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Fanclub Das Freakmagazin 1
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1996-05-13
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THE HAND OF FATE
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.
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!
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 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.
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.
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.
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.
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.
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.
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:
Color Spell Name Ingredients
Red Flying Red Shoes Hot Air
Feather of Snipe (Quill)
Red Leather
Orange Sandwich spell Mustard (Vinegar and Ground Radish)
Ground wheat
Cheese
Lettuce
Yellow Abominable Snowman Snow
Musk
Feathers
Sugar (Lollipop)
Green Swampsnake spell Windywoof (Gnarly Bark)
Smell of Eggs (Sulphur Rock)
Onion
Lizard Tears (Reptile Tears)
Toadstool (Furniture type stool)
Hot Water
Blue Teddy Bear Fuzz (Crystal Palm Fuzz)
Black Pebbles
Heart of Gold (Use alchemist's magnet on
Lead Heart)
Violet Skeptic potion 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.
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. . .
THE HAND OF FATE is published by Westwood Studios and distributed by
Virgin Interactive Enterainment, Inc.
This walkthrough is copyright (c) 1994 by Diana Griffiths and the
Gamers Forum Adventure Library. All rights reserved.