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The Best of Select: Games Special 4
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THE BEST OF SELECT Games Special 4 (Select CD-ROM)(1996).iso
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3yra3sol.txt
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1995-02-06
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~Legend Of Kyrandia 3
LEGEND OF KYRANDIA III - FABLES & FIENDS
Puzzle solving game by WESTWOOD
Solved by Lu Richardson.
Solution
--------
General tips:
As soon as you've watched the intro and the talking is over, save
your game and explore your surroundings before you start playing in
earnest. Draw a simple map made up of squares connected by lines,
you are going to need it till you can find your way around
blindfolded.
Remember that it's not enough to wave the cursor around, you have to
click on EVERYTHING in order to find items.
This is one of those games in which it would appear there is more
than one solution to the same problem and, more often than not, no
solution at all. For instance, if you embark on a particular path,
although the alternative possibilities continue present to confuse
you, they won't actually work. There are also plenty of red
herrings. Add to all that that you can go about what you need to
do in each section in almost any order you like, and you will begin
to see how difficult this game really is.
I should mention that every time you play things turn out slightly
different, so don't be alarmed if events don't unfold exactly as I
detail them - try something else, and please don't blame me!
As soon as you get the Jester Staff, do not neglect to use it on
everyone you meet. And I mean EVERYONE!
The Moodometer is very important and I'll tell you when it is
vital to lie or to be nice or normal. You can ordinarily leave it
at normal.
Save before you attempt anything important, I'll try to remind you
at crucial moments.
I am giving you the bare minimum here to help you solve the game.
This is only a rough guide. Do examine and try other things. The
easiest thing will be to tell you what can be done at each location
and let you do it your own way. Read the first section (KYRANDIA)
through before you start, then decide how you want to go about it.
KYRANDIA
The Dump
Rummage around the rubbish dump and get a shoe, a straight nail, a
broken flask and some whole flasks. You can come back here any time
and get some more of those (save the shoe, there is only one). By
the way, if you find an orange peel, use it on Malcolm for extra
points.
The Castle Gate
You could be dragged here at some point and taken to Prison, and
you'll return here afterwards. You can carry on from there. When
you get the scissors, cut both pennants for extra points. If you
don't get the scissors, a broken flask will do just as well.
The Prison
This sequence only appears to take place if you waste too much time
messing around. Follow the instructions precisely. The good thing
is that you get to keep the scissors; so towards the end, put them
in your inventory and don't leave them on the floor. However, as I
explain above, you don't really need them.
The Bluff
You can enter the machine at any time, which takes you to the Town
Center. Do so at least once to get the extra points.
Out of Town
You are after the mime's outfit. In order to get it, you have to
place an eel in the mime's hood; hang about till he turns around.
If he does not, the time is not yet - so go elsewhere. When you
succeed, he will go into the Baths. To follow him you need to have
tied the nut-on-a-string to a hooked nail and use that on the coin
box.
The Baths
Make sure the moodometer is at lying before you go in. Once inside,
you talk to the guy. Then stand by the big wheel and move the arrow
to scalding hot or freezing cold. Everyone will rush off and you
will be able to get the outfit you can see in the window.
The Town Arena
Click on the frog to move it aside. It is a good source of water,
if you need it - you can also get the odd eel simply by clicking at
its mouth. Note the footprints at the entrance.
City Limits
Pick up a couple of logs here.
Cow Shed
You need several flasks full of water. You combine the seeds with
the water and get a seedling. You put that in the hopper five
times in all, so that the arrow is pointing at the red number.
Watch what happens. Puncture the milk container with a straight
nail to get some cream with a flask. You can also speed up the
process by combining the seeds with an eel and adding water; in this
case, you only need to fill the hopper twice - but then, you need to
go fishing for eels.
Town Center
There are several locations here, and I'll tackle them one by one.
The Toy Factory
Open the padlock with a straight nail. Once inside, go through the
other door to Malcolm's pad. Here, look in the drawers and get the
nut-and-string and the staff under the bed. Don't be too hasty in
combining the nut with a bent nail to get the fishing tackle - read
on. Oh, and you can look through the family album, if you like.
Go out to the factory and click on the large book. You will see the
shadow of a toy. Put a log in the funnel of the machine and press
the green button. You get a toy soldier. Now manipulate the two
antennae-like appendages on the machine and click on the book
again. A different shadow of a toy will appear. If it is that of a
ball, put the shoe in the funnel and press the green button. You
get a ball. Go through the routine again with the antennae and
book; you can get a toy horse by putting a log in the funnel and
pressing the green key. You should end up with three toys.
The Cellar
Go down the hole into the cellar. Fill all your flasks with water.
(Later on, when you have a disguise, you can stand on the carpet by
clicking on one of the apples drawn on it, then clicking on the
other - see under Darm's.)
Note the bricked wall. When you are given the right information (on
the other hand, why wait?), you can combine sesame seeds with an eel
to get fertilized seeds (you can fish for eels in the sewer), put
them amongst the bricks, fill a flask with water and use that on the
seeds. This busts the bricks and you can go in. If you click on
the shell and use an empty flask on it you get a portal potion which
you can use in the Arena. This is a great shortcut which takes you
to the Isle of the Cats straight away, although you miss out on the
fun of the longer solution to this particular problem. Since you
can only use the portal potion once, leave the shell alone if you
don't want it; but you get extra points for busting the hole open.
From the cellar you can go up the stairs to the Town Hall, more
further on.
Darm's
You arrive here on the magic carpet from the cellar and leave the
same way. If you were to attempt a visit without a disguise, you'll
be recognized and you'll leave quite promptly. Once you get the
disguise, you can visit Darm and he will ask for a fishcream
sandwich. Give it to him and talk both to him and to the dragon.
You can use all your items on them to see if they give you any
useful info on them. Finally, use the staff on Darm repeatedly till
he leaves the room and then speak to the dragon - he will give you a
clue pointing to the bricked-up wall in the cellar.
Town Hall
You have to give the statue a sandwich in order to speak to it.
Once you've spoken, try your items on it and see if you can get any
clues.
The Fishcream Parlour
When you enter the place it's chock-a-block full of people and
Malcolm expresses the desire to make everyone go. To get stampede
points, get some seeds, the nut-and-string and go to the dump.
Place the seeds on the log on which the squirrel is standing (near
you) and use the nut on it to hypnotise it. Now you can pick it up
and go to the Parlour. Come to the front and put the squirrel on
the floor. Use the nut on the squirrel and watch. When everybody
is out and you leave, the parlour will be closed and bolted. If you
had trouble getting hold of sandwiches (and you need three), you
could always come armed with three (or whatever number) lots of
seeds, fish and cream and make the sandwiches when everyone leaves