The Legend Of Kyrandia Book 2: The Hand Of Fate - Part 2 Solution by Diana Griffiths @~Continued from Issue 60 VOLCANIA Another change of outfits and an almost cleaned out knapsack! Pick up all starfish, seashells and sand dollars and rocks that you see. You should find the familiar stick lying on the shore. Head east until you meet an elderly couple. Talk to them. (You don't need the quill pen or empty flask, unless you want to do more extensive exploring and practice some spells... You can collect the ingredients for the Flying Red Shoes spell on the surface of Volcania, make the shoes and use them... but they don't help you get to the center of the world.) The elderly couple will ask you to buy a map to the center of the world. Find the purchase price (six sand dollars) by walking around Volcania. Chat with Jessica when you see her. Ignore the official looking man sitting at a desk (unless you want to be held up on the surface of Volcania a long time. Also ignore the smarmy guy on the couch (unless you want to practice the Flying Red Shoes spell). Return to the elderly couple and pay for the map. Then they will ask you to pay for registration for an anchor stone (six starfish). When you have collected the purchase price and paid for registration, they ask for payment for insurance forms (six seashells). When you have paid the insurance, they will tell you to jump down one of the vents! You should have two rocks in your inventory. Go to one of the two large hot air vents and jump in. You land in the Lava Cavern. Pick up the two rocks. Go west and pick up the flask. Notice the door to the anchor room and go east until you find the stick. Go east and walk over the green bridge. Start climbing the green steps, stopping to pick up the lead heart. Turn the lead into gold using the alchemist's magnet. Then throw the stick to the baby dinosaur. Do this twice. Now go over to the hot air geyser and fetch some black pebbles. Pick up the third rock. Return to the Tyrannosaurus Rex and take some crystal fuzz from the palm leaves. Now you can make a teddy bear. Put the black pebbles, crystal fuzz, and gold heart in the cauldron. Fill the empty flask with the blue potion and click the flask on Zanthia. A teddy bear! Now climb on the T Rex. After your ride, you have a red rag. Go to the anchor door screen. Leave and return until the dinosaur is facing toward the anchor door. Then pick up the fourth rock and go the anchor door. Use the red rag on the dinosaur... So, the real problem is with the Wheels of Fate! Pick up the parchment and put it in your spell book. Now you've got to get out of here by your own means. The only way out is to go up the way you came down. So you have to cause an eruption and find a safe way of being carried up by it. Put a rock over the vent in the anchor room. Go east and put a rock on the vent by the green bridge. Now place a rock on the vent next to the green steps. Return to the screen with the anchor door. Place the last rock on the vent near the unstable bubbling lava and walk on to the rock on top of the bubbling lava. ENCHANTED FOREST Pick up a flask from where you landed. Check out the terrain. Note the big flint rock and the trees blocking your path. Pick up the pinecone. Go west and meet the armored guard! He will tell you that the trees are musical. He won't let you cross the bridge so you must distract him. Time to check the spell book. Let's try the snowman spell. Pick up some snow, the twigs and moss. Pick up the rolling stone and return to the flint rock. Make charcoal by placing the twigs near the flint and clicking the rolling stone on the flint. Place the snow, moss and charcoal in the cauldron. Fill the empty flask with the potion. Return to the armored guard. Click the potion on the guard. The guard will leave. Pick up the walnut from the hollow at the end of the bridge. Walk over to the dented statue. Check your spell book. One of the newer pages suggest some ways of doing a good deed. Brighten up the statue by using the alchemist's magnet on him. Take the drum and jacks out of the box. Take the acorn. Throw the jacks to the people being chased by a foot... and you hear something about the origins of the evil wizard's hand, the left Hand, now heading for the Wheels of Fate! Return to the trees and place the drum on the stump. Walk past the trees to the tram. Talk to the squirrel. You can't get the squirrel to operate the tram for you and he won't let you operate it. You'll have to get rid of him. Give him the pinecone, walnut and acorn. Put the rolling stone in the treadwheel. Click on one the tram cars and Zanthia will climb in the next one. MOUNTAIN TOP Notice the child's lollipop. Now visit the Hunter' Lodge. Talk to the hunters. They won't let you borrow their equipment until they've caught the abominable snowman. Abominable snowman? Check the spell book. Pick up the flask. Take some musk from the ox's head. Pick up a cannon ball. Go outside and take the feather duster from the side of the tram station and pick up some snow. You need the lollipop to substitute for sugar for the spell. How can you distract the mother? Turn the cannonball to gold using the alchemists' magnet. Then give the gold cannonball to the mother, Take the child's lollipop. Make the abominable snowman potion by putting the snow, lollipop, musk and feather duster in the cauldron. Fill the empty flask with the yellow potion. Click the flask on Zanthia and she will turn into an abominable snow woman. Go into the Hunter's lodge ... and you get kidnapped by the real abominable snowman! Go outside and break off three icicles. Not again! The abominable snowman is really in love! Go outside again and you will see the hunters. The hunters won't go inside to the abominable snowman, so you will have to make the abominable snowman come out. Go inside again. Take the flask from the rack of bottles and pick up the box of candy. Take the bottle of cologne. Get some feathers from the pillow on the couch. Make another abominable snowman potion using the icicle, candy, cologne and feathers. Go outside and use the potion on the hunters. Now climb up to the path using an icicle. Head east. MYSTICS' CABIN & RAINBOW BRIDGE The rainbow machine is broken! How do you fix it? Well what does a rainbow look like? Red, orange, yellow, green, blue, indigo, violet. Seven colors and seven empty flasks. So let's fill them. First read the notice. All the ingredients needed to make the potions are in the large inventory on the right and all the spells are in your spell book apart from one. All ingredients are in the inventory but you must operate the three levers to reveal all the ingredients. There are eight different displays as each of the levers has two positions. Now you have to find an empty flask to transfer potions from the cauldron to the rainbow machine flasks. Drink the hot water. Make the indigo potion by putting the amethyst and blueberry in the cauldron. Fill the sixth flask, on the rainbow machine, from the left. Now you have to make the other potions as follows and transfer them to the correct positions in the rainbow machine. Make sure you flush the cauldron between making each potion: Red Potion Spell: Flying Red Shoes Ingredients: Hot Air, Feather of Snipe (Quill),Red Leather Orange Potion Spell: Sandwich spell Ingredients: Mustard (Vinegar and Ground Radish), Ground wheat, Cheese, Lettuce Yellow Potion Spell: Abominable Snowman Ingredients: Snow, Musk, Feathers, Sugar (Lollipop) Green Potion Spell: Swampsnake spell Ingredients: Windywoof (Gnarly Bark), Smell of Eggs (Sulphur Rock), Onion, Lizard Tears (Reptile Tears), Toadstool (Furniture type stool), Hot Water Blue Potion Spell: Teddy Bear Ingredients: Fuzz (Crystal Palm Fuzz), Black Pebbles, Heart of Gold (Use alchemist's magnet on Lead Heart) Violet Potion Spell: Skeptic potion Ingredients: Lucky Horseshoe, Rabbit Footprint, Sweet & Sour Sauce, Lizard Tears (Reptile Tears) When you have the rainbow machine working, go outside and take an icicle from the cabin and use it to climb up to the rainbow. After your encounter with Mr. Hand, walk east then down along the Rainbow Bridge. WHEELS OF FATE You can't get past the light beam to the doors. Look at how the beam is reflecting off a gold dish. Use the alchemist's magnet on the gold dish. Now you can go through the doors. Walk up the path on the left and you will find the wheels of Kyrandia and an empty spindle. You need to repair this. Leave the room and go up the path on the right. This is an inverted version of the game, the Towers of Hanoi. The aim is to pile the disks in order on the left to open the left side and then the middle to open the middle. The right side does not open. The sequence for opening the mouths is below. Interpret the notations below as follows: L -> M means move the disk on the left to the middle. R -> L means move the disk on the right to the left. To open the left mouth: R -> L, R -> M, L -> M, R -> L, M -> R, M -> L, R -> L, R -> M, L -> M, L -> R, M -> R, L -> M, R -> L, R -> M, L -> M, R -> L, M -> R, M - > L, R -> L, M -> R, L -> M, L -> R, M -> R, M -> L, R -> L, R -> M, L -> M, R -> L, M -> R, M -> L, R -> L. The left mouth contains your stick. To open the middle mouth: L -> M, L -> R, M -> R, L -> M, R -> L, R -> M, L -> M, L -> R, M -> R, M -> L, R -> L, M -> R, L -> M, L -> R, M -> R, L -> M, R -> L, R -> M, L -> M, R -> L, M -> R, M -> L, R -> L, R -> M, L -> M, L -> R, M - > R, L -> M, R -> L, R -> M, L -> M. In the middle mouth you find a gear. Return to the Kyrandian wheels and place the gear on the spindle. Use the stick to wedge the gear in place ... Kyrandia is saved! But here comes Mr. Hand with Marko ... As soon as you have control, click on the left of the screen to avoid the Hand's attack. Do this a second time. When the Hand is ready to attack the third time, Marko is trying to get free. Click on the Hand and Marko and you will be able to dispose of the Hand, together, once and for all. Enjoy the closing scenes ... - o -