Legend of Kyrandia: Hand of Fate, The (Book Two) чит-файл №6

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