Andere Lösungen

The Legend of Kyrandia Book 2 - Hand of Fate (e)

Cover
Legend of Kyrandia II : The Hand of Fate (Full Solves).
Authors : Bitbrain -=VSW=-
          Sven     -=A friend of mine=-
----------------------------------------------------------------------------

Kyranthia Island.
=================

You're at your lab. Find blueberries, a flask of water under the carpet and
and empty flask. Tell Faun to be quiet when your on your 'journey'.
Now leave. Take the blueberries. Also watch the animation when Zanthia (that's
you) makes a knodd in the slimeballs tongue. If you can't find the slimeball,
he's hidden in the swamp at your house.
Go north to the dock. Take the mushroom. At the Weed Patch is a hollow tree.
In this tree you find your spellbook. Unfortunatly, some pages are ripped out.
But, you'll find them back later on in the game. At the Gnarlwood Tree, take
the onion and a Gnarlbark from the root that's growing away from the tree.
You arrive at the ferry now. Talking to the 'Ferry-men' (what's in a name?)
will learn you, you'll need some gold to pay him for the passage. Go left to
the Dark Swamps. Take a feather from the nest in the tree. Go up. You arrive
outside Herb's Shack. To take the ever-glowing fireberryies, you gotta cool
them down with some water. Go inside Herb's Shack. Take the empty flask,
plant food and 'toad-stool'. Now go to the Quicksand Bog. Pask the tree to
make him fall down. Walk over it. Don't forget to take the Skeleton Key with
you. Go further to the lagoon. In the hollow tree is your cauldron. You'll need
this to make your potions. Also feed the onion to the crocodile who's swimming
in the swamp. She'll start crying. Fill a flask with her tears. Go further
north. You're at the Hot Sulpher Springs now. Take the sulpherblock at the end
of the path. Go back to the ferry. There you go right. Ignore the fishermen
and go further right. At the cave entrance you'll meet Marco and his Hand.
Take the onion you find here. Now go back to the Sulpher springs. Here you'll
make your first potion : The Swampsnake Potion. Your spellbook says you
require a Windy Woof (= Gnarlybark), Smell of Eggs (=Sulpherblock), an onion,
Lizard Tears (= Tears in bottle) and a Toadstool (= little furniture). Just
put them all in your cauldron. Get some hot water from the springs and put
it in your cauldron too. Then fill an empty flask with some of this potion.
Now go back to the entrance of the cave. Here you go south. You arrive at the
Firefly Tree. This is the first hard puzzle to solve. Clock on the red fly.
You'll see that the red and the yellow fly react. Now click on the red and the
yellow fly. You'll see that the red, yellow and blue fly react. Click on the
red, yellow and blue fly. ... You got the picture? great. Now do the rest by
yourself till all flies did react. The complete solution will than be : red,
yellow, blue, orange, green, purple and indigo. Btw, did you like the tune?
Great sounds, huh? You might possibly have noticed that the sequence of the
colors didn't match with the ones on your computer. That's because the game
randomly decides which sequence will be used. So you'd better write this se-
quence down coz yoy'll need it several times later in the game.
Go back to the entrance of the cave. Now enter the cave. There's a rat
sleeping on the ground. Wake him up. He won't let you pass unless you give him
some cheese. As you haven't got any cheese, you gotta find another way. Use
the potion on the rat. That will scare him away, you'll see.
Now enter the Dark Cavern. You'll see a huge skull with some teeth in it.
On these teeth you got to play the sequence you got from the fireflies. Do this
by pressing on the teeth (their color will show up when you click on them).
Once the skull is opened, a chest will appear. Open the chest with the Skeleton
Key. In the chest you find some cheese and your Alchemist's Magnet. You can use
the last one to turn lead into gold (wished I had such kind a toy). Now go to
the fisherman. Give them the cheese so they can use it as bait. Now go back to
your lab. At the Weed Patch, you'll find Marco, caught by the plants. Free him
by feeding the plants some PLant Food. Go further to the dock. Take the anchor
and turn it into gold. Ok, now you got gold to pay the ferryman, so let's get
up there. But uh oh, some stupid asshole destroyed the ferry. Nevertheless, he
promises to flt us to Morningmist Valley if we find 4 letters for him he lost
during the crash. This shouldn't be to hard. You can find them on the roof
of your lab, at the firefly tree, the quicksand bog and the sulphur springs.
In return he flies you to Morningmist Valley.



Morningmist Valley.
===================

When you arrive at Morningmist Valley, all your tools will be gone. You lost
them during your fall. In the heystack you find an empty bottle. Also take
the letter (adressed to Farmer Greenberry) and some grain.
Go south to the farmer's place. Go left to the waterwheel. Open the valve and
remove the stick that is jamming the gears. Go back to the farmer's house.
You'll see a guy leaving who came to buy a key of mustard. Yepz, this farmer
is pretty known for his excellent mustard. His receipe is : "Mix ground radish
with vinegar". Try to open his cellar. Hmm... Maybe later, when he's away.
Take the vinegar. Go up to the meadow. You'll meet a ghost. Put him into a
flask, take him to the garden left to the house of the farmer and make tke
scarecrow his new body. Now he'll help you to get the farmer away from the
house so you can investigate his cellar. Before leaving use the trunk that
sprouts water to pour the plants in the garden. Take all 3 radisk and lettuce.
Don't forget to take your Alchemist's Manget with you before leaving. Go back
to the farmer's house. He'll go chasing the scarecrow. Go to the meadow again.
Use the flask to milk the sheep. Go to the farmer's cellar. Enter it. Pour the
milk in the ACME Cheese Maker. Activate it to make some cheese. Now take the
cheese, scissors and all 4 horseshoes. Go out again. Take the water bowl from
the dragon. He'll start crying. Catcj hos tears in the bottle. Now go back to
the waterwheel.
Take a horseshoe. Hold it to the end of the machine that looses electricity.
You made a magnet. Smash the grain under the hammer, put it in the bowl and
then in your cauldron. Also smash the radish. Before putting them into the
cauldron, pour some vinegar on it to make mustard. Put the mustard in the
cauldron. Some lettuce and cheese should finish the sandwhich potion. Now
click the potion on Zanthia to retrieve a swandwhich.
Go to the citygate. There are two gaurds who won't let you in. At least, not
yet. Clock the sandwhich on the guards and look what happens.
Inside the gate is a fontain that ain't working (yet). Take the stick out of
the nose of the dead horse. Go to the alley. You'll see a door. You can't
enter it unless you play the colorsequence (the one I told you to write down)
on the buttons left to the door. You can enter the Drunk Dragin Inn now. Take
the empty mug and fill it at the keg. Talk to all the pirates. Now TRY to
leave. The parrot will tell you that nobody is allowed to leave without 
saying a poem. When the pirat is done with his recital, it's your turn. Just
click on the stand. Now you can leave. Go in again. Two pirates will be
fighting now. When one of the pirates looses a golden tooth, click on it with
your Alchemist's Magnet, take it amek it a golden one again and go changing
it into a golden coin under the hammer at the waterwheel. Do this till you got
three golden coins.
Go to the shop. Look at the guy who's paralised. Now go to the Street. Take the
empty bottle and the sheet of paper. Put the paper in your spellbook. It con-
tains some new spells you'll need. Look at the sherrif... Hmm.. Lot's of
people her seem to be i trance. Also look at the wrapper and the orangepeel.
Now go to the wharf (notice the Hand that comes to see where you go). Look
at the shipper. Yeps, he's paralised too. Now go to the gorge. Take some mud
and make a foorprint of the rabbitfoot in it. Go up. Use the stick to get the
rope so you can safely swing to the other side. Go further right. You're at
the Altar of Doubt. Here you gotta make a new potion : The Skeptic Spell.
You need a lucky horseshoe (frmo your inventory), lizard tears (in the flask),
the footprint (in the mud) and Sweet and Sour Sauce. First you gotta make the
sauce. Put some rootbier in the waterbowl. Pour vinegar on it to create the
sauce. Put the sauce in the cauldron together with all other ingredients. Put
the flask on the Altar to activate it. Go use the serum on the skipper to get
him out of trance. Do the same with the sherrif and the guy in the shop.
Go to the guy in the shop and buy a ticket for the mustard baot for 3 coins.
Go to the street. In the water is floating a key. Take it using your magnet.
Go into jail. Use the key to get Marco free. But... the sherrif's alert. He
catches you and puts you behind bars too. No problem. Use the magnet again to
get the key from the hook. Oops, there's the sherrif again. Now he throws the
key through the window and a fish catches the key. In your cell is a rope.
Take it and use the hook Marco gives you to catch the fish. So you get the
key back and can escape (don't forget Marco!!!).
Now go to the wharf. Show your ticket to the shipper and he'll take you with
him. Once on board, put the magnet in the rope that liesnext to the steering-
wheel. So the compass will become useless and the boat will float towards
Vulcanio. The place to be!


Vulcania.
=========

You're at Vulcania. Normally this is the place to find the anchor-stone.
Faith deceided otherwise!

Take the starfish and seashell. Go right. Find a seadollar, a seashell and a
starfish. In fact, take ALL the items you find a the follwing trip around the
isle. Go right. Talk to the old woman in order to get a quill. Talk to her to
hear the price of her further services. Never mind, you don't need her
services. Go up. Go up. Go left. Talk to the guy. Pay him 4 seashells for the
pamphlet. Go right. Talk to Jessica. Go back to the guy. Wait till the yellow-
line clerck arrives. Pay her 4 sanddollars. Now you gotta pay 4 starfish also.
But you have to pay them to the green-line clerck and now he's on a break.
Dmaned. They're playing with it, aren't they? Ok, the guy's back. Pay him 4
starfish...!!!???.... Hehe, all the trouble for nothing. Hoho, now Zanthia's
really angry. Come on... Kill that guy. Go further around the isle. When you
arrive at the guy who sits in the couch, talk to him and pay him 2 starfish
for the red book. Also ask about other services, but don't pay for them. Go
further till you're at the place where you started. Meanwhile, you should
have talked to Jessica 4 times. If not, go searching her coz she got someting
really important to say about rocks and vents. Go to a warm water vent (there
are two of them). Make the Flying Shoe spell (look in your spellbook for the
ingredients) and wear the feathered shoes. Now fly to the steamy crater. Hehe,
that's fun! Ok, enough fun. Get out of these shoes and jump unto the hot air
vent. You're entering the Centre of the World.



The Centre of The World.
========================

You're inside the crater. Take the rock, piece of lead and starfish. Do you
remember what Jessica said about rocks and vents? No? Simple... Just plce the
rock on the vent that is in front of the screen. Don't forget to look at the
piece of your robe at the other side of the lavariver. You'll need it later on.
Go right (don't cross the bridge). Find a stick, rock, piece of lead and palm
fuzz. The fuzz is hidden in the green palmtree. You also see a dino. You'll
need to ride his back in order to retrieve the peice of your dress, but first
you gotta find a bait.
Go left and cross the river. Now go up. In the cavern you find a peace of lead,
a rock (place it on the vent) annd another dino. This one is acting like a dog
so why shouldn't you play with him? Throw the stick at it twice. Because of the
noise he makes, rocks will fall down and a hot air geyser will show up. Use
it to get some black perries. Now you've got the ingredients for your teddy
bear potion. First transfer the biggest peace of lead into gold. Now put it
in the cauldron together with the teddy bear eyes and the fuzz. You've got the
potion now create the bear. As you got the bait, you'll be able to ride the
dino. Well, there you go.. Enjoy the ride. During this trip you'll take the
piece of the robe you saw. Now go to the cavern where you found the bottle.
There is a green dino. He'll bump open the door to the anchor-stones for you.
Just play 'toro' with him, but ONLY when he's facing the door, otherwise you'll
be killed. Once you entered the door, you found the anchors. So what?!? 
Appearantly, you don't need them. You gotta get tothe Wheels of Fate.
Before leaving, put your last rock on the vent here and put the sheet in
you spellbook. Go out. Do you see now why you gotta put all these rocks on
the vents? Get on the platform oin the middle of the crater and... Let's fly.



In the clouds.
==============

You're in the clouds. Take a bottle from the hole in the ground. Talk to the
scared trees. Find a pinecove.
Go left. You're at the bridge. Find twigs, two pieces of moss,
a 'rolling stone' and a walnut (hidden in the little tower). At the other side
of the bridge is a boyscout who won't let you pass. Go back to the Petrefied
Forest. Put the twigs next to the flint-rock and burn them scratching the rock
with the rolling stone. Go back to the bridge. As the guard won't let you pass
we got to distract him. Take some snow. Now make a Snowman (Regular) Potion.
Use the potion on the guard to make him leave.
Go left. Find a acorn. Now click your Alchemist's Magnet on the dented statue
to make it shiny again. A bow will appear. In the box you find a drum and a
Jack. Use the jack to help the men to catch the foot. Listen to their story.
Did you already puzzle all the pieces together? Yepz, that's right. The Hand
is the bad guy in this story. So he's the one to destroy, before he destroys
Kyrandia completely. Go back to the Petrefied Forest. Put the drum on the
stump. Now the trees will clear the way.
You arrive at the tramstation. You want to get up but the squirrel is going to
take a break and won't let you touch his tram. No problem. Just give the three
nuts to the stupid animal. He'll leave. Now put the turning rock in the rad
and get in a wagon. Now watch what happens to Marco.
You're on the mountain now. Take the broom and the feather duster. Go inside
the house. Take a cononbal and turn it into a golden one. Als take some musk 
and an empty bottle. Give the canonbal to the man. That will distract him. 
Now you can steel the lolly from his little child. Use the feather duster,
musk candy and snow to create an Abominable Snowman Spell. Now use this potion
on yourself to turn yourslef into a SnowMonster. Go in the house again and look
what happens.

You awake in the monster's room. Find some candy, feathers, cologne and an
empty bottle. Go out. Take 3 icicles. Use them to climb the ice-wall. But...
there's loverboy to catch you again. Hmm... That won't work. Go out again.
Well, look at that. The 'fearless' hunters are arriving. Hmm... They might
help you escape. Wait till they are down next to you. Brew a new Abominable
Snowman Potion and use it on the hunters. This will distract the Monster and
now you will be able to escape using the icicles on the wall.

You arrive at the Rainbow-House. Get in. You find a plant in here. In fact,
it's a rainbow machine. You need to repair it. Therefor you gotta fill the
bowls of the plant with a liquid with the right color. Just brew your potions
again and use them to fill up the bowls. If a potion is poured in the right
bowl, a tone will be heard. Do this to fill six of them. The 7th bowl requires
a potion which isn't listed in your spell-book and can be made mixing an
amethyst and blueberries in the cauldron. The ingredients for the potions are 
in the rack. Use the buttons to the left of the rack to see other ingredients.
The trashcan in the middle can be used to throw away empty bottles, etc. Ok,
up to you now.
Once you did this, a rainbow will appear. Go out. At the back of the house is
an icicle. Use it to climb the roof and the rainbow. Now go further to the
Wheels of Fate.


The Wheels of Fate.
===================

You arrive at the door to the Wheels of Fate, but you can't enter it coz a hot
lightspot is blocking your way. Disable it by turning the reflecting golden
bowl in a leaden one. Now enter the door.
You see two stairs. Take the right one. Once up you got to find two tools. A
stick and a gear. You can obtain them by playing the game you see (I really
hope you know 'Towers of Hanoi', coz I'm not going to explain it, but that won't
be necessary coz everybody used to play it in thei childhood). You have
to place the tower from the right to the left and then to the middle to
obtain the tools. Once you got them, go down again.
Now enter the second stair. You gotta repair the machine that controls Kyrandia.
First put the gear on it's place an then activate the wheel with the stick. So
far so good, coz you saved Kyrandia. Now you gotta save your own butt, coz 
there's the Hand to kill you. To win the battle with the Hand do as follow :
at the first attack, jump on the machine, then dive for the stick and whn the
Hand attacks for the 3rd time, just push it so it will stumble over Marco and
fall down the platform. That should do it. YOU SAVED KYRANDIA.



The End.



Note : That's it guyz. Quite some fun, huh? But not so hard too... Well,
       hope you liked it and CYA next time in one of my following solves.

                                        Bitbrain -=VSW=-
                                        Sven     -=A Friend=-