The Legend Of Kyrandia Book 2: The Hand Of Fate - Part 1 Solution by Diana Griffiths INTRODUCTION This walkthrough gives explicit instructions on playing THE HAND OF FATE to a successful conclusion. It does, however, assume you have read the Game Manual and are familiar with the various methods of controlling your actions. The walkthrough assumes that everything you are instructed to pick up, you put in your inventory. OPENING SCENES Kyrandia is disappearing piece by piece. The Kyrandian mystics are baffled. The Hand figures out what is wrong and selects Zanthia to collect the solution: a magic anchor stone from the center of the world. Zanthia returns to her lab and finds nearly everything stolen! KYRANDIA Pick up the flask of water from under the rumpled carpet. Pick up the blueberry. Say good-bye to Faun. Leave and witness Zanthia's first change of outfits. Click on the eyes in the swamp. Pick up the blueberry. Leave by going north to the Dock. Notice the dock. Go west. Take the spell book out of the hollow stump. Read the spell book. Note the ingredients of the potion recipes you must collect. Go north to the Gnarlwood Tree. Break off a piece of the gnarlybark from the low branches. Pull up the onion just beyond the tree. Go north to the Ferry. Talk to Brueth the Fairy. He wants some gold. Go west to the Dark Swamp, then go north. Pour the water on the everglowing fireberries. Now you can pick them. You don't really need them but you do need an empty flask. Head west into Herb's house. Take the empty flask on Herb's desk. Take the spare (toad) stool. Talk to Herb. Take the bag of the manure. Leave. Go south, then west to the Quicksand. Push the tree down and walk across it, picking up the skeleton key on your way. Feed the onion to the alligator. Collect his tears in an empty flask. Take the cauldron from the hollow in the tree. Go north to the Hot Sulphur Springs. If you are short of empty flasks, return to Herb's to collect another. Collect some hot water in an empty flask. Pick up the sulphur rock from the end of the path. Return to the Ferry then head east, stopping to chat with the fishermen at the Natural Bridge. They need some bait. Head east again to the Cave Entrance. Here you will meet Marko and his Hand. Pull out the onion. Enter the cave. Talk to the rat. He will not let you pass. Look at your spell book. Mmmm, Swampsnake potion. It scares bears in woods. What about rats in caves? Well you have the ingredients, so make it! Return to the Hot Sulphur Springs. Put the gnarlybark, the onion, sulphur rock, hot water (you may have to get fresh hot water from the spring), reptile tears and stool in the cauldron. Note the colour of the potion. Return to the cave. Fill a flask with the green potion and click it on the rat. Walk east to the Dark Cavern. Click on each of the skull's teeth and note the positions of the different colors: Green, Purple, gap, Orange in the top row from left to right. Aqua, Red, Yellow, Blue below. Return to the Cave Entrance and go south to the Firefly Tree. Save. Feed the blueberries to the fruit flies. Note the order of their flashing colors. (This is variable from game to game.) You will probably run out of blueberries before you have grasped the order, so restore until you have noted the entire sequence and write it down. (You will need it later.) Now, return to the Dark Cavern. Click on the skull's teeth to make the colors light up in the same order as the fruit flies colors flashed. Open the chest with the skeleton key. Take out the alchemist's magnet and the cheese. Leave. Return to the Natural Bridge. Give the cheese to the fishermen. Return to the Weed Patch. Free Marko by feeding the manure to the weeds. Return to the Dock. Take the anchor and use the alchemist's magnet on it. You now have some gold so, return to the Ferry. Calamity! The ferry has been burned by the mail dragon! The dragon has dropped four letters. The dragon will give you a ride if you find them and return them to him. Go to the Quicksand. Take the letter from the skeleton hand. Go the Hot Sulphur Springs and pick up the letter from beside the rocks. Go to the Firefly Tree. Pick up the letter. Return to Zanthia's lab. Take the letter from the roof. Return to the mail dragon. Give him all four letters. MORNINGMIST VALLEY You land in a Meadow. Pick up the letter. Search the haystack for an empty flask. Pick some grain stalks. Go east to the City Gate. The guards won't let you in. Return to the meadow. Here you will meet a ghost who wants a body. Put the ghost in a empty flask. Head west to the Farmhouse. Give the letter to the farmer. He will tell you his recipe for mustard and that the guards like sandwiches. Check your spell book. Aaaah! A sandwich spell! Go south to the Garden. Pick up the alchemist's magnet. Click the ghost in the flask on the scarecrow. Note the crops in the field and the elephant/aardvark's hose. Return to the Farmhouse. Take the baby dragon's bowl. Leave the dragon's tears for now. Take the vinegar. Head west to the Water Wheel. Operate the wheel to open the valve. Climb up to the stick wedged in the wheel and remove it. Now you've got the grinder pounding, Note the electricity but don't touch it! Return to the Garden. Click on the hose to water the garden. Pick a lettuce and pull up some radishes. Return to the Farmhouse and enter the Cellar. Take the scissors and four horseshoes. Notice the cheese maker. Return to the Meadow and clip the sheep with the scissors. Keep the wool. Then milk the sheep with an empty flask. Return to the Cellar and put the milk in the cheese maker and operate the long wooden handle on the cheese maker. Take the cheese. Now you have to make the mustard. Return to the Water Wheel. Grind the grain under the pounder and put the grain in the bowl. Put the ground grain in the cauldron. Grind the radishes under the pounder and put the ground radish in the bowl. Add the vinegar. Put the mustard in the cauldron. Put the cheese and lettuce in the cauldron. An orange potion! Fill the empty flask with the potion. Then make the sandwich by clicking the flask on Zanthia. Return to the farmhouse. Collect some dragon tears. The dragon will cry if you give him his bowl back then take it away again. Return to the City Gate. Click the sandwich on the guards. Enter the City Gate. HIGHMOON Remove the stick from the sea-horse fountain's mouth and keep the stick. Enter the Mustard store. The proprietor is in a trance. Look at the map on the wall. Go north to the Alley. The tavern door is locked. Click on the seven colored lamps to the left of the tavern entrance. Do you remember the order of the color lights from the fruit flies? Use it again here. Enter the tavern. Pick up the mug and fill it with root beer from the keg. Talk to the tavern patrons. The Mustard barge is the only boat that goes near Volcania. But, you can't leave until you've recited a poem. Wait your turn then click on the podium. Leave the tavern. Go south, walking by the octopus. (We'll be playing his shell game later.) Go west across the rope bridge. Pick up the parchment and place it in your spell book. Take the empty flask and notice the orange peel and wrapper. Notice that the sheriff is in a trance. Now look at your spell book. The new page contains a recipe for a trance potion and you have found indications of those ingredients! Head east along the long dock to the Mustard barge. Did you notice Marko's hand slipping away? Did you see something glinting in the water? The captain is in a trance. Return east then head west to the island next to the fish tail. Look at your spell book. You have some of the ingredients for the Skeptic Spell. Pick up some mud from the puddle and get an impression of the rabbit's footprint. Mix some vinegar and root beer in the bowl to make sweet and sour sauce. Put the reptile tears, sweet and sour sauce, a rabbit's footprint and a lucky horseshoe (right way up 'U') in the cauldron. A purple potion, but check the recipe. It must be activated at an Altar of Doubt! What's that archway in the distance? Let's go see! Head east. Reach for the rope with the stick. Continue east. Well, the question mark looks like this altar is doubtful. Place a flask of the potion on the altar. Now place another flask of purple potion on the altar. You now have two skeptic potions. Return west, using the stick with the rope again. Use the potion on the sheriff. Go to the jail. Here you will find Marko locked in a cell. He tells you to find a magnet and get the key out of the water. Do you remember that glinting in the water? Now you have to make a magnet. Return to the Water Wheel in Morningmist Valley. Click one of the upside down 'U' horseshoes on the electricity to make a magnet. Return to the long dock in Highmoon. Use the magnet to get the key out of the water. Don't forget to pick up the magnet afterwards. Return to the jail. Use the key on the lock of Marko's jail ... Now you are both locked up! Try and use the magnet on the key. (If you forgot the magnet, use the rope and hook mentioned later in this paragraph.) Oh no! The sheriff has thrown the key out of the window and the key has been swallowed by a fish! OK, now click around in the hay in your cell and you will find a rope and hook. Click the fishing rig on the window. Now you have the key, open your cell and Marko's. Return to the Mustard store. Click the second skeptic potion on the proprietor. He tells you you need three gold coins to book passage on the Mustard barge. Three gold coins! Time to go and think how to find those ... over a drink in the tavern? Back at the tavern, there is a brawl going on except the antagonists are being held back from hitting each other. Want to see them fight? Then try and stop the scarecrow from holding them back. Click on the scarecrow a couple of times. Eventually a blow makes contact and a gold tooth falls out. You won't be allowed to pick it up unless you disguise it. Turn it to lead using the alchemist's magnet. Pick up the lead tooth. Leave the tavern and turn the tooth back to gold with the alchemist's magnet. You are going to need some luck to play against an eight legged shell game trickster. Drop a lucky horseshoe on the ground near the middle shell. Then give the octopus the gold tooth. When the octopus has stopped swapping shells, pick the middle shell, and you will win two gold teeth. Play again by giving the octopus one of the gold teeth. Pick the middle shell again. You now have three gold teeth and the octopus won't play with you anymore. Pick up the lucky horseshoe. So, now you have three gold teeth! How do you make three gold coins to pay for passage on the Mustard barge? Return to the Water Wheel in Morningmist Valley and place each gold tooth under the pounder and you will create three gold coins. Return to Highmoon, and go to the Mustard store. Offer the three gold coins to the proprietor and you will receive a voucher. So now you have booked passage on the Mustard barge but the captain is in a trance. Return to the Altar of Doubt. Fill an empty flask with the purple potion and place it on the altar. Return to the Mustard barge. Click the skeptic potion on the barge captain. Then offer the captain your voucher. Remember, this barge is going to Mustard Island but you want to get to Volcania. Somehow you must change the barge's course. Look at the ship's wheel. It is controlled by a magnetic compass. Place your magnet in the coil of rope next to the wheel. @~And next issue we'll be off to Volcania! - o -