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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 shmarkash@hotmail.com.

Contents
----------
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.

-----------------------------
-------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!

-----------------------------
-------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.