring, since if a fight breaks out, Techna could get hurt. The ring is given, Tekna is saved.

They did not expect? And here we are!

While reading the book, Bloom finds out more about what Stella's ring is made of and wonders who could tell more about the Great Dragon. To do this, to give Quetus to Flora, we go out again and go into the location, she will sit on the sofa. Go to the Muse's room - she has a broken string on her guitar and needs a minotaur's hair to replace it; she will provide you with a musical necklace, from which Luma will make an outfit for you. Then you can go to the headmistress’s office, who will tell you about the Great Dragon, who created the Magix universe and settled on the planet Sparks Spark, which became the center of magic due to his power. But sorceresses, thirsty for power, destroyed the planet in search of the famous Dragon Fire. After the dialogue, you need to go to the wall and pick up a piece of paper with a strange story about witches who were afraid of dragons; numbers are considered a code. It is permissible to go to Doctor Palladium and pass the quest, receiving the merit you deserve. There are more side quests and almost all of them are connected to books. The headmistress asks you to find in the library the books she needs for her classes: “Manipulating a magic wand in 5 steps” “How to bleach a dragon bone” “Flora and Fauna of the Dark Swamp”. We go to the library and look for all the books we need. Librarian Vizgiz, in turn, wants us to go in search of girls who did not hand in their books during the period: Amaryl would be without her! Pia and Nessa. Bah! So these are our “swamp acquaintances”! Nessa in the ballroom, on landing on right. He asks which of the men mentioned is not a specialist. Result: Braven. Nessa gets the correct result, and we get the books. Pia is standing near a cabinet with a figurine of a reddish tower or whatever it is? She is interested in which of the things she listed is not a magic school. Result: Fountain of Clouds. The next task will be given to Griselda by an aunt with glasses - she desperately needs a book on serious self-control. Amaryl is located in the corridor near the ballroom on the right if you have your back to the gate, with the help of which you can return to places where we have already been. Wants to have information about who is the head of the Althea school. Result: Faragonda. We return to our room and watch a cartoon in which the girls are thinking about how to return Stella’s ring, since the test on spells is coming soon, and without the ring she is powerless! We go down and go to the cabinet with the Cloudy Tower figurine and enter the code written on a piece of paper for the lazy: 3921. We take the figurine and go to the right passage of the ballroom, in which we install the figurine on the pedestal. We go into the portal that appears in the picture. After the dialogue with your friends, take the book for Griselda on the left that glows. Jugs can be broken using fire. Near the glowing doors, press r, they will open. Pull the lever and a ladder will appear, climb it. Then simply turn the levers, practically no difficulties will arise. Take the minotaur hair for the Muse from the huge sleeping minotaur. Witches room: Darcy, Icy and Stormy. Take the snowflake for Luma in the room, Stella's ring - in the pile of garbage. In the library, Bloom is reading a book in which she will find out a little about herself, but the headmistress Miss Griffin will notice the lawbreakers and interrupt interesting reading. We get rid of the stone golems and spiders and run to the end of the dining room. There we meet another Boss Zhuko - some kind of lava. The strategy is the usual: we fly, we fly, we don’t stop, we pick up spheres as we go and shoot the monster with balls. Having overcome, we watch the splash screen. Subsequently, we find ourselves in the black hall and go to call our father and mother - a dramatic scene! We hear noise in the ballroom and go there. So it is! The sorceresses from the Cloudy Tower decided to pay Alfea a return visit. We fight with the spider and see something similar to a dragon emerge from Bloom. In the video, Bloom is visited again in a dream by a strange lady in a mask.

Free riders and offenders

The new day has arrived! We go to the phone after the dialogue with our friends and call Brandon. When communicating with him, the 1st remark may not matter what, he will not smile at any of them, it is best to say that Magix is ​​my destiny, the 2nd - thank you, it helped me and the 3rd - let me tell you about something ask? Brandon will say the numbers: 0001. This is the locker code. Upon returning to Alfei, we go to the closet, dial the code, pick up the figurine and go to the left passage of the ballroom and install it on the pedestal. Voila! A portal opens. But before you go there, I advise you to go to the library - Technology urgently needs our support! She needs to fix the android bot, probably, but there are not enough parts, they will appear after the triumph over the first robot in the Red Fountain. Now it is permissible to go into the portal. We go into it and watch a cartoon screensaver about how girls run away from the controller. The passage is trivial - we use the shield on the traps and then they will not cause any harm, they will simply be thrown aside. We turn off the protective fields using levers. To drive the dragon back into the stall, we shoot fire at the lamps; near the stall there are scales that Luma needs. To do this, in order to safely get to the window without being spotted at the school, do not catch the eye of the guards, simply quickly run past them. In a battle with Diaspro, it is best to fire at her, wait until she puts up a shield and then accumulate energy for the shot, repeat until triumph. Then we watch a video in which we learn that Brandon is essentially the Prince of Skye. In upset emotions, Bloom sets off home, where the witches are waiting for her; they learned that the Dragon Fire is located in Bloom. It’s not difficult to defeat the witches: we fly in a circle and put up a shield just right, when they cause a storm, especially since they will all take the fire anyway.

Home Sweet Home.

The sorceresses took away Bloom's power and Dragon Fire! We need to go to Spark Sparks, Bloom's home planet. But before you go. Who needs support here? Oh, Doctor Palladium is in the ballroom! She needs 2 crystal standards from Iskra. It’s as if you don’t have enough of your own troubles. By the way, it’s finally permissible to give the book to Miss Griselda! Then we head to the teleportation room close to the classroom. The spark will greet us very coldly, both figuratively and literally this word. You won’t be able to shoot fireballs or put up a shield now, you will need to simply fight back with snowballs. Go to the pile of snow and press enter. As soon as you fall into the crack you will see a crystal, go up to it and press enter. This is the first standard for a doctor! In order not to suffer from ice woodlice or what is it anyway?, I advise you to quickly rush past them and quickly jump up. In the next area you can find a greenish crystal for Luma; we break the ice with snowballs. It’s easy to defeat the ice monster - wait for it to hover near one of the stalagmites, run up to it and press enter. After 3 hits, the monster will be defeated. We go down and move forward, almost at the very edge on the right there will be a second crystal for Palladium. For a bridge to appear, you need to approach the sculptures with diamonds and press enter until they light up; you need the diamonds to glow immediately. Solving puzzles: fire, moon, candle, sun. In a room with a multi-colored floor, we walk only on reddish tiles. To unlock the door, pictures with a candle and a flower must appear at the bottom. We approach our lady from dreams and watch the video. Mysticism is back, hooray! We run up the stairs and find ourselves outside. I advise you to save, now a battle will begin with another weirdo. We fly in a circle, without stopping, we pick up the spheres that appear afterwards, like a monster exhales cold, and don’t forget to shoot. Then we watch the video.

So we returned to Alfea. Wait a minute! Why is everything on fire? These witches again. We need to go to O Cloud Tower again and bring back the Dragon Fire!

This is amazing: Try jumping using fire for the sake of enthusiasm. Back and forth, back and forth.
Bloom will not burn in fire and will not drown in water. Don't remember anything? She's a fire fairy, idiots! But I don’t know about water.

Before you go, visit Luma’s room, the girl standing next to her will give you a task - take a note to one “dear watchman from the Red Fountain”. Get ready for a long run. But it will be double merit! Likewise, the leader of the Reddish Fountain, Salvador, will ask you to find his own partner, he is behind the enchanted door in the Cloudy Tower, in the dungeon. When you are ready, come to the greenish monster in glasses and overalls, Knut, our old acquaintance with whom we fought at the very beginning. There are practically no difficulties in passing, you just have to slow down on the puzzle with the clock, it’s also not easy, but suddenly...: frog, primitive, cloud with lightning. We take away the magic ball, Miss Griffin needs it. In this area there is a spider mirror for Luma. We leave the hall and go right - now the gate is open. In the end, it turns out that the Dragon Fire is fake and was made by the witches intentionally to lure Bloom into a trap. Let's take our feet out of the tower. Along the way, the aircraft breaks down and Bloom, together with Sky, is forced to spend the night in the forest. True sayings when talking to him: hey, take away that frown, I believe in you, Sky, and I know that you won’t leave me in trouble, you definitely don’t want to chat with me yet. We watch a video in which Bloom discovers that no one took the Dragon Fire from her and it was in her all this time. We return to Alfea. Everything is ready for the final battle. All that remains is to pass the mission and, if desired, find glasses for Knut, they lie near the main entrance near the tree. To go fight, talk to Salvador. After the cartoon, we fight with Icy. Together with the Dragon Fire, it is summoned using the spacebar and it is extremely easy to defeat it. We dodge the snowflakes and pick up the spheres that remain after them, we fly in a circle. Everything is the same as always. When the battle is over, we watch the well-deserved ending. If you did everything correctly, then Bloom will kiss Sky.

Following the Blue Rabbit

Our main character Bloom was the most ordinary (attention, trademark!) and, to put it mildly, a simple-minded girl. Its normality was expressed in the fact that Bloom had no idea what fate was in store for her (in the role of Fate, of course, the developers) - to become a fairy, save Magix, and so on on the list. And what was wrong was that she had never heard of the misadventures of a certain girl Alice, who also had the misfortune of running after a rabbit. So let's get started...
The tame rabbit Kiko is scared to death and Bloom, as a caring housewife, decides to find out what could have scared her beloved pet. I don’t think there will be any problems with the controls, but it’s better to be safe... Up arrow - forward; down arrow - back; left arrow - left; right arrow - right; space - jump. We approach the loving couple, cough politely and ask if they can open the gate. The guy gets up and unlocks them.

This is strange: If you approach a girl sitting on a bench, she will exclaim with relief something like “What a blessing that the gate is open! I had to hang around here all night!” But it won't budge. Apparently, hanging out at night did not have the best effect on her brain.

We learn to jump, collect diamonds, torment poor trees, shaking out stars from them, and notice strange white circles - they will be useful to us later. Oh, yes, we also open chests. Open it, shake out the stars using Enter. And here is the first enemy - an unknown red creature. We shoot with fire (or whatever she has there?) - with the left mouse button, aim with the right. Having defeated the enemy, we move on. We approach the wall, next to which the “health replenisher” grows, climb onto it and find ourselves in new location. Another red demon (I don’t know what it is, I’ll call it that) threatens the life and health of... no, not civilians, but Kik o (a tame animal, if you remember). Naturally, Bloom cannot help but intervene (SDP, Syndrome Good Character)! Now we can also place shields using the Shift button. Hey Bloom, well done! Having finished with the demon, we begin to pretend to be a climber, dashingly jumping from cliff to cliff, pulling ourselves up on our hands and deftly avoiding rockfalls. Apparently, Bloom was the pride of the local sports section. Moving to a new location, more skirmishes with demons, avoiding falling rocks - nothing special. In general, you should be least afraid of rockfalls; put up a shield and not a single stone will harm you. Beauty! So, we finally get to our destination and... what do we see? Another incomprehensible something takes some kind of net from the winged blonde in orange (oh, was it a wand? It doesn’t look like it). Because of the SDP we have to intervene. At this point we will see with our own eyes the irrefutability of the theorem about Ordinary Girls and Boys. Bloom, it turns out, is a fairy! The Giant is one of the weakest Bosses in the game, so defeating him will not be difficult. You can simply fly in circles, pick up mana (magical energy) falling from the net (just don’t take the black ones, on the contrary, they draw out power), and put up a shield when flashes of white energy appear above the giant. And don’t forget to throw the balls especially hard when a red arrow with a skull appears above the giant. This means that if you hit now, you will do more damage than usual. The grateful fairy Stella will tell Bloom about the Magix universe and, in particular, about the Alfea (heh, Sage) school, where young fairies are trained. Our heroine's path lies there. Into the new, unknown world of Magix.

Girly Hogwarts

We watch an animated video about how Bloom says goodbye to his parents and goes to school, where, finally, after listening to the headmistress’s lectures, we are left to our own devices. We immediately set off to look for our room, fortunately it’s not difficult. There is a girl standing near your door who will confirm that this is your room, and the inscription Bloom next to the names of other fairy girls also indicates this. We go into the room, meet our neighbors and talk about the ball and the handsome specialists. Bloom will complain about the lack of a decent dress and she will be advised to go to the local fashion designer - Luma. You can go to Luma later, in the meantime we will take care of side tasks (quests).

This is strange: After the conversation, don’t be too lazy to go into Stella’s room (she is apparently the “coolest”, she lives alone in the room) and look at the photo of the cheerful five. Now let’s think together: barely five minutes have passed since we met, where did the photo come from then? It is clear from it that they are inseparable, but in order to become such good friends it takes a lot more than five minutes...

All without exception side quests built on the principle of bring/carry and carry/bring. The first tasks can be obtained from Flora and Stella (a yellow al mazik is lit above people who have a task for you). Note: After talking about the ball, just leave and go back to the location, the girls will scatter in all directions. Flora thinks that your little animal Kiko doesn’t look happy enough. Perhaps vegetables from the ground can improve the situation? And Stela lost her favorite earrings in the battle with the giant and is now in sadness. Who will help her? Bloom! But before going on assignments, it’s best to take a walk to the library, where we will be taught how to solve a simple puzzle (we need several specific identical symbols to appear in a row on the turntable). This is done using the r key. You can also look into the library and have a nice chat with Vizgiz, who will explain that you can use fairy stars to purchase cards contained in the machine located at the other end of the library. You can now go on side quests in Gardenia. To do this, you need to go to the main gate (from which you came to Alfea) and press Enter. Now you can slowly pick carrots for Flora (it grows on one of the lawns on the side), solve the riddles of the little white circles, thereby earning stars, dragon flower seeds (all health is replenished and one petal is added to the flower of lives), moths (if you collect five of them) , Bloom receives new power and title). But to find Stella’s earrings, you will have to run to the very clearing where the battle took place. The earrings are almost invisible due to the small flowers yellow color, but enter appears when you approach them, so finding them is not difficult. Attention: there are TWO earrings! Left and right. I’m saying this so that you don’t become like one...uh...unlucky reviewer who foamed at the mouth and claimed that in order to get all the earrings, you need to run to the clearing TWO times (especially for him: drink yada, and then sit down to write reviews). Well, he never saw the earrings, you know. You can return to Alpheus (to do this, go to the save crystal and select “return to Alpheus”) and distribute items to your lucky girlfriends. Now you can think about yourself. We go to Luma (her room is located below, on the left, there is an inscription Looma on the room). Luma admire appearance Bloom will say that she will gladly make a dress if she finds scissors. We go to the ballroom (the doors there were closed before), jump (!) onto the right table, run along it to the end and find the scissors. We take it to Luma and receive a blue dress (later you can bring it to Luma various items, from which she will sew Bloom’s outfits, and also sell ready-made clothes, the cost of one is 60 crystals). We run to the ballroom, everyone is already waiting for us! We watch a video where everyone is jealous of Bloom’s dress. Then one of the specialists comes up to us and introduces himself as Brandon (how you communicate with him will greatly affect the ending). In order for the guy to be satisfied with your communication with him, you need to tell him about how much you like it in Magic and sigh sadly that you can’t talk with him longer, maybe some other time?..

Young naturalists

All good things must come to an end. The ball is over, and ahead of us is a lesson with Professor Palladium. Hurry to her! At the same time, we receive another task from Flora: she always wanted to have a little Quetus Carnivorus, a carnivorous plant that grows only in swamps, where, in fact, we are heading. And for Palladium you need to find three fairies hidden in different places (white circles hanging in the air, approach, press r). So, we are in the swamp. We are learning new techniques: now, using the left mouse button, you can release three balls at a time and, while holding the button, release energy and help (optional, but it’s better to help, you will receive a petal of a dragon flower as a reward) the troublemaker Amaryl and her team. Oh yes! If you see a white clover, feel free to press enter, your friends will help you (in this case, Flora will grow ivy that you can climb up). In principle, there is nothing in the swamp that cannot be dealt with. I can only say that the Quetus for Flora is located next to the large Quetus (they cannot be killed, so you need to be careful when you pass by). Also in the swamp there are items for Luma: a flower and silk worms. In passing, we help specialists from Red Fountain, who were shipwrecked because of which the troll they were transporting escaped. The task of catching, as usual, will fall on the fragile shoulders of the fairies. And the guys just stand on the sidelines. Let's move on to the description of the battle. It’s worth noting that girlfriends are practically useless. Their attacks are weak, and you can ask them for help only once per battle (space key). Therefore, Bloom will do the “killing.” The tactics are still the same, fly in a circle, put up a shield when you see the troll starting to stomp, and pick up the mana spheres in time. After the victory, we watch a cartoon - a screensaver about the appearance of witches from the Cloud Tower, who have captured Techna and demand Stella's ring in exchange for her life (they think that it contains the Dragon Fire). Bloom convinces Stella to give up the ring, because if a fight breaks out, Techna could get hurt. The ring is given, Tekna is saved.

Didn't you wait? And here we are!

While reading the book, Bloom learns more about what Stella's ring is made of and thinks about who could tell more about the Great Dragon. In order to give Quetus to Flora, we exit again and enter the location, she will be sitting on the sofa. Go to the Muse's room - she has a broken string on her guitar and needs the hair of a minotaur to replace it (for the hair she will give you a musical necklace, from which Luma will make you an outfit). Then you can walk to the headmistress’s office, who will tell you about the Great Dragon, who created the Magix universe and settled on the planet Sparks (Spark), which became the center of magic thanks to his power. However, witches thirsty for power destroyed the planet in search of the legendary Dragon Fire. After the conversation, you need to go to the wall and pick up a piece of paper with a strange story about witches who were afraid of dragons (the numbers are a code). You can go to Professor Palladium and pass the quest, receiving a well-deserved reward. There are more side quests and almost all of them are related to books. The headmistress asks you to find in the library the books she needs for her classes: “Managing a Magic Wand in Five Steps”; "How to bleach dragon bone"; "Flora and Fauna of the Black Swamp". We go to the library and look for all the books we need. Librarian Vizgiz, in turn, wants us to go in search of girls who did not turn in their books on time: Amaryl (where would we be without her!); Pia and Nessa. Bah! So these are our “swamp acquaintances”! Nessa is in the ballroom, on the landing on the right. He asks which of the guys listed is not a specialist. Answer: Braven. Nessa gets the correct answer and we get the books. Pia is standing near a cabinet with a figurine of a red tower (or whatever it is?). She is interested in which of the things she listed is not a magic school. Answer: Fountain of Clouds. Another task will be given by Griselda (the aunt with glasses) - she desperately needs a book on strict discipline. Amaryl is in the corridor near the ballroom on the right (if you stand with your back to the gate, with the help of which you can return to the places where we have already been). Wants to know who the principal of Althea School is. Answer: Faragonda. We return to our room and watch a cartoon where the girls are thinking about how to return Stella’s ring, because soon there will be a test on spells, and without the ring she is powerless! We go downstairs and approach the cabinet with the Cloud Tower figurine and enter the code written on the piece of paper (for the lazy: 3921). We take the figurine and go to the right passage (of the ballroom), where we install the figurine on the pedestal. We go into the portal that appeared in the picture. After talking with your friends, take the book for Griselda on the left (lit). Jugs can be broken using fire. Near the glowing doors, press r, they will open. Pull the lever, a ladder will appear, climb it. Then just turn the levers, no difficulties will arise. Take the Minotaur's hair for the Muse from the large sleeping minotaur. Witches' room: Darcy, Icy and Stormy. Take the snowflake for Luma in the room, Stella's ring - in the pile of garbage. In the library, Bloom reads a book, where he learns a little about himself, but the headmistress Miss Griffin will spot the offenders and interrupt the fascinating reading. We get rid of the stone golems and spiders and run to the end of the dining room. There we meet the next Boss (a bug - some kind of lava). The tactics are simple: we fly, fly, don’t stop, pick up spheres as we go and fire balls at the freak. Having won, we watch the splash screen. Afterwards we find ourselves in a dark hall and go to call our parents (dramatic scene!). We hear noise in the ballroom and go there. This is true! The witches from the Cloud Tower decided to pay Alfea a return visit. We fight with the spider and see something similar to a dragon emerge from Bloom. In the video, Bloom revisits in a dream strange woman wearing a mask.

Free riders and law breakers

A new day has come! We go to the phone after talking with our friends and call Brandon. In a conversation with him, the first remark can be anything (he won’t smile at any of them, it’s best to say that Magix is ​​my destiny), the second - thank you, it helped me and the third - can I ask you something? Brandon will give the numbers: 0001. This is the locker code. Upon returning to Alfei, we go to the locker, dial the code, pick up the figurine and go to the left passage of the ballroom and install it on the pedestal. Voila! A portal opens. But before you go there, I advise you to take a walk to the library - Techna urgently needs our help! She needs to fix the droid (a robot, apparently), but there are not enough parts (they will appear after defeating the first robot in the Red Fountain). Now you can go to the portal. We go into it and watch a cartoon screensaver about how girls run away from the controller. The passage is elementary - we use a shield on the traps and then they will not cause any harm, they will simply be thrown aside. We turn off the protective fields using levers. To drive the dragon back into the stall, we shoot fire at the lamps; next to the stall there are scales (Luma needs). In order to safely get to the window and not be exposed at the school, do not catch the eye of the guards (just quickly run past them). In the battle with Diaspro, it is best to fire at her, wait until she puts up a shield and then save up energy to shoot (repeat until you win). Then we watch a video where we find out that Brandon is actually Prince Skye. Frustrated, Bloom goes home, where the witches are waiting for her, having discovered that the Dragon Fire is in Bloom. Defeating the witches is not difficult: we fly in a circle and put up a shield in time when they cause a storm (however, they will still take the fire).

Home Sweet Home...

The witches took away Bloom's power and Dragon Fire! You need to go to Spark (Sparks), Bloom's home planet. But before you go... Who needs help here? Ah, Professor Palladium (standing in the ballroom)! She needs samples of crystals (two in number) from Iskra. As if I didn’t have enough problems of my own... By the way, I can finally give the book to Miss Griselda! Then we head to the teleportation room (next to the classroom). Iskra will greet us very coldly, both figuratively and literally. Now you can’t shoot fireballs or put up a shield; you’ll have to simply fight back with snowballs (go to a pile of snow and press enter). Immediately after falling into the crack you will see a crystal, go up to it and press enter. Here is the first sample for the professor! In order not to suffer from ice woodlice (or what is it?), I advise you to quickly rush past them and quickly jump up. In the next location you can find a green crystal for Luma; break the ice with snowballs. Defeating the ice monster is simple - wait for it to hover near one of the stalagmites, run up to it and press enter. After three hits, the monster will be defeated. We go down and move forward, almost at the very edge on the right there will be a second crystal for the Palladium. For a bridge to appear, you need to approach the statues with diamonds and press enter until they light up (the diamonds need to light up at the same time). Solving the riddles: fire, moon, candle, sun. In a room with a multi-colored floor, we walk only on red tiles. To unlock the door, the pictures of a candle and a flower must be on the bottom. We approach our lady from dreams and watch the video. The magic is back, hooray! We run up the stairs and find ourselves outside. I advise you to save, now the battle with another weirdo will begin. We fly in a circle without stopping, pick up the spheres that appear after the monster exhales cold, and don’t forget to shoot. Then watch the video.

So we returned to Alfea... Wait a minute! Why is everything on fire? These witches again... It is necessary to go to O Cloud Tower again and return the Dragon Fire!

This is strange: Try jumping over fire for fun. Back and forth, back and forth...
Bloom won’t burn in fire and won’t drown in water... Doesn’t remind me of anything?;) (she’s a fairy of fire, idiots!) but I don’t know about water...

Before you go, visit Luma's room, the girl standing next to her will give you a task - take a note to one "nice guard from the Red Fountain". Get ready for a long run... But there will be a double reward! Also, the head of the Red Fountain, Salvador, will ask you to find his partner (he is behind the enchanted door in the Cloud Tower, in the dungeon). When you're ready, approach the green monster in glasses and overalls, Whip (our old friend who we fought at the very beginning). There are no difficulties in passing, you just need to focus on the riddle with the clock (it’s also not difficult, but suddenly...): a frog, a primitive man, a cloud with lightning. We take it away magic ball(need Miss Griffin). In the same location there is a spider mirror for Luma. We leave the hall and go right - now the gate is open. In the end, it turns out that the Dragon Fire is fake and was created by the witches specifically to lure Bloom into a trap. Let's take our feet out of the tower. Along the way, the aircraft breaks down and Bloom, along with Sky, is forced to spend the night in the forest. Correct lines when talking to him: hey, take away that frown; I believe you, sky, and I know that you will not leave me in trouble; You definitely don't want to chat with me anymore. We watch the video where Bloom discovers that no one took the Dragon Fire from her and it was in her all this time. We return to Alfea. Everything is ready for last battle... All that remains is to pass the quests and, if desired, find glasses for Knut (they lie near the main entrance next to the tree). To go fight, talk to Salvador. After the cartoon we fight with Icy. Together with Dragon Fire (summoned by using the space bar), it is very easy to defeat her. We dodge the snowflakes and pick up the spheres left after them, fly in a circle. Everything as usual. When the battle is over, we watch the well-deserved ending. If you did everything correctly, Bloom will kiss Sky.

This is interesting:

Bloom's titles (every five fireflies give her a new title):

1) Fairy in training;
2) Charming pixie;
3) Brave Fairy;
4) Winx Princess;
5) Enchanted diva;
6) Goddess of Fire.

Bloom's attacks:

1) Normal: Fairy Fire. Strong: Barbed Wind;
2) Normal: Crystals - Surprises. Strong: Stars Fall;
3) Normal: Spiral Rays. Strong: Surge of Fire.

If you don't like you can't get through popular game Winx Club, and you are just standing in a dead end, I recommend that you read my tips and recommendations for completing the game Winx Club, which was released for gaming platforms and for computers, and is best game in its own way made based on the series School of Sorceresses!

Following the Blue Rabbit

Complete walkthrough of the game Winx Club for PC

Our main character, Bloom, was a very ordinary (attention, trademark!) and, to put it mildly, a stupid girl.

Its ordinariness was expressed in the fact that Bloom had no idea what fate was in store for her (in the role of Fate, of course, the developers) - to become a fairy, save Magix, and so on down the list. And what was wrong was that she had never heard of the misfortunes of a certain girl Alice, who also had the misfortune of running after a rabbit. So let's get started...
The rosy rabbit Kiko is scared to death and Bloom, as a caring housewife, decides to find out whether the same thing could have scared her beloved pet. I don’t think there will be any problems with the controls, but it’s better to be safe... Arrow up - forward; down arrow - back; left arrow - left; right arrow - right; space - jump. We approach the loving couple, cough politely and ask if they can open the gate. The guy gets up and unlocks them.
Let's learn to jump, collect diamonds, crush poor trees, shaking out stars from them, and apply strange white circles - they will be useful to us later. Oh, yes, we also open chests. Open it, shake out the stars using Enter. And here is the first enemy - an unknown red creature. We shoot with fire (or does she have something there?) - with the left mouse button, aim with the right. Having defeated the enemy, we move on. We approach the wall, next to which the “health replenisher” grows, climb onto it and find ourselves in a new location. Another red demon (I don’t know what it is, I’ll call it that) threatens the life and health of... no, not civilians, but Kik o (a red beast, if you remember). Naturally, Bloom can't help but interfere (SDP, Good Character Syndrome)! Now we can also place shields using the Shift button. Hey Bloom, well done! Having settled with the demon, we begin to pretend to be a climber, dashingly jumping from cliff to cliff, pulling ourselves up on our hands and deftly avoiding rockfalls. Apparently, Bloom was the pride of the local sports section. Moving to a new location, regular encounters with demons, avoiding falling rocks - nothing special. In general, you should be least afraid of rockfalls; put up a shield and not a single stone will harm you. Beauty! So, we finally get to our destination and... is that what we see? Another incomprehensible something is taken away from the winged blonde in orange by some kind of sa4ok (oh, was it a wand? It doesn’t look like it). Because of the SDP we have to intervene. At this point we will be fully convinced of the irrefutability of the theorem about Ordinary Girls and Boys. Bloom, it turns out, is a fairy! The Giant is one of the weakest Bosses in the game, so defeating him will not be difficult. You can simply fly in circles, pick up mana (magical energy) falling from the sa4k (just don’t take 4D ones, on the contrary, they draw out power), and put up a shield when flashes of white energy appear above the giant. And don’t forget to throw the balls especially hard when a red arrow with a 4-skull icon appears above the giant. This means that if you hit this, there will be more damage, as usual. The grateful fairy Stella will tell Bloom about the Magix universe and, in particular, about the Alfea school (heh, Sage), where young fairies are trained. Our heroine's path lies there. Into the new, unknown world of Magix.

Video gameplay of the game Winx Club for PC

We watch an animated video about how Bloom says goodbye to his parents and goes to school, where, finally, after listening to the headmistress’s lectures, we are left to our own devices. We immediately set off to look for our room, fortunately it’s not difficult. There is a girl standing near your door who will confirm that this is your room, and the Bloom inscription next to the names of other fairy girls also indicates this. We go into the room, meet our neighbors and talk about the ball and the handsome specialists. Bloom will complain about the lack of a decent dress and she will be advised to go to the local fashion designer - Luma. You can go to Luma later, in the meantime we’ll take care of side tasks (quests).

All side quests, without exception, are built on the principle of bring/take and carry/bring. The first tasks can be obtained from Flora and Stella (a yellow diamond is lit above people who have a task for you). Note: After talking about the ball, just leave and go back to the location, the girls will figure out who's going where. Flora thinks your little animal Kiko doesn’t look happy enough. Perhaps vegetables from the ground can improve the situation! And Stela lost her favorite earrings in the battle with the giant and is now in sorrow. Who will help her? Bloom! But before we go on assignments, it is best to take a walk to the library, where we will be taught to solve a simple puzzle (it is necessary for several certain identical symbols to appear on the turntable, lined up in a row). This is done using the r key. You can also look into the library and have a nice chat with Vizgiz, who will explain that for fairy stars you can purchase cards contained in the machine located at the other end of the library. Now you can go on side quests in Gardenia. To do this, you need to go to the main gate (from which you came to Alfea) and press Enter. Now you can slowly pick carrots for Flora (growing on one of the lawns on the side), solve the riddles of the little white circles, thereby earning stars, dragon flower seeds (all health is replenished and one petal is added to the flower of lives), fireflies (if you collect five of them, Bloom receives new power and title). But to find Stella’s earrings, you will have to run to the very clearing where the battle took place. The earrings are almost invisible due to the small yellow flowers, but when approaching them enter appears, so they are not difficult to find. Attention: there are TWO earrings! Left and right. Well, he never saw the earrings, you know. You can return to Alfei (to do this, go to the save crystal and select “return to Alfei”) and distribute items to your happy girlfriends. Now you can think about yourself. We go to Luma (her room is located below, on the left, there is an inscription Looma on the room). Luma will admire Bloom's appearance and say that she will be happy to make a dress if she finds scissors. We go to the ballroom (the doors there were closed before), jump (!) onto the right table, run along it to the end and find the scissors. We take it to Luma and receive a blue dress (later you can bring various items to Luma, from which she will sew Bloom’s outfits, and also sell ready-made clothes, the cost of one is 60 crystals). We run to the ballroom, everyone is already waiting for us! We watch a video where everyone is jealous of Bloom’s dress. Then one of the specialists comes up to us and introduces himself as Brandon (how you communicate with him will greatly affect the ending)

Young students

All good things come to an end someday. The ball is over, and ahead of us is a lesson with Professor Palladium. Hurry to him! At the same time, we receive another task from Flora: she always wanted to have a little Quetus Carnivorus, a carnivorous plant that grows only in swamps, where, in fact, we are heading. And for the Palladium you need to find three fairies hidden in different places (white circles hanging in the air, approach, press r). So, we are in the swamp. Let's learn new techniques: now, using the left mouse button, you can release three balls at a time and, while holding the button, release energy and help (optional, but it's better to help, as a reward you will receive a petal of a dragon flower) the troublemaker Amaryl and her team. Oh yes! If you see a white clover, feel free to press enter, your friends will help you (in this case, Flora will grow ivy on which you can climb up). In principle, there is nothing in the swamp that cannot be dealt with. Let me just say that the Quetus for Flora is located next to the large Quetus (you can’t kill them, so you have to be careful when you pass by). Also in the swamp there are items for Luma: a flower and silk 4ervi. In passing, we help specialists from Krasny Fontan, who were shipwrecked because the troll they were transporting escaped. The task of catching, as usual, will fall on the fragile shoulders of the fairies. And the guys just stand on the sidelines. Let's move on to the description of the battle. It’s worth noting that girlfriends are of practically no use. Their attacks are weak, and you can ask for their help only once per battle (space key). Therefore, Bloom will do the “killing.” The tactics are still the same, fly in a circle, put up a shield when you see the troll start stomping, and pick up the mana spheres in time. After the victory, we watch a cartoon - a screensaver about the appearance of witches from the Cloud Tower, who have captured Techna and demand Stella's ring in exchange for her life (they think it contains the Dragon Fire). Bloom convinces Stella to give up the ring, because if a fight breaks out, Techna could get hurt. The ring is given, Tekna is saved.

Strange story

After reading the book, Bloom learns more about what Stella's ring is made of and thinks about who could tell more about the Great Dragon. In order to give Quetus to Flora, we go out again and enter the location, she will be sitting on the sofa. Go to the Muse's room - she has a broken string on her guitar and needs the hair of a minotaur in order to replace it (for the hair she will give you a musical necklace, from which Luma will make you an outfit). Then you can walk to the headmistress’s office, who will tell you about the Great Dragon, who created the Magix universe and settled on the planet Sparks (Spark), which became the center of magic thanks to his power. However, witches thirsty for power destroyed the planet in search of the legendary Dragon Fire. After the conversation, you need to go to the wall and pick up a piece of paper with a strange story about witches who were afraid of dragons (the numbers are a code). You can go to the Palladium professor and pass the quest, receiving a well-deserved reward. There are more side quests and almost all of them are related to books. The headmistress asks you to find in the library the books she needs for her classes: “Managing a Magic Wand in Five Steps”; "How to bleach dragon bone"; "Flora and Fauna of the 4D Swamp." We go to the library and look for all the books we need. Librarian Vizgiz, in turn, wants us to go in search of girls who did not turn in their books on time: Amaryl (where would we be without her!); Pia and Nessa. Bah! So these are our “swamp acquaintances”! Nessa is in the ballroom, on the landing on the right. He asks which of the guys listed is not a specialist. Answer: Braven. Nessa gets the correct answer, and we get the books. Pia is standing near a cabinet with a figurine of a red tower (or is that what it is?). She wonders if any of the things she listed are not magical schools. Answer: Fountain Tu4. Another task will be given by Griselda (the aunt in glasses) - she desperately needs a book on strict discipline. Amaryl is in the corridor near the ballroom on the right (if you stand with your back to the gate, with the help of which you can return to the places where we have already been). Wants to know who the headmaster of Althea School is. Answer: Faragonda. We return to our room and watch a cartoon where the girls are thinking about how to return Stella’s ring, because soon there will be a test on spells, and without the ring she is powerless! We go down and go to the cabinet with the Cloud Tower figurine and enter the code written on the piece of paper (for the lazy: 3921). We take the figurine and go to the right passage (of the ballroom), where we install the figurine on the pedestal. We go into the portal that appeared in the picture. After talking with your friends, take the book for Griselda on the left (lit). Jugs can be broken using fire. Near the glowing doors, press r, they will open. Pull the lever, a ladder will appear, climb it. Then just turn the levers, no difficulties will arise. Take the Minotaur's hair for the Muse from the large sleeping minotaur. Witches' room: Darcy, Icy and Stormy. Take a snowflake for Luma in the room, Stella's ring - in a pile of garbage. In the library, Bloom reads a book, where she learns a little about herself, but the headmistress Miss Griffin will spot the delinquents and interrupt the fascinating story. We get rid of the stone golems and spiders and run to the end of the dining room. There we meet the next Boss (a bug - some kind of lava). The tactics are simple: we fly, fly, don’t stop, pick up spheres as we go and fire balls at the freak. Having won, we watch the splash screen. Afterwards we find ourselves in a dark hall and go to call our parents (dramatic scene!). We hear noise in the ballroom and go there. This is true! The witches from the Cloud Tower decided to pay Alfea a return visit. We fight with the spider and see something like a dragon emerge from Bloom. In the video, Bloom is visited again in a dream by a strange masked woman.

Free riders and offenders

A new day has come! We go to the phone after talking with our friends and call Brandon. In a conversation with him, the first remark can be anything (he won’t smile at any of them, it’s best to say that Magix is ​​my destiny), the second - thank you, it helped me, and the third - can I ask you something? Brandon will give the numbers: 0001. This is the locker code. Upon returning to Alfei, we go to the locker, dial the code, pick up the figurine and go to the left aisle of the ballroom and install it on the pedestal. Voila! A portal opens. But before we go there, I advise you to take a walk to the library - Technology urgently needs our help! She needs to defeat the droid (a robot, apparently), but she doesn’t have enough parts (they will appear after defeating the first robot in the Red Fountain). Now you can go to the portal. We go into it and watch a cartoon screensaver about how girls run away from the controller. The passage is elementary - we use a shield on the traps and then they will not do any harm, they will simply be thrown aside. We turn off the protective fields using the levers. 4To drive the dragon back into the stall, we shoot fire at the lamps; next to the stall lies 4eshua (Luma needs it). In order to safely get to the window and not be exposed at the school, do not catch the eye of the guards (just quickly run past them). In the battle with Diaspro, it is best to shoot at her, wait until she puts up a shield and then save up energy for the shot (repeat until you win). Then we watch the video where we find out that Brandon is actually Prince Skye. Frustrated, Bloom goes home, where the witches are waiting for her, having found out that the Dragon Fire is in Bloom. Defeating the witches is not difficult: we fly in a circle and put up a shield in time when they cause a storm (however, they will still take the fire).

Home Sweet Home...

The witches took away Bloom's power and Dragon Fire! You need to go to Spark (Sparks), Bloom's home planet. But first let's go... Who needs help here? Ah, Professor Palladium (standing in the ballroom)! She needs samples of crystals (two in number) from Iskra. As if I didn’t have enough problems of my own... By the way, I can finally give the book to Miss Griselda! Then we head to the teleportation room (next to the classroom). Iskra will greet us very coldly, both figuratively and literally. Now you can’t shoot fireballs or put up a shield; you’ll have to simply fight back with snowballs (go to the pile of snow and press enter). Immediately after falling into the crack you will see a crystal, go up to it and press enter. Here is the first sample for the professor! To avoid having to deal with ice woodlice (or is that what it is?), I advise you to quickly rush past them and quickly jump up. In the next location you can find a green crystal for Luma; break the ice with snowballs. Defeating the ice fishing rod is simple - wait for it to hover near one of the stalagmites, run up to it and press enter. After three hits, 4fish will be defeated. We go down and move forward, near the very edge on the right there will be a second crystal for the Palladium. To make a bridge appear, you need to approach the statues with diamonds and press enter until they light up (the diamonds need to light up at the same time). Solving the riddles: fire, moon, light, sun. In a room with a multi-colored floor, we walk only on red tiles. 4to unlock the door, the pictures with the image of a light and a flower should be on the bottom. We approach our lady from dreams and watch the video. The magic is back, hooray! We run up the stairs and find ourselves outside. I advise you to save, now there will be a battle with the next 4udik. We fly in a circle without stopping, pick up the spheres that appear after the monster exhales cold, and don’t forget to shoot. Then watch the video.
We returned to Alfea and what do we see? Alfea was seriously damaged! These witches again! Now we have to visit the Cloud Tower again!
Before we go, visit Luma’s room, the girl standing next to her will give you a task - take a note to one “nice guard from the Red Fountain”. Get ready for a long run... But there will be a double reward! Also, the head of the Red Fountain, Saladin, will ask you to find his partner (he is behind the locked door in the Cloud Tower, in the dungeon). When you are ready, approach the green monster in glasses and overalls, Knut (our old acquaintance with whom we fought in the na4al itself). There are no difficulties in passing, you should only focus on the riddle with 4ases (it’s also not difficult, but suddenly...): a frog, a primitive 4man, a tu4a with lightning.

We take the magic ball (Miss Griffin is needed). In the same location there is a spider mirror for Luma. We leave the hall and go right - now the gate is open. In the end, it turns out that the Dragon Fire is fake and was created by witches specifically to lure Bloom into a trap. Let's take our feet out of the tower. Along the way, the aircraft breaks down and Bloom, along with Sky, is forced to spend the night in the forest. Correct lines when talking to him: hey, take away that frown; I believe you, sky, and I know that you will not leave me in trouble; you don't want to chat with me yet. We watch the video where Bloom discovers that no one took the Dragon Fire from her and it was in her all this time. We return to Alfea. Everything is ready for the last battle... All that remains is to turn in the quests and, if desired, find the o4s for Knut (they lie near the main entrance next to the tree). 4To go fight, talk to Saladin. After the cartoon we fight with Icy. Together with Dragon Fire (summoned using the space bar), defeating her is very easy. We dodge the snowflakes and pick up the spheres left behind, and fly in a circle. Everything as usual. When the battle is over, we watch the well-deserved ending. If you did everything correctly, Bloom will kiss Sky!

Small game board:

Bloom's titles (every five fireflies give her a new title):

1) Fairy in training;
2) 4aring fairy;
3) Brave fairy;
4) Princess Winx;
5) Enchanted diva;
6) Goddess of Fire.

Bloom's magical power:

1) Normal: Fairy Fire. Strong: Windy Shards;
2) Normal: Crystal surprise. Strong: Stars Fall;
3) Regular: Spiral beams. Strong: Surge of Fire. PLEASE SHARE SO WE CAN CHOOSE THE BEST NEWS.

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