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Home » PC » Legend of Kyrandia 2 - The Hand of Fate » Legend of Kyrandia 2 - The Hand of Fate solution
Submitted by System on 09/03/2006, 09:50. Print file.
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Delirium of Disorder
presents
Legend of Kyrandia II - Full Solve

PART I
========

1 : Inside Zanthia's Laboratory
2 : Outside Zanthias's Laboratory
3 : Dock
4 : Weed Patch
5 : Gnarlwood Tree
6 : Ferry
7 : Dark Swamp
8 : Quicksand Bog
9 : Lagoon
10 : Hot Sulphur Springs
11 : Outside Herb's Shack
12 : Inside Herb's Shack
13 : Natural Bridge
14 : Cave Entrance
15 : Firefly Tree
16 : Twisty Tunnel
17 : Dark Cavern


1 : Pick up Empty Flask
Click on Carpet -> Take Flask
Take Blueberry

2 : Get more Blueberries

4 : Click on stump to get the spellbook

5 : Get the onion
Get from the root a gnarlybark

6 : Talk to ferryman

7 : Click on nest -> feather

8 : Tip the Tree over and get the key

9 : Get cauldron out of the hole in the tree
Use feather at aligator
Collect the tears with an empty Flask

10: Get Sulphur Rock

11: Spill flask with water over the Fireberries, get one

12: Get Flask, Plant Food and the Stool

10: Fill an empty flask with hot water from the springs
Now mix the swampsnake potion, you need:

Gnarlybark
Sulphur Rock
Stool (furniture)
Lizard Tears
Onion
and the hot water

Fill the potion into an empty flask

15: Save the game, use a blueberry at any firefly.
The fireflies will play in a sequence, you have to write it (the colors
of the Fireflies) down
(If you do not get the order at once, just reload the game....)
Do not discard this sequence, you'll need it in Part II

16: Use the swampsnake potion with the Ratman

17: You have to play the firefly sequence on the teeth of the Skull, the colors
of the teeth are:

green | pink | ------ | orange

turquis | red | yellow | blue

Open the chest with the skeleton key, get a moldy cheese and the
alchemist magnet out of it

13: Give the cheese to the fischermen

4 : Rescue Marko by giving the plantfood to the second plant

3 : Get the Lead Anchor and turn it into gold with the Alchemist Magnet

6 : A Mail-Dragon has accidently burned the ferry down, he'll fly you to
Morningmist if you bvring him his lost letters back.
Walk through every location, you cannot miss the four letters, they are
really BIG





PART II
=========

1 : Meadow
2 : Outside Farmhouse
3 : Water Wheel
4 : Garden
5 : Outside City Gate
6 : Inside cellar
7 : Inside the City Gates
8 : Store
9 : Alley
10: Inside the Drunk Dragon Inn
11: Street
12: Gorge 1 (Rabbit)
13: Gorge 2 (Rope)
14: Altar of Doubt
15: Jail
16: Wharf
17: Sailing...


1 : Get letter, Click on hay -> Flask
Get Grain Stalks

2 : Get Vinegar, Get Bowl

3 : Get stick out of the big Wheel
Turn Valve

4 : Get Alchemist Magnet
Use elephant's nose
-> Lettuce, Radish, get'em

5 : Walk inside Picture and then outside to 1
-> Ghost appears there (1)

1 : Use flask at ghost

4 : Use ghost in flask with scarecrow

1 : Use empty flask with sheep
-> milk

6 : Get horseshoes
("Horseshoe up" is a lucky horseshoe, it's needed for a spell,
another will work as a magnet)
Fill the milk into the cheese machine, pull handle
-> cheese

3 : Use a horseshoe at the electric flashing part of the machine
-> magnet
Sandwich spell :
Put the grain stalks under the pumping fist, get the Ground grain with
the water bowl and put it into the cauldron
Put radish under the fist, get it out with the bowl and use the
vinegar with the ground radish -> mustard, throw it into the cauldron
Put lettuce and cheese into cauldron, ready

Use an empty flask with the potion and get the sandwich out of it by
clicking on Zanthia

2 : Give the bowl back to the lizard and steal it right afterwards
-> collect his tears with the flask

6 : Give Sandwich to the guards
-> Open gates

7 : Click on the Seahorse's mouth -> Get Stick

9 : On the left hand side are some bells, which have the same colors as the
Skull's teeth from the 1st part, you have to play the same combination
here, the colors are :


Turquis
Yellow
Green
Red
Pink
Orange
Blue

-> door is open

10: Get Mug, fill it with beer at the beer Keg
Try to get out, listen to the poem, click at the Toadstool(that's where
the pirate performs his poem) and leave

11: Get empty flask, get parchment
(Put parchment into the spellbook)
Use magnet with shiny thing inside the water -> key

12: Click on the Mud (down on the left side of the picture)
Use mud with the rabbit foot -> rabbit footprint

Make Skeptic Serum:
Put footprint into cauldron
Put horseshoe (open on top) into cauldron
Put vinegar into bowl, put beer into bowl -> sweet and sour sauce
-> cauldron
Put reptile tears into cauldron

Fill your 2 flasks with it, do not spoil the rest, you'll need
the potion 3 times !

13: Use stick with rope

14: Complete the Skeptic potions at the altar
(Return here with the third potion when you have an empty flask again)

Give the potions to the men at 11, 8 and 16

15: Try to free Marko with the key
Click at the rope in the back of the cell -> fishing rig
Use it with the key
Use it with the Window
Free yourself and Marko

10: To get a voucher at the store, you'll need 3 gold coins.
Click a few times at the scarecrow, then one pirate will loose a
gold tooth in fight. Before taking it, you MUST turn it into lead with
the Alchemist Magnet.
Go to Location 3 and let the fist press the tooth into a coin, and turn
it with the Alchemist Magnet back to gold.

You'll have to do this three times. You will only get a new tooth, if
the former one has already been changed into a coin.....

8 : Give the three coins to the man -> voucher

16: Give voucher to the Captain

17: Use Magnet with the coil of rope near the steering wheel




PART III
==========

Walk one or two Pictures left and right to collect 2 heavy rocks !
Return to the first Picture and jump into the big hot air vent


1 : Lava Cavern 1 (Arrival)
2 : Lava Cavern 2 (Rex)
3 : Lava Cavern 3 (Black pebbles, Dino-Doggy)
4 : Lava Cavern 4 (Door to the Anchor)
5 : Anchor Room

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