Legend of Kyrandia: Hand of Fate, The (Book Two) чит-файл №7

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.
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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!
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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 Sulpur 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 skulls 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.
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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 dragons 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 then City Gate.

Click the sandwich on the guards. Enter the City Gate.
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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 you
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 rabbits
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.
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VOLCANIA

Another change of outfits and 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 ingedients 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. The 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.
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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.
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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.
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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 lets 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
postions. 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
Ingedients: 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
Ingedients: Fuzz (Crystal Palm Fuzz), Black Pebbles, Heart of Gold (Use
alchemist's magnet on Lead Heart)

Violet Potion
Spell: Skeptic potion
Ingedients: 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.
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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 . . .
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THE HAND OF FATE is published by Westwood Studios and distributed by Virgin
Interactive Enterainment, Inc.

This walkthrough is copyright (c) 1995 by Diana Griffiths. All rights
reserved.