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- Hand of Fate
-
- *** KYRANDIA ***
-
- 1. Take the flask of water from under the rumpled carpet.
- 2. Take the blueberry.
- 3. Say good-bye to Faun.
- 4. Exit and witness Zanthia's first change of outfits.
- 5. Click on the eyes in swamp.
- 6. Take the blueberry.
- 7. Exit north to the Dock.
- 8. Notice the dock.
- 9. Head west.
- 10. Take the spell book out of the hollow stump.
- 11. Read the spell book.
- 12. Note the ingredients of the potion recipes you must collect.
- 13. Head north to the Gnarlwood Tree.
- 14. Take a piece of the gnarlybark from the low branches.
- 15. Take the onion just beyond the tree.
- 16. Head north to the Ferry.
- 17. Speak with Brueth the Fairy.
- 18. Head west to the Dark Swamp.
- 19. Head north.
- 20. Pour the water on the everglowing fireberries.
- 21. Pick them.
- 22. Go west to Herb's house.
- 23. Get the empty flask on Herb's desk.
- 24. Get the spare (toad) stool.
- 25. Speak with Herb.
- 26. Take the bag of the manure.
- 27. Exit. Head south, then west to the Quicksand.
- 28. Push the tree down and walk across it, taking the skeleton key on
- the way.
- 29. Give the onion to the alligator.
- 30. Collect his tears in an empty flask.
- 31. Get the cauldron from the hollow in the tree.
- 32. Head north to the Hot Sulphur Springs.
- 33. Should you be short of empty flasks, return to Herb's to collect
- another.
- 34. Get some hot water in an empty flask.
- 35. Get the sulphur rock from the end of the path.
- 36. Go back to the Ferry then head east, stopping to chat with the
- fishermen at the Natural Bridge.
- 37. Go east again to the Cave Entrance.
- 38. Meet Marko and his Hand.
- 39. Grab the onion.
- 40. Go into the cave.
- 41. Talk to the rat.
- 42. Look at your spell book.
- 43. Make the Swampsnake potion.
- 44. Go back to the Hot Sulpur Springs.
- 45. Place 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.
- 46. Note the colour of the potion.
- 47. Go back to the cave.
- 48. Fill a flask with the green potion and click it on the rat.
- 49. Go east to the Dark Cavern.
- 50. 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.
- 51. Go back to the Cave Entrance and head south to the Firefly Tree.
- 52. Save your game.
- 53. Feed the blueberries to the fruit flies. Note the order of their
- flashing colors.
- 54. Most likely you will run out of blueberries before you have
- grasped the order, so restore until you have noted the entire
- sequence and write it down.
- 55. Go back to the Dark Cavern.
- 56. Click on the skulls teeth to make the colors light up in the same
- order as the fruit flies colors flashed.
- 57. Open the chest with the skeleton key.
- 58. Get the alchemist's magnet and the cheese.
- 59. Leave.
- 60. Go back to the Natural Bridge.
- 61. Give the cheese to the fishermen.
- 62. Go back to the Weed Patch.
- 63. Free Marko by feeding the manure to the weeds.
- 64. Go back to the Dock.
- 65. Get the anchor and use the alchemist's magnet on it.
- 66. Go back to the Ferry.
- 67. Head to the Quicksand.
- 68. Get the letter from the skeleton hand.
- 69. Go the Hot Sulphur Springs and take the letter from beside the
- rocks.
- 70. Go to the Firefly Tree and take the letter.
- 71. Go back to Zanthia's lab.
- 72. Get the letter from the roof.
- 73. Go back to the mail dragon.
- 74. Give him all four letters.
-
- *** MORNINGMIST VALLEY ***
-
- 1. Pick up the letter in the Meadow.
- 2. Look in the haystack for an empty flask.
- 3. Get some grain stalks.
- 4. Head east to the City Gate.
- 5. Go back to the meadow.
- 6. Place the ghost in a empty flask.
- 7. Go west to the Farmhouse.
- 8. Give the farmer the letter.
- 9. Check your spell book for the sandwich spell.
- 10. Head south to the Garden.
- 11. Take the alchemist's magnet.
- 12. Click the ghost in the flask on the scarecrow.
- 13. Note the crops in the field and the elephant/aardvark's hose.
- 14. Go back to the Farmhouse.
- 15. Get the baby dragons bowl.
- 16. Leave the dragon's tears.
- 17. Get the vinegar.
- 18. Go west to the Water Wheel.
- 19. Operate the wheel to open the valve.
- 20. Climb up to the stick wedged in the wheel and remove it.
- 21. Note the electricity but don't touch it.
- 22. Go back to the Garden.
- 23. Click on the hose.
- 24. Take a lettuce and some radishes.
- 25. Go back to the Farmhouse and enter the Cellar.
- 26. Get the scissors and four horseshoes.
- 27. Notice the cheese maker.
- 28. Go back to the Meadow and clip the sheep with the scissors.
- 29. Take the wool.
- 30. Milk the sheep with an empty flask.
- 31. Go back to the Cellar and put the milk in the cheese maker and
- operate the long wooden handle on the cheese maker.
- 32. Take the cheese.
- 33. Go back to the Water Wheel.
- 34. Grind the grain under the pounder and place the grain in the
- bowl.
- 35. Place the ground grain in the cauldron.
- 36. Grind the radishes under the pounder and put the ground radish in
- the bowl.
- 37. Add vinegar.
- 38. Place the mustard in the cauldron.
- 39. Place the cheese and lettuce in the cauldron.
- 40. Fill the empty flask with the orange potion.
- 41. Click the flask on Zanthia.
- 42. Go back to the farmhouse.
- 43. Get some dragon tears; he will cry if you give him his bowl back
- then take it away again.
- 44. Go back to then City Gate.
- 45. Click the sandwich on the guards.
- 46. Go in through the City Gate.
-
- *** HIGHMOON ***
-
- 1. Remove the stick from the sea-horse fountain's mouth and keep the
- stick.
- 2. Go into the Musard store.
- 3. Examine the map on the wall.
- 4. Head north to the Alley.
- 5. Click on the seven colored lamps to the left of the tavern
- entrance.
- 6. Use the order of the color lights from the fruit flies here again.
- 7. Go into the tavern.
- 8. Take the mug and fill it with root beer from the keg.
- 9. Talk to the tavern patrons.
- 10. Wait your turn then click on the podium.
- 11. Exit the tavern.
- 12. Head south, walking by the octopus.
- 13. Head west across the rope bridge.
- 14. Take the parchment and place it in your spell book.
- 15. Take the empty flask and notice the orange peel and wrapper.
- 16. Look at the new page in your spell book.
- 17. Go east along the long dock to the Mustard barge and notice
- Marko's hand slipping away.
- 18. Notice something glinting in the water.
- 19. Go east then head west to the island next to the fish tail.
- 20. Look at your spell book.
- 21. Take some mud from the puddle and get an impression of the
- rabbits footprint.
- 22. Mix some vinegar and root beer in the bowl to make sweet and sour
- sauce.
- 23. Place the reptile tears, sweet and sour sauce, a rabbit's
- footprint and a lucky horseshoe (right way up 'U') in the cauldron.
- 24. Go east, to the archway.
- 25. Reach for the rope with the stick.
- 26. Go east.
- 27. Put a flask of the potion on the altar.
- 28. Put another flask of purple potion on the altar.
- 29. Go back west, using the stick with the rope again.
- 30. Use the potion on the sheriff. Go to the jail.
- 31. Go back to the Water Wheel in Morningmist Valley.
- 32. Click one of the upside down 'U' horseshoes on the electricity to
- make a magnet.
- 33. Go back to the long dock in Highmoon.
- 34. Use the magnet to get the key out of the water.
- 35. Pick up the magnet.
- 36. Go back to the jail.
- 37. Use the key on the lock of Marko's jail.
- 38. Use the magnet on the key.
- 39. Click around in the hay in your cell and you will find a rope and
- hook.
- 40. Click the fishing rig on the window.
- 41. Open your cell and Marko's.
- 42. Go back to the Mustard store.
- 43. Click the second skeptic potion on the proprietor.
- 44. Go to the tavern.
- 45. Stop the scarecrow from holding the brawlers back.
- 46. Click on the scarecrow a couple of times.
- 47. Disguise the gold tooth as lead using the alchemist's magnet.
- 48. Take the lead tooth.
- 49. Exit the tavern and turn the tooth back to gold with the
- alchemist's magnet.
- 50. Play against an eight legged shell game trickster.
- 51. On the ground near the middle shell, drop a lucky horseshoe.
- 52. Give the octopus the gold tooth.
- 53. When the octopus has stopped swapping shells, pick the middle
- shell, and you will win two gold teeth. Play once more by giving the
- octopus one of the gold teeth.
- 54. Choose the middle shell again.
- 55. Take the lucky horseshoe.
- 56. Go back to the Water Wheel in Morningmist Valley and put each
- gold tooth under the pounder and you will create three gold coins.
- 57. Go back to Highmoon, and enter the Mustard store.
- 58. Offer the proprietor three gold coins.
- 59. Go back to the Altar of Doubt.
- 60. Fill an empty flask with the purple potion and put it on the
- altar.
- 61. Go back to the Mustard barge.
- 62. Click the skeptic potion on the barge captain.
- 63. Give the captain your voucher.
- 64. Examine the ship's wheel.
- 65. Put your magnet in the coil of rope next to the wheel.
-
- *** VOLCANIA ***
-
- 1. Get all the starfish, seashells and sand dollars and rocks that
- you see.
- 2. Find the stick lying on the shore.
- 3. Go east until you meet an old couple.
- 4. Talk to them.
- 5. Discover the purchase price (six sand dollars) by walking around
- Volcania.
- 6. Speak with Jessica when you see her.
- 7. Ignore the official looking man sitting at a desk.
- 8. Ignore all the smarmy guy on the couch.
- 9. Return to the elderly couple and pay for the map.
- 10. When you have collected the purchase price and paid for
- registration for an anchor stone, they ask for payment for insurance
- forms (six seashells).
- 11. With two rocks in your inventory, head to one of the two large
- hot air vents and jump in.
- 12. Take the two rocks.
- 13. Head west and take the flask.
- 14. Look at the door to the anchor room and head east until you find
- the stick.
- 15. Head east and go over the green bridge.
- 16. Climb the green steps, stopping to pick up the lead heart.
- 17. Turn the lead into gold using the alchemist's magnet.
- 18. The throw the stick to the baby dinosaur. Repeat this.
- 19. Head over to the hot air geyser and get some black pebbles.
- 20. Take the third rock.
- 21. Go back to the Tyrannosaurus Rex and take some crystal fuzz from
- the palm leaves.
- 22. Place the black pebbles, crystal fuzz, and gold heart in the
- cauldron.
- 23. Fill the empty flask with the blue potion and click the flask on
- Zanthia.
- 24. Get on the T Rex.
- 25. Head to the anchor door screen.
- 26. Exit and come back repeatedly until the dinosaur is facing the
- anchor door.
- 27. Take the fourth rock and head to the anchor door.
- 28. Use the red rag on the dinosaur.
- 29. Take the parchment and place it in your spell book.
- 30. Place a rock over the vent in the anchor room.
- 31. head east and place a rock on the vent by the green bridge.
- 32. Put a rock on the vent next to the green steps.
- 33. Go back to the screen with the anchor door.
- 34. Put 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 ***
-
- 1. Take a flask from where you landed.
- 2. Note the terrain.
- 3. Note the big flint rock and the trees blocking your path.
- 4. Take the pinecone.
- 5. head west and meet the armored guard.
- 6. Check your spell book.
- 7. Pick up some snow, the twigs and moss.
- 8. Get the rolling stone and return to the flint rock.
- 9. Create charcoal by putting the twigs near the flint and clicking
- the rolling stone on the flint.
- 10. Put the snow, moss and charcoal in the cauldron.
- 11. Fill the empty flask with the potion.
- 12. Go back to the armored guard.
- 13. Click the potion on the guard.
- 14. Take the walnut from the hollow at the end of the bridge.
- 15. Go over to the dented statue.
- 16. Look in your spell book.
- 17. Restore the statue by using the alchemist's magnet on him.
- 18. Get the drum and jacks from the box.
- 19. Take the acorn.
- 20. Toss the jacks to the people being chased by a foot.
- 21. Go back to the trees and place the drum on the stump.
- 22. Head past the trees to the tram.
- 23. Talk to the squirrel.
- 24. Give him the pinecone, walnut and acorn.
- 25. Place the rolling stone in the treadwheel.
- 26. Click on one the tram cars and Zanthia will climb in the next
- one.
-
- *** MOUNTAIN TOP ***
-
- 1. Note the child's lollipop.
- 2. Visit the Hunter' Lodge.
- 3. Talk to the hunters.
- 4. Check the spell book.
- 5. Take the flask.
- 6. Get some musk from the ox's head.
- 7. Get a cannon ball.
- 8. Head outside and take the feather duster from the side of the tram
- station and grab some snow.
- 9. Turn the cannonball to gold using the alchemists' magnet.
- 10. Give the gold cannonball to the mother.
- 11. Take the child's lollipop (nice guy eh!).
- 12. Create the abominable snowman potion by placing the snow,
- lollipop, musk and feather duster in the cauldron.
- 13. Fill the empty flask with the yellow potion.
- 14. Click the flask on Zanthia.
- 15. Enter the Hunter's lodge.
- 16. Head outside and break off three icicles.
- 17. Head outside again and you will see the hunters.
- 18. Enter again.
- 19. Get the flask from the rack of bottles and take the box of candy.
- 20. Get the bottle of cologne.
- 21. Take some feathers from the pillow on the couch.
- 22. Create another abominable snowman potion using the icicle, candy,
- cologne and feathers.
- 23. head outside and use the potion on the hunters.
- 24. Climb up to the path using an icicle.
- 25. Go east.
-
- *** MYSTICS CABIN & RAINBOW BRIDGE ***
-
- 1. Read the notice.
- 2. Drink the hot water.
- 3. Make the indigo potion by putting the amethyst and blueberry in
- the cauldron.
- 4. Fill the sixth flask, on the rainbow machine, from the left.
- 5. Make sure you flush the cauldron between making each potion (see
- Extras on how to make the potions).
- 6. After you have the rainbow machine working, head outside and get
- an icicle from the cabin and use it to climb up to the rainbow.
- 7. After encountering Mr. Hand, go east then down along the Rainbow
- Bridge.
-
- *** WHEELS OF FATE. ***
-
- 1. Note how the beam is reflecting off a gold dish.
- 2. Use the alchemist's magnet on the gold dish.
- 3. Enter through the doors.
- 4. head up the path on the left and you will find the wheels of
- Kyrandia and an empty spindle.
- 5. Exit the room and head up the path on the right.
- 6. 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.
- 7. See the Extras on this disk for instructions on opening the
- mouths.
- 8. Take the gear from middle mouth.
- 9. Go back to the Kyrandian wheels and put the gear on the spindle.
- 10. Use the stick to wedge the gear in place .
- 11. When you regain control, click on the left of the screen to avoid
- the Hand's attack.
- 12. Do this again.
- 13. Click on the Hand and Marko and you will be able to dispose of
- the Hand, together.
-