___________ .__ __
\__ ___/______|__| ____ | | _____.__. ______
| | \_ __ \ |/ ___\| |/ < | |/ ___/
| | | | \/ \ \___| < \___ |\___ \
|____| |__| |__|\___ >__|_ \/ ____/____ >
\/ \/\/ \/
Guide through: FABLES AND FIENDS - BOOK 2 - THE HAND OF FATE
Version: 13.07
This is an automated plain text conversion of a FAQ primarily written in
HTML. This conversion was done for sites like GameFAQs.com who don't allow
HTML for security reasons.
To see the full, properly lay-outed version of this FAQ, please look it up
on
http://faq.tbbs.nl
I'll try to make this TXT version is complete as possible, but nothing
promised, and on the website mentioned above you are 100% certain you got
the latest official version of this FAQ.
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Please don't bother contacting me through the "personal messaging" system
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By the way if this FAQ appears on any other site using a PM system (which
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At the bottom of this document you can find detailed info on contacting me.
Thank you!
=============================================================================
Index
=============================================================================
*** Introductional stuff ***
= Introduction ............................................... INT00000001
*** Walkthrough ***
= Chapter 1 - Around Zanthia's Lab ........................... HOF00000001
= Chapter 2 - Morningmist Valley ............................. HOF00000002
= Chapter 3 - Volcania ....................................... HOF00000003
= Chapter 4 - Center of the World ............................ HOF00000004
= Chapter 5 - Petrified Forest ............................... HOF00000005
= Chapter 6 - Icy world ...................................... HOF00000006
= Chapter 7 - The Wheels of Fate ............................. HOF00000007
*** Background stuff ***
= Inventory Items ............................................ BCK00000001
= The ways to die ............................................ BCK00000002
*** Ending Notes ***
= Copyright and license ...................................... END00000001
= How do you contact me? ..................................... END00000002
INT00000001
=============================================================================
Introduction
=============================================================================
Hand of Fate is the second episode of the "Fables and Fiends" series, which
is more commonly known as the "Kyrandia" series.
This game is the sequal to the original Kyrandia game, though the story has
pretty little in common with its predecessor.
The story is like this, Kyrandia is disappearing, and nobody knows why. A
mysterious big hand brings up the solution by retreiving and anchor stone
from the "center of the world" and the alchemist Zanthia, the youngest
member of the Royal Mystics was chosen for this task.
So, in this game you assume the role of Zanthia, and after we had to endure
Brandon in the first game, Zanthia is really refreshing, as she really
knows how to make the game enjoyable.
As Zanthia is an alchemist you can expect that the entire game revolves
around.... ALCHEMY (surprise, ain't it). For that you have two fixed items,
a spellbook (or rather a recipe book) and a cauldron. Most puzzles can be
solved by checking your spellbook well and try out if you can mix the right
potion. So if you don't want to use this FAQ for everything, check out that
spellbook.
This game is a DOS game, it runs perfectly on DOSBOX. Mac users might be
interested in trying this game in Boxer (thank you, Al Lowe, for telling me
about that program).
The game did also run perfectly to me on ScummVM, though ScummVM can have a
little trouble with the sound drivers for ALL Westwood productions, so you
may have to tweak the configuration a little. Not really hard to do, but
when you are really unsure, then use Boxer when you are a Mac User or run
it in DOSBox.
Now in order to understand this FAQ.
This game could best be divided in chapters. You won't get "chapter 1" or
so onto your screen, I just declare a new chapter when you enter a new area
of the game. When reaching chapter three you can't get out until you
completed it for most part, but you don't have to worry about dead ends
there (unless you do something really really stupid). When you enter the
final chapter you can never leave the area where you are and if you didn't
take two specific items with you, you can't win the game any more. I'll
tell you more in the section about that chapter.
When you have the original diskette version, the chapters 2 and 5 will
start with a 'doc-check' copy protection. I cannot help you on this
protection, I'm sorry. This protection was removed in the later versions
distributed on CD-ROM.
I made a link to each chapter in the index of this FAQ (in the txt version,
just use the IDX number and the browser's search function (Ctrl-F in
Windows and Linux, Apple-F on Mac) to find the section.
Each time you enter a new location I start with "-" and give the name of
the area you are in, then I'll mark with "=" each action you gotta take.
Like this.
- Hot spring
= Look at the spring
= Use your flash to get some water from the spring
= Exit East
- Old Hut
= Knock on the door
= Talk to the old man who opens the door
etc.
When I say "exit" I mean leave the location you are in, and I name the
direction you gotta go to. In case you don't know the wind directions,
let's name them once more :)
North
West East
South
Let's get this show on the road.
Walkthrough
HOF00000001
=============================================================================
Chapter 1 - Around Zanthia's Lab
=============================================================================
- Inside Zanthia's Laboratory
= Take the blueberry
= Exit the lab
- Outsie Zanthia's Laboratory
= Pick up the other Blueberry
= Exit North
- Dock
= Pick up the mushroom
= Exit West
- Weed Patch
= Search the stump to find your spellbook
= Exit North
- Gnarlwood Tree
= Snap a piece of the strange plant and put it into your inventory
= Close to the swamp is an onion. Take it
= Exit North
- Ferry
= Exit West
- Dark Swamp
= Search the nest to find a feather
= Exit West
- Quicksand Bog
= Push the tree
= Pick up the key from the skeleton hand
= Exit West
- Lagoon
= Search the treehole to find your cauldron
= Ingore the crocodile for now and exit North-West
- Hot Sulphur Springs
= Pick up the block of sulphur
= Exit South
- Lagoon
= Exit East x2
- Dark Swamp
= Exit North
- Outside Herb's Shack
= Enter the house
- Inside Herb's Shack
= Pick up the empty stool
= Take the flask on Herb's desk
= Take the plant food (your inventory spots may look all full, but you
can scroll for more inventory spots) :)
= Leave
- Outside Herb's Shack
= Fill the flask with swamp water
= Cool down the fireberries with it
= Pick up the fireberries
= Exit South
- Dark Swamp
= Exit West x2
- Lagoon
= Call the crocodile
= Pester it with a feather and it'll cry
= Scoop the tears up with the flask
= Exit North-West
- Hot Sulphur Springs
Time to get potion mixing.
= Put the Gnarlybark into the cauldron
= Put the sulphur into the cauldron
= Put the onion into the cauldron
= Put the tears into the cauldron
= Put the stool into the cauldron
= Fill the flask with hot water from the spring here and put it into the
cauldron (this must always be the last action)
Now your cauldron will contain a green liquid
= Fill a flask with it
= Exit South
- Lagoon
= Exit East x5
- Cave entrance
Ignore Marco and the Hand
= Just exit South after the talk is over
- Firefly tree
Okay, now you need to take a piece of paper and something that writes,
because you'll have to write this down.
Twice in the game you'll be asked for a color combination and these flies
know the combination. Point is that this is different each time you play
the game, so WRITE IT DOWN, I REALLY CAN'T TELL.
= Give a blueberry to the flies and write down the combination they show
(save before you do this, so you can load the game if it went too quick
for ya)
= Exit North
- Cave entrance
= Enter the cave
- Twisty Tunnel
= Speak to the rat
= Give the green potion to him
= Exit East
- Dark Cavern
When it's too dark here, then you missed the fireberries, go get them
first if that's the case.
Then there is that skull. Each of the teeth represents a color.
green | Purple | xxxx | Orange
-----------+-----------+-----------+---------
Cyan | Red | Yellow | Blue
= Hit the teeth in the combination that the fruitflies showed you before
= Open the chest with the skeleton key
= Click onto the chest to get an alchemist magnet
= Click the chest again to get some cheese
= Exit West x3
- Natural Bridge
= Give the cheese to the fishermen
= Exit West after they leave
- Ferry
= Exit South x2
- Weed Patch
= Give the plant food to the plant to free Marco
= Exit East
- Dock
= Grab the anchor (you may turn it to gold, but you don't have to)
= Exit South
- Outside Zanthia's Laboratory
= Pick up the letter from the roof
= Exit North
- Dock
= Exit West
- Weed Patch
= Exit North x2
- Ferry
Well, that's a big bummer....
= Exit East x2
- Cave Entrance
= Exit South
- Firefly Tree
= Pick up the letter
= Exit North
- Cave Entramce
= Exit West x3
- Dark Swamp
= Exit South-West
- Quicksand Bog
= Get the letter from the skeleton hand
= Exit West
- Lagoon
= Exit North
- Hot Springs
= Pick up the final letter
= Go back to the Ferry
- Ferry
= Give the four letters to the dragon to end this chapter
HOF00000002
=============================================================================
Chapter 2 - Morningmist Valley
=============================================================================
You'll be in a new area without any items and a new dress. You're next
objective... to get a boat to Volcania
- Meadow
= Pick up the letter
= Search the haystack to find a flask
= Exit South
- Outside Farmhouse
= Give the letter to the man (who happens to be farmer Greenberry)
= Pick up the bowl of the sleeping dragon. It will cry, but you don't
need the tears yet. Don't worry, you can get to that later.
= Exit West
- Water Wheel
= Remove the stick that sticks the device
= Open the valve
= Exit East x2
- Garden
= Pick up your alchemist magnet
= Use the snout to spray water over the land
= Pick up the lettuce and radish
= Exit West
- Outside Farmhouse
= Exit North
- Meadow
= Capture the ghost with the flask
= Pick up some grain (some of those are sticking out)
= Exit South
- Outside Farmhouse
= Exit East
- Garden
= Use the bottled ghost on the scarescrow
= Exit West
- Outside Farmhouse
Farmer Greenberry will leave the place now... That's good!
= Take the vinegar from the shelf
= Open the hatch to the cellar
- Inside cellar
= Pick up the horseshoes
= Pick up the scissors
= Leave
- Outside Farmhouse
= Exit North
- Meadow
= Use the scissors to get wool from the sheep
= Use the flask on the sheep to get some milk
= Exit South
- Outside Farmhouse
= Hit the cellar
- Inside Cellar
= Put the milk into the cheese machine
= Pull the bar
= Pick up the cheese
= Leave
- Outside Farmhouse
= Exit West
- Water wheel
= Use one horseshoe on the spark to create a magnet
= Grind the grain and scoop it out with the bowl
= Put it into the cauldron
= Grind a raddish and scoop it out with the bowl
= Put vinegar with it
= Put the mustard you now created into the cauldron
= Put a piece of lettuce into the cauldron
= Add cheese too
= Fill a flask
= Use the flask onto yourself to get a sandwich
= Exit East
- Outside Farmhouse
= Exit North
- Meadow
= Exit East
- Outside City Gate
= Use the sandwich on the guards
= Enter the city
- Inside City Gate
= Remove the stick from the fountain (it looks like a seahorse)
= Exit North (not into the house, beside it)
- Alley
Cyan
Green Yellow
Red
Orange Purple
Blue
= Once more you gotta fill out the fruit flies combination on the pole in
order to unlock the door
= Open the door and enter the building
- Inside the Drunk Dragon Inn
= Pick up the mug from the vacant table
= Try to leave, but you'll be stopped as it's "Pirate Poetry Night" and
you have to recite a poem before leaving. Wait until the pirate has
recited his poem.
= Now stand behind the desk to recite a poem yourself
= Exit the place.
- Alley
LISTEN CLOSELY! I SAY THIS ONLY ONCE!
NEVER SPEAK TO THAT OCTOPUS AND EVEN MORE IMPORTANTLY NEVER TAKE ON HIS
CHALLENGE TO GAMBLE. YOU'LL BE RIPPED OFF!
= Enter the inn again
* === You'll have to do this part 3 times === *
- Inside the Drunk Dragon Inn
The pirates are fighting now.
= Stand behind the bald fighting pirate
= Click on him twice and the other pirate will knock a gold tooth out of
his mouth
= Use the alchemist magnet to turn the tooth to lead
= Pick it up
= Leave
- Alley
= Go to the place behind the farm with the watermill and the crusher (on
your first go, you'll have a cutscene on the way where Zanthia makes a
magic telephone call with Faun).
- Water Wheel
= Crush the tooth
= Use your alchemist magnet to turn it to gold
= Go back to the city, go back to the Dragon Inn to repeat this section
* === END REPLAY SECTION === *
You should have 3 gold coins now
- Inside the Drunk Dragon Inn
= Fill your mug with beer from the barrel
= Leave
= Exit South
- Inside the city gate
= Leave and go to the farm
- Outside Farmhouse
= Give the bowl back to the dragon only to take it back again (yes, that
was pretty mean)
= Use the flask to scoop up the tears
= Put some vinegar into the bowl
= Add the beer to it and now you have sweet and sour sauce
= Go back to the city
- Inside the City Gate
= Exit East
- Street
= Pick up the piece of paper to the left and put it into your spellbook
to gain the Teddy Bear Potion and the Trance potion spells
= Pick up the flask (and the rest is junk)
= Use the magnet on the metal thing in the water to obtain a key
= Pick up the magnet again
= Northern exit East
- Gorge
= Pick up some mud from the tiny pool
= Use it on the rabbit foot to get it's print
= Put it into your cauldron
= And put the sweet and sour saunce into the cauldron
= Put a horseshoe with its ends up into the cauldron
= Put the reptile tears into the cauldron
= Fill both flasks (there will still be some purple stuff left in your
cauldron. Leave it there, you'll need more later)
= Exit North
- Gorge
= USE YOUR STICK TO GET THE ROPE
= Exit East
- Altar of Doubt
= Place both potions on the altar
= Exit West
- Gorge
= Use the stick to get over the gorge
= Exit West
- Gorge
= Exit West
- Street
= Use a skeptic potion on the guy in front of the strange building
= Enter the building
- Jail
= Try to free Marco with you key (you'll end up imprisoned yourself
losing your key)
= Use the magnet on the key (the sheriff will appear and throw the key
out of the window making it getting swallowed by a fish)
= Pick up the thing in the back of your cell and Zanthia will make
threads of it and Marco will provide you with a hook
= Use the rig you created on the window and you'll score your key back
again
= Use the key to free yourself
= Now free Marco
= Exit this place
- Street
= Exit West
- Inside City Gate
= Enter the house
- Store
= Use the other skeptic potion on the shopkeeper
= Give him your three gold coins to score a voucher
= Fill two flasks with the purple stuff in your cauldron (and that will
make it turn back to water again)
= Exit South
- Inside the City Gate
Zanthia will give Faun another call
= Exit East
- Street
= Northern exit North
- Gorge
= Exit North
- = Use the stick to get over the gorge
= Exit East
- Altar of Doubt
= Activate both potions on the altar
= Exit West
- Gorge
= Get over with the stick
= Exit West
- Exit South
- Street
= Southern exit East
- Wharf
= Use a skeptic potion on the captain
= Give him the voucher
- Ship
= Put the magnet between the ropes east of the helm
HOF00000003
=============================================================================
Chapter 3 - Volcania
=============================================================================
I guess the sailors didn't really forgive your stunt with your compass.
Except for your alchemist magnet all your items are gone.
All locations here are marked as "Beach" so I won't name them.
Except from a few rocks and a stick all items here are COMPLETELY USELESS,
so don't bother picking them up.
And don't bother talking to any human being. They only sell crap, which you
don't need and none of them will make you any wiser.
- Exit West
- = Pick up the stick
= Pick up the rock
= Exit West x2
- Exit North x2
- Exit East
- = Cross the bridge
= Exit East x2
- = Cross another bridge
= Exit East x3 </pre><pre id="faqspan-2">
- Exit South x2
- Exit West
And now you may have discovered I made you walk the long way... Sorry ^_^
- = Pick up the flask
= Pick up the rock
= Go back to the previous location
- Jump into the vent
HOF00000004
=============================================================================
Chapter 4 - Center of the World
=============================================================================
Once again, you lost all your stuff but your magnet
- Lava Cavern
= Pick up a rock
= Place it onto the vent
= Exit West
- = Pick up the rock
= Place it onto the vent
= Pick up the flask
= Exit East
- = Cross the bridge
= Exit east
- = Pick up the stick
= Pick up the rock
= Exit North
- = Pick up the rock
= Put it onto the vent
= Throw your stick to the dinosaur twice
= Pick up the lump of lead and turn it to gold with your alchemist magnet
(this one is heart shaped as you need a "heart of gold")
= Jump into the vent to score some pebbles
= Exit South
- = Get some fuzz from the palm trees
= Put the fuzz into the cauldron
= Put the teddybear eyes into the cauldron
= Put the heartshaped lump of gold into the cauldron
= Use the flask on yourself to score a teddy bear
= Pick up the flask again
= Jump onto the dinosaur's back to score a red scarf
- Exit West
- = When the dinosaur is not facing north, go to another location and go
back
= Use the scarf on it and it'll open the door for you
- Chamber if the Anchor
= OPTIONAL: Take an anchor stone if you want but I guess you know by now
it's crap.
= Put the rock onto the vent
= Pick up the parchment and put it into your spellbook to score the
recipes for: Party Favors Potion, and the (useless Play Room Spell)
= Exit this room
- Stand into the boiling lava vent
HOF00000005
=============================================================================
Chapter 5 - Petrified Forest
=============================================================================
Now things will get in a bit of a stranger setup.
- Petrified Forest
= Pick up the pinecone
= Exit West
- Bridge
= Pick up the moss from the rock x2
= You saw a stone rolling, when it stops pick it up
= Pick up the twigs
= Click on the snow to score a snowball
= Exit East
- Petrified Forest
= Put the twigs onto the flint
= Use the rolling stone on them to score charcoal
= Put the charcoal, the snowball and some moss into the cauldron
= Search the hole you crashed in to get a flask
= Fill it with the cauldron
= Exit West
- Bridge
= Use the snowman potion onto the ghost knight to make him go away
= Exit West
- Grassy meadow
= Turn the statue to gold with the alchemist magnet and a treasure chest
will appear
= Get a magic drum from it
= Get a jack from it
= Use the Jack onto the foot to stop it and the two men will explain some
very important stuff to you.
= Pick up the acorn behind the statue
= Exit East
- Bridge
= Search the little tower to score a walnut
= Exit East
- Petrified Forest
= Put the magic drums onto the stump and the trees will start to dance
= You'll automatically exit East
- Tram station
= Try to hit the tram, but the squirrel will stop because it's "long
lunch day"
= Give the three nuts to him and he'll leave
= Put the rolling stone into the big wheel
= Hit the tram
HOF00000006
=============================================================================
Chapter 6 - Icy world
=============================================================================
Another suit and all equipment gone. Annoying, eh?
- Tram Station
= Pick up the duster
= Enter the house
- Hunter's lodge
= Examine the head on the wall to score some musk
= Pick up a cannonball
= Turn it to gold
= Pick up the flask from the shelf.
= Leave
- Tram Station
= Give the gold cannonball to the mother
= Steal the lollipop from the baby
= Get some snow
= Now to put into your cauldron: The lollipop, Musk, feather duster and a
snowball to score a Abominable Snowman potion
= Fill a flask
= Drink the potion
= Enter the hut and see what happens
- Yet's pad
= Pick up the candy
= Pick up a flask from the shelf behind the yeti
= Get some feathers from the pillow (hard to see)
= Exit North (on west side)
- Ice Cavern
= Pick up an icicle
= Enter the cave
- Yeti's Pad
= Except for your alchemist magic and the flask, put everything you have
into your cauldron
= Fill a flask
= Exit the cave
- Ice Cavern
= Pick up two icicles
= Use them to climb up (you'll be taken back to the cave)
- Yeti's Pad
= Exit the cave
- Ice Cavern
= If the hunters aren't coming, then enter the cave and get back here, if
they are coming wait until they came down to you
= Give them the abominable snowman potion
= Exit East
- Small Cabin
For the last time Zanthia will make call to Faun
= Drop your icicles (REALLY DO!)
= Enter the house
- Mystic's Cabin
This is potion mixing time. The items here are not noted in my inventory
list (there are too many)
The only item you can take out of this room is your alchemist magnet.
You cannot drop any items, but you can dispose them by throwing them into
the (bottemless) trashcan.
You only need one of each potion, so after you fill a flask, flush it.
By using the switches you can find different items you can use for potion
mixing.
Bottle #1 is the most left, and #7 is the most right one
= Pick up a random flask, empty it into the cauldron and flush the thing.
You need at least one empty flask to get potions from you cauldron
= Get Ground Grain, Lettuce, Vinegar, Ground Raddish and Cheese from the
shelves
= Pix the vinegar with the ground raddish to create mustard
= Now use the stuff to create the Sandwich potion, fill a flask and flush
the cauldron
= Put the potion into bottle #2
= Dispose of the two bowls
= Get from the shelves: Amethyst (purple gem) and a blueberry
= Put the two together into the cauldron
= Fill a flask
= Put it into bottle #6
= Get from the shelves: Horseshoe with its end up, Taffy Footprint, Sweet
and Sour sauce, Reptile Tears
= Mix it all together and fill a flask
= Put the potion into bottle #8
= Flush your cauldron
= Dispose of the bowl
= Take from the shelf: Icicle or snowball (you don't need both, just one
of them), Musk, Lollipop, Feathers
= Put all that into the cauldron and fill a flask
= Put it into bottle #3
= Get from the shelf: Gnarlybark, Furniture (stool), Onion, Reptile
Tears, Sulphur
= Put it all into the cauldron
= Now get hot water from the shelves and put it into the cauldron
= Fill a flask and put it into bottle #4
= Flush the cauldron
= Get: Leather Folio, Feathers, Hot Air
= Into the cauldron with all that
= Fill a flask and use it to fill bottle #1
= Keep one flask and dispose all the others
= Take from the shelf: Fuzz, teddybear eyes and a heart-shaped lump of
lead
= Turn the lead to gold
= Put it all into the cauldron and fill a flask
= Fill bottle #5
= Exit this house
- Small Cabin
= Pick up your icecles
= Use them to climb upon the house
- Rainbow Bridge
= Exit East
- Exit South
HOF00000007
=============================================================================
Chapter 7 - The Wheels of Fate
=============================================================================
The final chapter. Let's find the Hand and teach him a lesson
- The Wheels of Fate
= Use the alchemist magnet on the dish to stop the lightbeam
= Hit the door
- Eastern stairs up
- The Inverted Towers of Anoi
A bit like the towers of Hanoi, only slightly different.
Head 1 is left, 2 is middle, 3 is right and now let's move the discs like
this
= 3 to 1
= 3 to 2
= 1 to 2
= 3 to 1
= 2 to 3
= 2 to 1
= 3 to 1
= 3 to 2
= 1 to 2
= 1 to 3
= 2 to 1
= 1 to 3
= 1 to 2
= 3 to 1
= 3 to 2
= 1 to 2
= 3 to 1
Man, we're getting somewhere
= 2 to 3
= 2 to 1
= 3 to 1
= 2 to 3
= 1 to 2
= 1 to 3
= 2 to 3
= 2 to 1
= 3 to 1
= 3 to 2
= 1 to 2
= 3 to 1
= 2 to 3
= 2 to 1
= 3 to 1
Score a stick....
I know you'll hate this, but.... the middle one too
= 1 to 2
= 1 to 3
= 2 to 3
Blue
= 1 to 2
= 3 to 1
= 3 to 2
= 1 to 2
Blue - Grey
= 1 to 3
= 2 to 3
= 2 to 1
= 3 to 1
= 2 to 3
= 1 to 2
= 1 to 3
= 2 to 3
Yellow
= 1 to 2
= 3 to 1
= 3 to 2
= 1 to 2
= 3 to 1
= 2 to 3
= 2 to 1
= 3 to 1
Blue-Grey
= 3 to 2
= 1 to 2
= 1 to 3
= 2 to 3
Blue
= 1 to 2
= 3 to 1
Grey
= 3 to 2
Brown
= 1 to 2
Score a gear
= exit South
- Wheels of Fate
= Western Stairs up
- The Wheels of Fate
= Put the gear on the missing spot
= SAVE YOUR GAME
= Use the stick to get the wheels turning
DEFEATING THE HAND
(Don't try to save your game when the battle has begin. The hand will
kill you if you try)
= Jump onto the machine with the wheels and the hand will charge and miss
you
= Go straight into the hand
= And go straight into the hand again
CONGRATULATIONS! YOU'VE COMPLETED - HAND OF FATE
BCK00000001
=============================================================================
Inventory Items
=============================================================================
Here's a list of the items you can get and where to get them. All items
marked as 'Jewel' can be found anywhere on the world at random and can be
used in the 'Birthstones' quest. This list is set up in the order that *I*
found the items.
Please note, you can drop items anywhere (and you'll need to as you can
only carry 10 items and you'll get MUCH more than that). I recommend you to
find a good spot somewhere to 'store' some items and to remember where you
left them.
I apologize at forehand if things are truncated in this list.
In the HTML version of this FAQ you can see all info in full
Item Where to get it:
Blueberry Zanthia's Lab
Gnarlybark Snap of a Gnarltree
Onion Find in the forest
Feather Bird's Nest
Skeleton Key Quicksand
Sulphur Rock Sulphur Springs
Furniture (Stool) Herb's Shack
Flask Several Places
Plant Food Herb's Shack
Swamp Water Fill a flask
Everburning fireberrOutside Herb's
Lizard Tears Make a reptire cry and scoop it up
Alchemist Magnet Chest in Dark Cave
Anchor Dock
Letter Kyrandia
Bowl From Dragon
Lettuce Harvest it
Raddish Harvest it
Bottled Ghost Capture Ghost
Grain Meadow
Vinegar Farm
Horseshoe Cellar
Shears Cellar
Wool Sheep
Milk Sheep
Cheese Make it from milk
Magnet Make from horseshoe
Mustard Mix ground raddish with vinegar
Sandwich From alchemy potion
Mug Inn
Gold/Lead Tooth Steal from pirate
Gold/Lead Coin Make from pirate's teeth
Rootbeer Inn
Sweet and Sour SauceMix Beer with Vinegar
Key Fish out of the sea with a magnet
Skeptic Potion Alchemy
Fishing Rig Jail
Voucher Store in the city
Stick Several places
Heavy Rock Volcania
Lump of Lead/Gold (hCenter of the world
Teddybear Eyes Center of the World
Crystal Fuzz Center of the World
Torn Cloth Center of the World
Anchor Stone Center of the World
Pinecone Petrified Forest
Moss Bridge near Petrified Forest
Rolling Stone Bridge near Petrified Forest
Snowball Bridge near Petrified Forest
Charcoal Burn Twigs
Snowman Potion Alchemy
Magic Drum Turn a statue to gold
Jack Turn a statue to gold
Acorn Behind a statue
Walnut Little tower
Feather Duster Tram Station Icy World
Musk Hunter's Lodge
Cannonball Hunter's Lodge
Lollipop Steal from baby
Abominable Snowman PAlchemy
Candy Yeti's Pad
Cologne Yeti's Pad
Icicle Yeti's place
Gear From Inverted Towers of Anoi
BCK00000002
=============================================================================
The ways to die
=============================================================================
You can die in this game, and when you die the game is over and you'll have
to load a saved game. In other words, be careful.
- Try to cross the quicksand on foot and you'll die
- Try to mess with the crocodile twice and you'll be its next meal
- When you don't use a stick to get the rope over the gorge you'll die when
you try to get accross
- When you stand in the lava too long you'll burn
- Play torero when the bull-dinosaur is not positioned well and it'll kill
you
- Killed by the Hand
END00000001
=============================================================================
Copyright and License
=============================================================================
This FAQ is copyrighted by Jeroen P. Broks.
It's not officially authorized by the creators of this game or any
relations of them.
This FAQ is licensed under Tricky's Public FAQ license v1.0
- Definitions:
= Copyright Holder - Jeroen P. Broks
= I, me - Copyright Holder
= You - Person who uses this FAQ in any possible way
- You may download, store, read and print this FAQ for personal uses.
- You may freely distribute this FAQ in any way you see fit under the
condition that:
= No fee in form of money, goods or services were paid for it.
= You don't require the people you give this FAQ to or who can read the
FAQ on your website any form of membership
= When posting on a site, the site on which this FAQ is posted must be
free of virusses, trojans, spyware, (webbrowser) toolbars and any other
sort of software that can be considered 'malware'.
= You, your site, or any other medium you distrubute this FAQ by may not
be noted in the black list below when you want to distribute this FAQ.
- I do allow modifications to this FAQ and even to distribute them under
condition that:
= The license stays as it is!
= That you note clearly in a good visible spot easy for people to see
that it handles a modified version of this FAQ.
= You can not claim credit for the original work, you must credit me as
the original writer of the FAQ.
= That you include a section where all modifications are noted.
= If modified versions reach me, I have the right to copy your
modifications, unconditionally, into the original version of this FAQ,
and brand them as "official". (I will credit wherever possible, but
I've no obligation to do so).
= You don't steal from other people's work and put that in my FAQ.
- I allow quotes under the condition that:
= You always credit me for the FAQ you quoted from.
= Up to 30 sentences, you can still license your FAQ the way you want to.
= With 31 or more sentences are quoted, your FAQ automatically gets the
same license as this FAQ.
- Disclaimers:
= This FAQ comes "as is" and I grant no warranties or guarantees that
everything is 100% correct. Guarantees for being it free of spelling
and grammar errors can also not be given.
= If modified versions contain 'stolen work' I disclaim responsibility.
= When modifications make it into my official version, I'll try to make
sure that the modifications are not based on plagiarism, but you gotta
admit that I can't 100% guarantee it. If you find anything, notify me,
I'll try to work it out.
- The copyright holder keeps the right to change the terms of use without
obligation to announce it publicly. Always read the terms well.
Blacklisted sites:
- Neoseeker.com
= =====
You may freely us this license in to license your own FAQs. I do recommend
to only use this license for GameFAQs or other informative documentation.
END00000002
=============================================================================
How to contact me?
=============================================================================
If you want to contact me I recommend NOT to use my e-mail address. It's
there because GameFAQs and other FAQ sites hosting my FAQ require it, but
as with all e-mail addresses shown to the public on a website. It's
completely full of spam, and I can NEVER guarantee how long it will take to
read your mail, if I ever see it at all. I tend to change that adress on a
regular ocasion in order to bother spammers.
And thus I recommend that you go to my own website at
http://faq.tbbs.nl
and use the contact system the site has in place there. It will ALWAYS send
your mail to an active mail address.
Furthermore there are some mails that I regulary get and to which I "cba"
to respond to them. Here is what I got to say if you got to tell me this:
- Mail You know nothing of "Kyrandia / Hand Of Fate"
- Reply Indeed, that's why I wrote a FAQ on it! You also got something
INTELLIGENT to say?
- Mail Fix your English!
- Reply If I spoke my own language you probably couldn't read it at all.
- Mail Not to be rude, but your list doesn't cover even half of what it
should cover
- Reply Such mails are worthless unless you give me the items I should add.
I'l even credit you for your trouble
- Mail Hadsdajdkaskldandiwjoiudaojiwoidjowaijdw!
- Reply Me not understand! I only speak English and Dutch I will accept </pre><pre id="faqspan-3">
German, but I'll reply in English
- Mail I got the best viagra for sale
- Reply If I would actually NEED that stuff, I'd go to a pharmacy! Thank
you for your trouble.
- Mail Your boss strategy doesn't work, dick!
- Reply Then send me yours, dick!
- Mail Some bosses you brand hard are easy. Some gamer you are!
- Reply On paper one's always more careful than in reality! I always take
so-called "noobs" in mind when I write my FAQs.
- Mail You suck in levelling up!
- Reply You need to level up? Some gamer you are!There are two things I
hate. Wasting time and cheating!Constant levelling up falls in both
categories in my humble opionion
Okay that's the kind of mail I don't wish to get, and which I already
replied to by now.
I do understand that you don't agree with me on some points, or that I
forgot the cover parts.
I'm human, errors are as much my nature as they are yours.
If you find some errors, mail me in a civil way and I will update my FAQ
(when I got the time) and credit you for your trouble.
That's the way I work. No need to get offensive, is there?