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----------THE LEGEND OF KYRANDIA, BOOK 2: THE HAND OF FATE-----------
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version 1.00
FAQ by Mark Wilson, a.k.a. MarKiarA. Monday. 14th of October, 2002. The Legend
of Kyrandia, Book 2: The Hand of Fate is a PC game developed by Westwood
studios.
Send all questions, corrections etc. to [email protected].

Contents
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1. Introduction
2. Characters
3. Controls
4. Walkthrough
5. Secrets and Quirks
6. Conclusion

-----------------------------
-------Introduction----------
-----------------------------

As taken from the back of the case:

"Now you see it. Now you don't.
The land of Kyrandia is disappearing piece by piece and all the evidence
points towards one perilous conclusion: A Curse!
Thus begins the Hand of Fate, second in the Fables and Fiends series, where
you are the offbeat, young mystic who must voyage to the centre of the world
to break the spell. Out of sync and out on foot, your aberrant journey reveals
nothing is what it seems. Everything is what it isn't. And you can count your
friends on one hand. Literally."

Hand of Fate is a very old and hard-to-find game, but seeing as only 2 FAQs
were written for it, I decided to write one.
But before I start, I must ask you to use this FAQ _only_ when you are
completely stuck and have tried everything. And most of all, TALK TO EVERYONE
IN THE GAME. If you don't, you miss most of the humour and will not have a
clue as to how to continue. That said, let's begin...

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-------Characters------------
-----------------------------

ZANTHIA

The ditzy young Mystic who you will be in control of for the whole game. She
was "volunteered" to journey to the centre of the Earth and obtain a magic
Anchor Stone, but when her house was robbed and her portal-making ingredients
were stolen, she found herself on a twisting adventure to the Wheels of Fate.

FAUN

Zanthia's sidekick, who takes the typical "I'll stay back and watch"-type
attitude. He stays at Zanthia's house the whole game, only interrupting to
bring her the latest news on Kyrandia's situation.

MARKO

A bumbling idiot who considers himself Zanthia's hero, when really she is
the one who always saves him. He is also secretly in love with her.

THE HAND

An enigmatic character, who is Marko's valet. Always seen following Marko
around, there is a dark side to this supposed sidekick.

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-------Controls--------------
-----------------------------

The controls are VERY easy to learn. It's simply point at whatever you want
to interact with, and click. If you click on something in the main window,
you will either talk to it or pick it up. If you click on something in Zanthia's
inventory, you will pick it up. To see Zanthia's potion list, click on her
spellbook. To make a potion, grab an item from her inventory and click on
the cauldron. That's all there is to it!

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-------Walkthrough-----------
-----------------------------
NB: Whenever I say to "pick up" an item, it means to pick it up and put it
into your inventory.

PART ONE: Sorrow in the Swamp

You will start inside Zanthia's house. Pick up the flask in the bookcase.
Click on the crumpled rug for another flask, full of water. Pick up the
blueberries, then exit the house (to the left). In the swamp, pick up the
blueberries and walk up one screen. Watch the tree disappear, then walk left
one screen. Click on the hollow stump to get your spellbook back! Walk up
one screen. Click on the small twisty part of the Gnarlwood tree (protruding
from the ground) to get some gnarlybark. Click on the protruding leaves just
above the Gnarlwood tree to get an onion. Walk up one screen, then left one
screen, then up one screen. Use the flask of water on the fireberries to cool
them down, then take sll of them. Walk into Herb's shack. Take the bag of
plant food (the one with the plant symbol on it) and the stool belonging to
the toads... toadstool, geddit? Also take the flask. Now, exit his shack and
walk down one screen and left one screen. Push on the tree, then take the
skeleton key from the hand. Walk left one screen. Click on the tree with the
hole in it to get your cauldron back! Walk down to the little peninsula so
that the crocodile comes out of the water, then feed it an onion. Bottle its
tears in a flask. Now, put the tears in your cauldron. You can also put in
the gnarlybark and the stool. Walk up one screen and grab the sulphur, then
put it in the cauldron. Bottle some hot water from the springs in a flask
and put that into the cauldron as well. Now, walk back to the ferry. In case
you need instructions: from the springs, go down, right, right, right. From
the ferry, go right one screen and right again. After the conversation with
Marko, take the onion (the protruding leaves, remember?) and put it in the
cauldron.  Congratulations - you now have a Swampsnake Potion! Put it in a
flask for later use. Now, go down one screen. For this next part, be ready
with a pen and paper, because you will need to write down the order in which
the various colours flash. Ready? Feed a blueberry to any of the fireflies.
Now that you have the combination, walk up one screen. Walk right, into the
cave. Walk up to the sleeping mouse. For this part, you can either use the
bottled Swampsnake Potion on Zanthia or the mouse. It doesn't matter which
one you choose. Now that the mouse is gone, walk right one screen. Clicking
on one of the skull's teeth will make it flash a certain colour, so use the
combination you got from the fireflies for the correct order in which to click
the teeth. The skull's mouth will open. Use the skeleton key on the chest.
Click on the open chest once to receive the Alchemist's Magnet (!) and then
once again for the mouldy cheese. Now, walk all the way back to the Natural
Bridge (from the skull cavern: left, left, left.) and give the cheese to the
fishermen. Walk left, down and down. You can choose to help Marko, if you
wish, by feeding the plant food to the open-mouthed plant. Walk right one
screen, and pick up the anchor. Use the Alchemist's Magnet on it to turn it
to gold. Now walk back to the ferry (from the jetty: left, up, up) and discover
that the dragon has burnt it down. Go right, right and down to find one letter.
Go back to the dragon, then go left twice for another letter. From there,
go left then up for another letter. Finally, from the dragon, go down, down,
right and down for the last letter. Give them all to the dragon to go to...

PART TWO: Turmoil in the Town

Start by clicking on the haystack to retrieve one of Zanthia's flasks. Click
on a protruding wheat stalk to get wheat. Pick up the letter. Walk down one
screen. Deliver the letter to Farmer Greenberry if you want. Walk left one
screen. Click on the stick that's jamming the waterwheel to get the gears
turning again, then turn the wheel on the pipe. Walk right twice. Pick up
the Alchemist's Magnet. Click on the elephant's trunk to water the plants,
then take a lettuce and a radish. Walk back to the haystack, and bottle the
ghost with a flask. Now, walk back to the elephant trunk screen and use the
ghost on the scarecrow. Walk left one screen, and take the bowl from the
dragon. Also, take the vinegar from the shelf. Walk left one screen, and put
the wheat in the grinder (the thing that the Hand is pumping). Now, scoop
out the ground wheat with the dragon's bowl. Put the ground wheat and the
lettuce in your cauldron. Put the radish in the grinder, then scoop it out.
Mix the vinegar with the ground radish to create mustard, then put the mustard
in your cauldron. Walk back to the haystack screen, and use the bottle on
the sheep. Walk down one screen and click on the cellar doors. Take the shears
(hanging off the shelf) and both a right-side up and upside-down horseshoe.
Put the milk in the funnel of the cheese machine. Walk slightly to the right
of the machine then click on the long handle. Take the cheese and put it in
your cauldron, and you have now completed your second potion - the Sandwich
Spell! Put it in a flask, then use the flask on Zanthia. Put the sandwich
in your inventory and pick up the flask again. Climb back up the stairs to
the house. Walk left, then use the upside-down-U-shaped horseshoe on the
electricity. Walk back to the haystack screen then right one screen. Use the
sandwich on the guards. Now that you are inside the city, click on the stick
in the seahorse statue's mouth, and put it in your inventory. Walk right one
screen, pick up the parchment, and put it in your spellbook. Now pick up the
other items and put them into your inventory. Use the magnet on the glittering
thing in the water to get the key. Be sure to pick up the magnet again. Walk
to the top-right exit, to the screen with a rabbit statue. Empty your cauldron
if you haven't done so already (pull the chain at the side). Click on the
pool of water underneath Zanthia (you may have to move) to get some mud. Use
the mud on the rabbit's foot to get the rabbit's footprint, then put it in
your cauldron. Also put in the cauldron the right-side-up-U-shaped
horseshoe. Now walk all the way back to Farmer Greenberry's house and give
the bowl back to the dragon. Now take the bowl back again (so cruel :p) and
collect the tears in a flask, then tip them into your cauldron. You should
now have reptile tears, a mud footprint, and a lucky horseshoe in your
cauldron. Walk up one screen and use the shears on the sheep to get the wool.
Pick up the wool. Now, walk to the seahorse statue screen and from there,
up one screen (move the mouse to the very top of the screen). The domes on
the wooden beer glass all flash different colours when clicked, just like
the skull's teeth... you guessed it. Enter the fireflies' sequence into the
domes and enter the pub. Take the mug from the table, and use it on the hanging
keg. Use the now-full mug on the bowl to "create" rootbeer. Now, mix the
vinegar with the bowl rootbeer to create sweet and sour sauce. Put this into
the cauldron to finish your third potion - the Skeptic Serum! Actually, it's
not quite finished, but who cares? Fill both of your flasks with the serum.
Now, try to leave the pub. Listen to the pirate's poem, then click on the
podium. NOW you can leave. Walk back to the rabbit statue screen. Go right
one screen. Use the stick on the rope. Put the stick back in your inventory,
and walk right one screen. Put each Skeptic Serum on the Altar to produce
completed Skeptic Potions. Walk left, use the stick on the rope again, and
put it back in your inventory. Walk back to the freaky fish-house screen,
then to the bottom right exit. You should now be at a ship. Use a Skeptic
Potion on the man in the yellow suit. Now, walk back to the seahorse-statue
screen. (The screen you see when you first walk into town). Walk into the
house you can see. Use your Skeptic Potion on the man behind the counter.
Walk up one screen, then into the pub. Click on the guy with the red shirt,
then click on the guy with the blue shirt. Use the Alchemist's Magnet on the
gold tooth on the ground. It will turn to lead. Pick it up. Now, walk out
of the bar, then down, left, left, down and left. Put the lead tooth into
the grinder, and put the lead coin you get into your inventory. Use the
Alchemist's Magnet on it to turn it into a gold coin. Now, walk right one
screen, then go down into the cellar. Pick up a right-side-up-U-shaped
horseshoes. Now, go back to the seahorse-statue screen (in case you need
instructions: right, up, right, right.) then walk up one screen to the pub
(don't go inside the pub). Place your horseshoe on the ground anywhere and
give your gold coin to the squid. Pick any of the shells to win another gold
coin. Give this gold coin to the squid and play again. Pick up your horseshoe
and your three gold coins, and go down one screen and into the house. Give
your three gold coins to the man behind the counter to receive a voucher.
Walk to the freaky fish-thing screen and then exit at the bottom right. Give
the voucher to the man to begin the trip. While on the ship, put the magnet
inside the coil of rope. After the cutscene, you will find yourself in...

PART THREE: Vexation on Volcania

NB: There is a very humourous storyline to follow here, but it takes awhile.
If you want to see it, go around the island collecting the various items and
giving them to the people you meet. If you want to go to the next part quickly,
follow this next instruction.

After the costume change, go left one screen and pick up the stick and the
rock. Go right three times and pick up the flask and the rock. Go left twice
and click on the hot-air vent to go to...

PART FOUR: Upsets Underground

After yet another costume change, pick up the rock nearby and place it on
the vent you can see (looks like a mini-volcano). Also, pick up the lump of
lead. Walk left one screen, pick up the rock near the anchor door, and place
it on the on-screen vent. Also pick up the flask. Walk right twice and pick
up the stick, the lump of lead and the rock. Also click on one of the palm
trees to the left to get some crystal palm fuzz. Walk up one screen. Place
the rock on the vent. Pick up the lump of lead. Pick up the other rock you
can see. Now, use the stick on the dinosaur. When he brings it back, use it
on him again. Put the stick back in your inventory then click on the hot air
vent to get the black pebbles. Now, use the Alchemist's Magnet on the
heart-shaped lump of lead to get a heart of gold. Put the heart of gold in
your cauldron. Also put in your cauldron the black pebbles (teddy bear eyes)
and the crystal palm fuzz. You have now created a Teddy bear Potion! Put it
in a flask, then use the flask on Zanthia. Put both the teddy bear and the
flask in your inventory, and walk down one screen. Click on the dinosaur,
wait for the speech to end, then click on the dinosaur again. When the cutscene
has ended, walk left one screen. Use the red cloth on the dinosaur to enter
the Chamber of the Anchor! Watch the cutscene, then pick up the parchment,
put it back into your spellbook, and place a rock on the vent. Walk right
one screen, and stand on the round piece of rock in the middle of the boiling
lava pool to go to...

PART FIVE: Irritation on the Island in the Sky

After you land, click on the Zanthia-shaped hole to get a flask. Also, pick
up the pinecone near the trees. Go left one screen. Click on the rock near
the miniature trees to get some moss, then click on it again to break the
rock and get some more moss. A rolling stone will be left behind; pick it
up. Pick up the twigs just to the right of the bridge, and get some snow from
the pile near the knight. Walk right one screen. Use the twigs on the flint
(the large black boulder). Then use the rolling stone on the flint. Put the
rolling stone back in your inventory, and pick up the charcoal that is
produced. Now, put the charcoal, the moss and the snowball into your cauldron
to create a Snowman Potion! Bottle the potion, then walk left one screen.
Use the potion on the knight and put the flask back in your inventory after
the cutscene. Click on the castle to get a walnut. Walk left one screen. Pick
up the acorn growing on the tree near the statue. Use the Alchemist's Magnet
on the statue. Get the drum and the jack out of the box that appears. Walk
back to the screen with the shaking trees. Put the drum on the stump near
the trees. When you appear on the next screen, click on the squirrel. Then
give him the pinecone, the walnut and the acorn. Now, put the rolling stone
in the wooden wheel. After the cutscene, you will find yourself in...

PART SIX: Misfortune in the Mountains

After the costume change, grab the pink feather duster hanging on the cabin.
Walk into the house and pick up a cannonball near the left of the screen.
Click on the moose head to get some musk. Walk outside. Use the Alchemist's
Magnet on the cannonball to create a gold cannonball, then give the gold
cannonball to the woman with the baby. Take the lollipop off the baby. Grab
some snow from the right of the screen. Now, put the contents of your inventory
(except for the Alchemist's Magnet) into your cauldron to produce an
Abominable Snowman Potion. Walk inside the house and get the flask from off
the shelf, and put the potion in the flask. Walk outside, use the potion on
Zanthia, and walk back inside again. Okay, now that you're in the Yeti's Pad,
pick up the small green bottle of cologne and the box of chocolates. Click
on the pillow to produce some feathers. Now go up one screen and click on
the three icicles pointing up from the ground. Put everything except the
Alchemist's Magnet and two of the icicles in your cauldron to get another
Abominable Snowman Potion. Walk back inside, and pick up the flask from the
shelves behind the Yeti. Use it to bottle the potion. Now, walk outside and
use one of the icicles on the wall. After the Yeti carries you back inside,
walk outside again. Wait for the men to reach the ground, then use the
Abominable Snowman Potion on them. After the cutscene, use the icicle on the
wall. Walk right one screen. Walk inside the cabin. For this bit, you need
to flip the switches and get ingredients for the potions. You will then need
to put the completed potions in the glass globes. From left to right, the
potions are: Flying Shoes Potion, Sandwich Spell, Abominable Snowman Potion,
Swampsnake Potion, Teddy Bear Potion, Indigo Potion, and Skeptic Serum. The
ingredients to make an Indigo Potion are an amethyst and blueberries. After
the rainbow is complete, walk outside and get an icicle from the right side
of the cabin, on the roof. Use it on the cabin to go to...

PART SEVEN: The Wheels of Fate

From the Rainbow Bridge, walk right one screen and down one screen. Use the
Alchemist's Magnet on the gold mirror. Now walk inside. Go to the right of
the screen. You should now be in a room with 3 faces. Here, you need to solve
a puzzle to get the stick and a gear. You need to move the coloured circles
to each hole above the face, and get them in order from smallest to biggest.
Once you have the gear and stick, you should save. Walk left, then up to the
room at the top left. Use the gear on the protruding axle, then use the stick
on the gear. When the Hand appears and the final battle begins, click on the
gears. Now click on the Hand. Now click on the Hand again. The Hand will die
and peace will be restored to all of Kyrandia.

Congratulations on passing the Hand of Fate!
                            THE END


-----------------------------
-------Secrets & Quirks------
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These are not essential in passing the game, but are still.. well... quirky!

THINGS YOU MAY NOT HAVE NOTICED:
-------------------------------
PART 1:
Faun mimics Zanthia when she throws her hands up in her house.
Clicking on the pair of eyes in the swamp produces a funny cutscene.
A frog sometimes appears on the Gnarlwood tree, and jumps away when you click
on it.
Clicking on the nest on the screen with the disappearing rock produces a
feather.
Some of the letters are addressed to people from the first Kyrandia game.

PART 2:
Farmer Greenberry can be seen chasing the possessed scarecrow across most
of the fields.
The items left lying on the ground near the fish-house are remains of
ingredients for the trance potion, and the Hand is lurking nearby.
Interesting....
What looks like the Hand is pumping the grinder on the waterwheel screen.
When Zanthia says, "I wonder how Faun is doing?" at the rabbit statue, it's
because she's seen the statue's huge ears. :p
Clicking on the various islands on the map in the ticket seller's house will
provide a funny reaction.

PART 3:
A mysterious girl can be seen wandering the island at times...

PART 4:
The cloth Zanthia picks up on her dino-ride is part of her previous costume.
The girl who steals an anchor stone is none other than the one seen on
Volcania!
Clicking on the green triceratops produces a funny animation.

PART 5:
Zanthia lands on an X at the beginning of the level (X marks the spot!).

PART 6:
The Abominable Snowman's dialogue can be decoded with this code:

A E I O U B C D F G H J K L M N P Q R S T V W X Y Z
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

Where the top line = Abominable Snowman-Speak
And the bottom line = English

PART 7:
Zanthia makes a reference to the Three Stooges when the 3 faces are clicked
on.

Alchemist's Magnet Secret:
--------------------------
Just as the Alchemist's Magnet draws gold from lead, it can draw the "golden"
truth from people in the game. Using the Alchemist's Magnet on anyone in the
game will make them tell Zanthia their innermost secrets.

DEATHS:
-------

Here is a list of the locations at which Zanthia can die.

PART 1:
Clicking on the hand with the skeleton key twice before you push the tree
over.
Clicking on the crocodile twice.

PART 2:
Eating too much taffy/drinking too much root beer.
Trying to swing over the gorge without the stick.
Touching the electricity at the grinder screen.
Travelling to Sandwich Island (don't change the ship's course) and being
eaten by cannibals.

PART 3:
Staying for too long on the pools of lava.

PART 4:
Clicking on the T-Rex twice.

PART 5:
N/A

PART 6:
N/A

PART 7:
Clicking in the wrong position in the battle with the Hand, or waiting too
long before clicking.


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-------Conclusion------------
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(c) Mark Wilson, 2002. All rights reserved. Do not copy this text or put in
on your website without my permission.