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Subject: The Legend of Kyrandia 2: Hand of Fate walkthrough - solution
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Yeah, I know this is a really old game, and so is Kyrandia3, but I like =
this=20
one better and I've won it 50 bizillion times. It really is kinda hard =
the=20
first time you play it, and I could've used a walkthru when I did.

Okay, the intro tells you that Kyrandia is disappearing and this hand =
has=20
found a way to stop it. You, Zanthia, must go to the center of the world =
to=20
get an anchor stone. So, you and your little apprentice Faun go in your =
house=20
with some blueberries, hoping to make a portal potion, when you find =
{gasp!}=20
you've been robbed! So, you now have to walk to the center of the world.

Note: Once and a while Zanthia will call Faun. Sometimes its importatnt =
what=20
they're saying, so listen to it then continue. Also, remember to flush =
your=20
cauldron by pulling the chain after you're done using spells so you =
don't=20
forget when making a new potion.

Darkmoor Swamp
You start in your house, all mad and wondering why anyone would want to =
rob=20
you (if you hadn't noticed, annoying little Faun imitates you when you =
get=20
mad). get the flask on the shelf to the right, look under the wrinkled =
carpet=20
to get a flask with water in it, get the blueberries, then go outside. =
Get=20
the other blueberries out there then go north. You can get the mushroom =
and=20
eat it to get some weird effects, but you don't need it. Go north again. =
Look=20
in the stump to get your spell book then go north again. Get the onion =
and=20
the twisted piece of the plant that's sticking out from the plant then =
go=20
north once more. Here, you'll see a ferry. Don't bother talking to =
Breuth=20
now, he's not going to give you a ride. Go west once, get the feather =
from=20
the nest in the tree, then go south. Push over the tree, get the =
skeleton=20
key, and go west. Tickle the alligator with the feather and get his =
tears in=20
your empty flask. Look in the tree to get your cauldron. Go north and =
get the=20
gold-colored sulpher rock at the end of the path. No, you won't be able =
to=20
fool Breuth with a gold rock. Go back to where the bridge is and go =
north.=20
Cool the fireberries with your water (not the alligator tears) and get =
one.=20
You can get more, but you only need one. Go into the house. Here you =
meet=20
Herb. Get his flask, the stool, and the bag with a picture of a plant on =
it.=20
Fill a flask up with water from the plant and heat it on Herb's candle. =
Now=20
you have all the ingredients for a Swampsnake Potion, which you'll need =
soon.=20
Put the gnarlybark (windy woof), the sulpher (smell of eggs), the onion, =
the=20
alligator tears, the stool, and the hot water in the cauldron. Fill at =
least=20
one flask. You can fill some more to see what it does to your hair =
(eesh!)=20
but you don't need to. Now go back to where the ferry is and go east =
twice.=20
Here you'll meet Marko and his hand and tell him you've been robbed. Go=20
south. Here you see a tree full of musical bugs. You should get out a =
piece=20
of paper and pencil here, you'll need to write down a certain pattern. =
Feed=20
one of the blueberries to one of the bugs. Write down the colors that =
show up=20
in the pattern they are. Before you do that, if you click a bug it will =
light=20
up then the first bug in the pattern will light up. If you click the =
first=20
one, it will light up, then the second bug will light up. You can see =
the=20
first and second bug in the pattern like this, but nothing else. Now =
that you=20
have the pattern of colors, go back north and enter the cave to the =
east.=20
Click on the rat blocking the way and he will wake up. To get past him,=20
either give him the Swampsnake Potion you made or drink the potion to =
scare=20
him with your freaky hair. Either way, you can now continue east. This =
is the=20
only place you need your fireberry, so you can drop it in this room if =
you=20
want to. This is where you need the pattern you got from the bugs. By=20
clicking on the skull's teeth, you can light up different colors. Put in =
the=20
pattern from the bugs by doing this. The top row's colors of the teeth =
are,=20
from left to right: Green, purple, orange. The bottom row from left to =
right=20
is: Light blue, red, yellow, dark blue. Then the skull will open and =
reveal a=20
chest. Use the skeleton key to unlock the chest. Get the alchemist's =
magnet=20
and the cheese. Go out of the cave. Now go back to the natural bridge, =
where=20
the fishermen were, and give them the cheese to use for bait. They just =
leave=20
without even thanking you (grrrrr). Go back to the ferry and go south =
twice.=20
Here, you see Marko, caught by those gigantic, weird plants. You can =
just=20
leave him there (hehehe), you don't need to save him, but you can by =
feeding=20
the plant that's not holding him the bag of maneur. Now go east and get =
the=20
LEAD anchor. You can use the alchemist's magnet on it for an expensive =
hunk=20
of gold for a little while, but you don't need to, as you will soon see. =
Go=20
back to the ferry and you will find that {groan} a drangonfly has burnt =
down=20
the ferry. Talk to him, you will find he has lost four letters. Since =
you are=20
nice (and since you need a ride to Morningmist) you should find his =
letters=20
for him. One is on the roof of your house, one is by the musical bugs, =
one is=20
being held by the hand in the quicksand where you found the skeleton =
key, and=20
one is by the hot water spring. You can steam the letters open in the =
steam=20
if you want, but you shouldn't really read peoples' personal letters. Go =
back=20
to the dragonfly and give him the letters.

Morningmist Valley/Towne of Highmoon
The dragonfly rudely drops you in a haystack with a letter to deliver. =
Search=20
the haystack for the flask you dropped, get the letter, and get a nice =
big=20
stalk of wheat. Go south to find Farmer Greenberry's quaint little house =
and=20
give him the letter. He will tell you his recipe for mustard (a recipe =
for=20
mustard? kinda weird don't you think?). Take the flask of vinager and =
the=20
dragon's water bowl. Go west. Meanwhile, at Marko's house, he finds that =
the=20
hand has found a piece of your fishing boat. Hmmm.... Well, anyway, you =
find=20
yourself at a strange-looking machine. Take the stick out of the =
waterwheel=20
to get it going again. The fist starts pounding. Turn the little wheel =
on the=20
pipe and the valve will be open. Go east back to Farmer Greenberry's =
house=20
and go east once more. Get your alchemist's magnet. Click on the =
fountain's=20
trunk to water the garden. Get a radish and a head of lettuce. Go back =
to the=20
water wheel-fist-electricity-whatchamacalit machine and put the radish =
under=20
the fist. Scoop it out with the bowl. Put the vinagar in the ground =
radish to=20
make the Greenberry's legendary mustard. This is the first ingredient =
for the=20
Sandwitch Spell that you'll need later. Put the mustard in your =
cauldron.=20
Then ground the wheat, scoop it out with the bowl, and put it in your=20
cauldron too, along with your lettuce. Now all you need is cheese. Go =
back up=20
to where the haystack is and a ghost should appear out of it. Talk to =
the=20
ghost, then click a flask on him to carry him with you. Go to the where =
the=20
scarecrow and the fountain is and click the ghost onto the scarecrow. Go =
west=20
and watch the little scene where the farmer gets mad at his scarecrow =
for=20
leaving his post and chases after him. Now the cellar is free to enter. =
Don't=20
go in it yet, though, first go back to the haystack and milk the sheep =
with=20
the flask. Now go into the cellar and put the milk in the machine in =
front.=20
Push the lever down and get the cheese. Put the cheese in the cauldron, =
fill=20
a flask, and take the sandwitch out of it. Remember to get your flask =
back,=20
too. Also get the scissors and two of the rightside-up U horseshoes and =
one=20
of the upside-down U horseshoes. Go out of the cellar and go west to the =

weird machine. Click the upside-down U horseshoe on the electricity =
coming=20
from the machine to make a magnet. If the magnet turns the other way=20
(upside-down to rightside-up or vice versa) when you make it, you used =
the=20
wrong horseshoe. When you get out of the cellar, give the bowl back to =
the=20
dragon and take it again, then take his tears in a flask. Put them in =
your=20
cauldron, you will be making a skeptic spell. Also put the rightside-up =
U=20
horseshoe in the cauldron (you'll know it's the right one if Zanthia =
says,=20
when you click it on her, that it looks funny). Now go back to the =
haystack=20
and go east. GIve your sandwitch to the guards and they will rush out to =
get=20
it, leaving the doors open. Go through to the Towne of Highmoon (no, I'm =
not=20
spelling it wrong, there is an 'e' at the end of 'town' in the name). =
Take=20
the stick out of the seahorse fountain then go north up the alley. You =
can=20
click on the lights by the door and use the pattern you got from the =
bugs to=20
open the door, but its easier to just click the scissors on the door to =
open=20
it. Now go into the tavern. In the tavern, take some taffy out of the =
barrel=20
in the corner and put it in the bowl. Along with the taffy, put some =
vinager=20
in the bowl, creating sweet-and-sour sauce. Put this in your cauldron. =
When=20
you try to leave, you'll be blocked by the parrot and told you'll need =
to=20
recite a poem. Listen to the other pirate's poem, then click on the =
podium to=20
recite your own. Now leave. You'll see an octopus with three shells =
here.=20
You'll need to gamble with him, but you need to bet on something. Go =
back in=20
the tavern to find two pirates fighting. Click on the left pirate twice =
and=20
he will get a tooth knocked out. I don't know why, but you have to turn =
it to=20
lead on the ground with your alchemists magnet before you can take it. =
Do so,=20
then turn it back to gold. Go outside. Put your remaining "lucky" =
horseshoe=20
on the ground by the octopus, then give your gold tooth to him. It =
doesn't=20
matter which shell you pick, with your lucky horseshoe, you'll always be =

right. Give him a gold tooth one more time, so you now have three. Go =
back to=20
the weird machine with the pounding fist and put the gold teeth under =
the=20
fist to make coins. Go back to the town. Now go east across the bridge. =
Take=20
the flask and the page from the ground and put the page back in your=20
spellbook. Go on the upper path east. Get some mud out of the puddle and =

press it on the foot of the rabbit statue. Put this footprint in your=20
cauldron to make an incomplet Skeptic Potion. Continue down the path =
east.=20
Click the stick on the rope so you can bounce it close enough to you to =
swing=20
across the crack. Go east. Here you see an altar. Fill as many flasks as =
you=20
can (two) and activate them on the altar. Go back to the weird fish-bird =

building. Give one of the potions to the guy blocking the door. Click =
your=20
magnet on the shiny thing on the water to get a key, but don't forget to =
get=20
your magnet again once you've done that. Now go in the building to find =
Marko=20
in jail, who still claims to be "helping." Try to free him, but you'll =
be=20
jailed as well (wonderful, huh). Click on the carpet on the back wall =
until=20
she unwinds it to get the string and uses Marko's hook to make a=20
hook-on-a-string. Try to get the key with this but the sherrif will =
throw it=20
in the water and it will get eaten by a fish. Catch the fish with the=20
makeshift fishing line and get the key. Free yourself, then free Marko, =
and=20
you can drop the key in here if you like. Go back outside and fill and=20
activate another Skeptic Potion. Go west from the weird fish-bird =
building=20
and go into the little house. Give the man a Skeptic Potion and he will =
wake=20
up. Give him your three gold coins and he will give you a voucher. Now =
go=20
east and go down the lower east path to the docks. Give the man there =
your=20
last Skeptic Potion and the voucher to ride the ship. When you get on, =
put=20
your magnet in the coil of rope by the compass and the ship will turn =
towards=20
Volcania. Finding that you set them off course, the crewmen will throw =
you=20
off the ship. How inconsiderate!

Volcania
There's really not much you need to do here, but it can turn into a =
quite=20
annoying wild goose chase if you listen to the salespeople here. You can =
also=20
meet Jessica if you walk around for a while, who you'll meet again later =
on.=20
All you really need to do, though, is find two rocks and the stick, then =
go=20
down a hot air vent.

The Center of the World=20
(By the way, nice outfit, Zanthia). Get the rock here and plug the=20
lava-filled little hole with it. Go west to get a flask, and take the =
rock=20
there to plug that hole. If you don't notice, plugging the holes makes =
the=20
small volcano that's here increase in activity. Go west and west again =
(not=20
across the bridge). Click near the top of the palm tree to get some =
fuzz. Get=20
the stick. Go back east and then go across the bridge. Get the rock =
along the=20
road here. Continue along the path north. Put rock in the plug here and =
get=20
the little lead hart-shaped lump on the ground. Turn it to gold with =
your=20
alchemists magnet. Also get the other rock thats in this room. Have you=20
noticed how that dinousaur is acting like a dog? Let's play a little =
game of=20
fetch. Throw the stick to the dinosaur twice, and the second time he =
will=20
make some stalagtights fall and one of them will clog a hole letting air =
out.=20
This will make the other hole spray air harder, right in front of some =
blue=20
pebbles stuck to the ceiling (you'll see what I mean when you do it). Go =
on=20
this air vent and you will get two of the black pebbles on the ceiling. =
Now,=20
put your fuzz, the gold lump, and the black pebbles in your cauldron to =
make=20
a Teddy Bear Potion. Fill a flask, get the teddy bear, and get your =
flask=20
back. Now go back to where the T-rex is and click on his back twice. You =
will=20
jump on his back and start leading him around. Eventually, you will get =
the=20
piece of cloth that ripped in your fall and climb back up on the green=20
bridge. Go west from here. Make sure the triceretops is facing toward =
the=20
door and click your red piece of cloth on him. Now you can enter the =
door.=20
But, isn't it just your luck when you find out that you didn't need to =
be in=20
the center of the world at all! Watch the little scene. Get the =
parchment,=20
plug the hole with your remaining rock, and go outside. You can get a =
anchor=20
stone in there if you want to, but you don't need to. Now the small =
volcano=20
here should be bubbling very violently. Click on the little rock =
floating in=20
the middle of it and you will be blown to the...

Enchanted Forest
Ouch! What a fall! First, look into the hole you made in the ground and =
get=20
the flask. Get the pinecone thats on the ground by the trees. Now go =
west up=20
the path. Get a walnut from inside the little structure at the other end =
of=20
the bridge that looks kinda like a rook in chess. If you try to walk =
across=20
that bridge, the stupid knight will walk you back. You'll need to make a =

Snowman (regular) Potion to get past him. Get the snow beyond the bridge =
and=20
the little sticks by the tree to the right. Get moss from the rock by =
you=20
twice and it will turn into a rolling stone. Get it and go back east. =
Put the=20
twigs by the black rock and use the rolling stone on it to make a small =
fire.=20
Get the charcoal that comes with it. Put your snow, charcoal, and moss =
into=20
the cauldron and fill a flask. Go back to the bridge and give your =
snowman to=20
the knight. Now you can continue west. Polish the statue with your =
alchemists=20
magnet and get the jack and the drum from the box that appears. Get the =
acorn=20
thats behind the statue in the tree. Put the jack in the path of the =
foot and=20
you will trip it, allowing the men to catch it. Listen to their story =
about=20
Bal-Rom. Uh-oh, looks like the hand is your enemy! Go back to where the=20
petrified (get it, petrified, as in scared) forest is and put the drum =
on the=20
stump. The trees will start dancing and let you pass. Try to get on the =
tram=20
here and the squirrel will get off and claim it is "long lunch day" give =
him=20
the pinecone, walnut, and acorn (it doesn't matter what order) and he =
will=20
leave. Put the rolling stone on the wheel and ride the tram up. On the =
tram,=20
you witness a fight between Marko and his hand, and Marko will fall out =
of=20
the tram. The hand will stop the tram and you will climb the cable the =
rest=20
of the way up.=20

Alpinia:
Go into the house here. You won't be able to get any climbing gear, but =
get a=20
cannonball, a flask from the shelves, and some musk from the head on the =
left=20
thats on the wall. Go outside. Get the featherduster and some snow. Turn =
your=20
cannonball to gold and give it to the woman. Now you can take the baby's =

lollipop. If you havn't guessed, you'll be making an Abominable Snowman=20
Potion. Put the snow, the musk, the featherduster, and the lollipop in =
your=20
cauldron. Fill a flask and pour it on your head to make a costume. Go =
back in=20
the house. The hunters won't fall for your costume, but a real =
abominable=20
snowman will come and take you away.
Now you find yourself in a yeti's cave. Get feathers from your pillow, =
the=20
little heart-shaped box of candies, the cologne on the yeti's table, and =
a=20
flask from the top shelf. Go outside. Get all three of the icicles and =
try to=20
use one of them to climb up the snow. The yeti will bring you back =
inside. Go=20
back outside and put one of the icicles, the cologne, the feathers, and =
the=20
box of candies in your cauldron. Fill a flask and wait for the hunters =
to get=20
to where you are. Give them the potion and they will be put in costumes =
and=20
be taken by the yeti. Now you can climb up the snow wall with your =
icicle and=20
go east. Go in the house. Here, you need to make several potions and put =
them=20
in the little flasks in the broken machine. You have all the items in =
the=20
shelves to the right to make the potions you need. From left to right, =
you=20
need to put these potions in the flasks: Flying shoes, Sandwitch, =
Abominable=20
Snowman, Swampsnake, Teddy bear, Indigo (with an amethyst and =
blueberries),=20
and Skeptic. Now the rainbow will form. Go outside. Take the icicle =
thats=20
near the back of the side of the house and use it to climb up on the =
roof and=20
go on the rainbow. Watch the little scene with Zanthia and the hand and=20
continue all the way down the rainbow.

The Wheels of Fate:
You're really close to the end now! Use your alchemists magnet on the =
light=20
that's bent to allow yourself to go through the door. Inside the =
building,=20
first go to the east. Here is a puzzle that seems harder than it is (if =
any=20
of you have ever played Zork Zero, its a lot like the Tower of Bozbar). =
All=20
you have to do is move the different layers of the heads to different =
places,=20
then move them back in order in place in another head to get an item. =
It's=20
really not that hard once you get the hang of it. Anyway, you need to =
get the=20
stick and a gear in this room. Then go outside and go along the other =
path=20
north. Put the gear in the place where a gear is missing and use the =
stick to=20
get it working again. Kyrandia is saved! Now the evil hand comes in to =
try to=20
destroy you. To fight him, click on the machine on the left twice, then =
click=20
on the hand and you will push him off the railing to his death. You've =
won!=20
Enjoy the ending!



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