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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.
-
-