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

Cover
                              Delirium of Disorder   

                                    presents

                        Legend of Kyrandia II - Full Solve


                                     PART I
                                    ========


1  : Inside Zanthia's Laboratory
2  : Outside Zanthias's Laboratory
3  : Dock
4  : Weed Patch
5  : Gnarlwood Tree
6  : Ferry
7  : Dark Swamp
8  : Quicksand Bog
9  : Lagoon
10 : Hot Sulphur Springs
11 : Outside Herb's Shack
12 : Inside Herb's Shack
13 : Natural Bridge
14 : Cave Entrance
15 : Firefly Tree
16 : Twisty Tunnel
17 : Dark Cavern


1 : Pick up Empty Flask
    Click on Carpet -> Take Flask
    Take Blueberry

2 : Get more Blueberries

4 : Click on stump to get the spellbook

5 : Get the onion 
    Get from the root a gnarlybark

6 : Talk to ferryman

7 : Click on nest -> feather

8 : Tip the Tree over and get the key

9 : Get cauldron out of the hole in the tree
    Use feather at aligator
    Collect the tears with an empty Flask

10: Get Sulphur Rock

11: Spill flask with water over the Fireberries, get one

12: Get Flask, Plant Food and the Stool

10: Fill an empty flask with hot water from the springs
    Now mix the swampsnake potion, you need:

    Gnarlybark
    Sulphur Rock
    Stool (furniture)
    Lizard Tears
    Onion
    and the hot water

    Fill the potion into an empty flask

15: Save the game, use a blueberry at any firefly.
    The fireflies will play in a sequence, you have to write it (the colors
    of the Fireflies) down 
    (If you do not get the order at once, just reload the game....)
    Do not discard this sequence, you'll need it in Part II

16: Use the swampsnake potion with the Ratman

17: You have to play the firefly sequence on the teeth of the Skull, the colors
    of the teeth are:

    green   |  pink  | ------ | orange

    turquis |  red   | yellow |  blue

    Open the chest with the skeleton key, get a moldy cheese and the
    alchemist magnet out of it

13: Give the cheese to the fischermen

4 : Rescue Marko by giving the plantfood to the second plant

3 : Get the Lead Anchor and turn it into gold with the Alchemist Magnet

6 : A Mail-Dragon has accidently burned the ferry down, he'll fly you to
    Morningmist if you bvring him his lost letters back.
    Walk through every location, you cannot miss the four letters, they are
    really BIG

    



                                     PART II
                                    =========

1 : Meadow
2 : Outside Farmhouse
3 : Water Wheel
4 : Garden
5 : Outside City Gate
6 : Inside cellar
7 : Inside the City Gates
8 : Store
9 : Alley
10: Inside the Drunk Dragon Inn
11: Street
12: Gorge 1 (Rabbit)
13: Gorge 2 (Rope)
14: Altar of Doubt
15: Jail
16: Wharf
17: Sailing...


1 : Get letter, Click on hay -> Flask
    Get Grain Stalks

2 : Get Vinegar, Get Bowl

3 : Get stick out of the big Wheel
    Turn Valve

4 : Get Alchemist Magnet
    Use elephant's nose
    -> Lettuce, Radish, get'em

5 : Walk inside Picture and then outside to 1
    -> Ghost appears there (1)

1 : Use flask at ghost

4 : Use ghost in flask with scarecrow

1 : Use empty flask with sheep
    -> milk

6 : Get horseshoes
    ("Horseshoe up" is a lucky horseshoe, it's needed for a spell,
     another will work as a magnet)
    Fill the milk into the cheese machine, pull handle
    -> cheese

3 : Use a horseshoe at the electric flashing part of the machine
    -> magnet
    Sandwich spell :
    Put the grain stalks under the pumping fist, get the Ground grain with
    the water bowl and put it into the cauldron
    Put radish under the fist, get it out with the bowl and use the 
    vinegar with the ground radish -> mustard, throw it into the cauldron
    Put lettuce and cheese into cauldron, ready

    Use an empty flask with the potion and get the sandwich out of it by
    clicking on Zanthia

2 : Give the bowl back to the lizard and steal it right afterwards
    -> collect his tears with the flask

6 : Give Sandwich to the guards
    -> Open gates

7 : Click on the Seahorse's mouth -> Get Stick

9 : On the left hand side are some bells, which have the same colors as the
    Skull's teeth from the 1st part, you have to play the same combination
    here, the colors are :


                       Turquis
                                Yellow
           Green
                    Red
                           Pink
           Orange
                    Blue

     -> door is open

10: Get Mug, fill it with beer at the beer Keg
    Try to get out, listen to the poem, click at the Toadstool(that's where
    the pirate performs his poem) and leave

11: Get empty flask, get parchment
    (Put parchment into the spellbook)
    Use magnet with shiny thing inside the water -> key
    
12: Click on the Mud (down on the left side of the picture)
    Use mud with the rabbit foot -> rabbit footprint
    
    Make Skeptic Serum:
    Put footprint into cauldron
    Put horseshoe (open on top) into cauldron
    Put vinegar into bowl, put beer into bowl -> sweet and sour sauce
    -> cauldron
    Put reptile tears into cauldron

    Fill your 2 flasks with it, do not spoil the rest, you'll need
    the potion 3 times !

13: Use stick with rope

14: Complete the Skeptic potions at the altar
    (Return here with the third potion when you have an empty flask again)

    Give the potions to the men at 11, 8 and 16

15: Try to free Marko with the key
    Click at the rope in the back of the cell -> fishing rig
    Use it with the key
    Use it with the Window
    Free yourself and Marko

10: To get a voucher at the store, you'll need 3 gold coins.
    Click a few times at the scarecrow, then one pirate will loose a
    gold tooth in fight. Before taking it, you MUST turn it into lead with
    the Alchemist Magnet.
    Go to Location 3 and let the fist press the tooth into a coin, and turn 
    it with the Alchemist Magnet back to gold.

    You'll have to do this three times. You will only get a new tooth, if 
    the former one has already been changed into a coin.....

8 : Give the three coins to the man -> voucher

16: Give voucher to the Captain

17: Use Magnet with the coil of rope near the steering wheel




                                     PART III
                                    ==========

Walk one or two Pictures left and right to collect 2 heavy rocks !
Return to the first Picture and jump into the big hot air vent


1 : Lava Cavern 1 (Arrival)
2 : Lava Cavern 2 (Rex)
3 : Lava Cavern 3 (Black pebbles, Dino-Doggy)
4 : Lava Cavern 4 (Door to the Anchor)
5 : Anchor Room



1 : Get heavy rock and put it into the little vent

2 : Get heavy rock, stick and a crystal palm fuzz from the palm

3 : Get the heavy rock and put it into the vent
    Get the lump of lead with a shape of a heart
    Throw the stick at the dino (2 times),
    then try to stand at the air vent -> Teddy Bear Eyes

4 : Get flask
    Get the heavy rock and put it into the vent
    
    Make Teddybear potion:
    Turn the heart of lead into gold and put it into the cauldron
    Throw the teddybear eyes and palm fuzz into the cauldron

    fill it into the flask and get it out by clicking on Zanthia

2 : Once you have the teddy you are save to ride on the Rex....
    (Click 2 times)
    -> Red Torn Cloth

4 : Walk inside and outside the Picture as long until the Dino stands
    towards the Anchor Door, then use the Torn Cloth on him

5 : Get the parchment, put it into the spellbook
    Use a heavy rock at the vent

4 : Walk onto the bubbling plate in the volcano crater....



                                     PART III
                                    ==========

1 : Petrified Forest
2 : Bridge
3 : Grassy meadows
4 : Tram Station 1
5 : Tram Station 2
6 : Hunters lodge
7 : Yeti's Pad
8 : Ice cavern
9 : Small Cabin
10: Mystics Cabin


1 : Get your Flask out of the arrival hole
    Get Pinecone

2 : Get Twigs (in the left front of screen)
    Get Moss twice and then take the Rolling stone
    Get a Snowball (Click at Snow in front of the knight)
    Click at the hole in the little tower -> walnut

1 : Make a regular Snowman:
    Put twigs in front of the flintstone, use rolling stone with flintstone
    -> charcoal -> cauldron
    Throw moss into cauldron
    Put snowball into cauldron
 
    Fill the flask with the potion

2 : Use Potion with the knight

3 : Get Acorn (left)
    Use Alchemist Magnet on statue -> chest -> Magic drums, Jack

1 : Put the drum onto a stump

4 : Click on a wagon, give the Pinecone, Walnut and Acorn to the Beaver
    Put the rolling stone into the wheel, get one wagon

5 : Get the feather duster 

6 : Get one canonball and a flask
    Click at the Bulls head -> Musk

5 : Turn the cannonball with the Alchemist Magnet into gold and give it to
    the woman, then steal the lollipop

    Get a snowball and create the Snowman Costume Spell:
    Snowball
    Musk
    Feather Duster
    Lollipop

    Drink the potion and back to 6.....

7 : Get the candy, empty flask, feathers and cologne
    
8 : Get three icicles, make a snowman potion:
    Icicle, candy, feathers and cologne
    (don't drink !)
    Try the Remaining Icicles at the Ice-Walls in the back until the Yeti
    comes

8 : Wait until the Men reach your level and give them the Snowman potion

    Use the Icicle with the Wall again...

10: You'll have to fill the Rainbow machine with the colors of a rainbow
    in the correct order.
    The order is the same as you can see on the rainbow stone.
    You'll get the colors by mixing the different magical potions
    You'll find all necessary items in the switchboard, it is attached
    to 3 On/Off Buttons, so you have 9 possible combinations
    
    To generate some empty flasks, fill its contents into the cauldron and then 
    pull the Garbage-Lever at the cauldron...
    If you put the right potion into the correct flask of the rainbow machine,
    you'll hear a little sound, if you hear nothing, it was the wrong flask.
    Just fill it back into your own flask and try again

    The Potions are :

    Red :
    - Leather Folio (Red)
    - Hot Air
    - Feathers or quill

    Orange:
    - Put some Vinegar into the ground radish -> mustard
    - Cheese
    - Lettuce
    - Ground Grain

    Yellow :
    - Snowball
    - Musk
    - Lollipop
    - Quill or feathers

    Green :
    - Furniture (Stool)
    - Gnarlybark
    - Sulphur Rock
    - Reptile Tears
    - Onion
    - Hot Water

    Blue : 
    - Teddybear Eyes
    - Crystal Palm Fuzz
    - Turn Lump of lead in a shape of a heart with the Alchemist Magnet 
      into Gold -> Cauldron

    Indigo :
    - Blueberry
    - Amethyst

    Pink :
    - Horseshoe
    - Taffy Footprint
    - Sweet and Sour Sauce
    - Reptile Tears

   When you have got the rainbow ready, get out

9 : Get an Icicle from the right back end of the roof, use the 
    Icicle with the Hut



                                     PART IV
                                    =========

1 :  Rainbow Bridge
2 :  The Wheels of Fate 1 (In front of the Door)
3 :  The Wheels of Fate 2 (Crossroads)
4 :  The Inverted Towers of Anoi
5 :  The Wheels of Fate 3 (Control Room)

1 : Leave the Rainbow Bride

2 : Use the Alchemist Magnet with the golden Mirror above the Double Door

3 : Chose the way to the right -> 4

4 : It's a sort of Tower of Hanoi game
    You'll have to get the Towers from the right side to the middle and 
    then to the left.

             1             2               3

             |             |               -       s1  (s1 = Disk seize 1)
             |             |              ---      s2
             |             |             -----     s3
             |             |            -------    s4
                                       ---------   s5

     Tower from 3 to 1

     ("3s5 -> 1" means, that you put Disk "s5" from position 3 to position 1)

     3s5 -> 1
     3s4 -> 2
     1s5 -> 2
     3s3 -> 1
     2s5 -> 1
     2s4 -> 3
     1s5 -> 2
     3s4 -> 1
     2s5 -> 1
     2s2 -> 2
     1s5 -> 2
     1s4 -> 3
     2s5 -> 3
     1s3 -> 2
     3s5 -> 1
     3s4 -> 2
     1s5 -> 2
     3s1 -> 1
     2s5 -> 3
     2s4 -> 1
     3s5 -> 1
     2s3 -> 3
     1s5 -> 2
     1s4 -> 3
     1s5 -> 3
     2s2 -> 1
     3s5 -> 1
     3s4 -> 2
     1s5 -> 2
     3s3 -> 1
     2s5 -> 3
     2s4 -> 1
     3s5 -> 1

     You'll get a stick

     Tower from 1 to 2

     1s5 -> 2
     1s4 -> 3
     2s5 -> 3
     1s3 -> 2
     3s5 -> 1
     3s4 -> 2
     1s5 -> 2
     1s2 -> 3
     2s5 -> 3
     2s4 -> 1
     3s5 -> 1
     2s3 -> 3
     1s5 -> 2
     1s4 -> 3
     2s5 -> 3
     1s1 -> 2
     3s5 -> 1
     3s4 -> 2
     1s5 -> 2
     3s3 -> 1
     2s5 -> 3
     2s4 -> 1
     3s5 -> 1
     3s2 -> 2
     1s5 -> 2
     1s4 -> 3
     2s5 -> 3
     1s3 -> 2
     3s5 -> 1
     3s4 -> 2
     1s5 -> 2

     You'll get a wheel

3 : Chose the way left upwards to 5

5 : Place the Wheel under the red Console over the empty spindle
    Use the stick to start the wheel

    The Final Battle begins, you have to beat The Hand

    First  Attack: Click at a part of the broken Stick
    Second Attack: Do it again
    Third Attack : Click at The Hand

The End
---------

This Solve was written by DARKHAwK/DOD               on 11/22/93

The Game was solved by : FROSTY and DARKHAwK/DOD     on 11/20/93

Thanks for additional help go to : MONTEZUMA/TRSI