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Kyrandia 2 - The Hand of Fate Walkthrough, Hints and Tips for PC Games.

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 Kyrandia 2 - The Hand of Fate

 
   
 
 
Kyrandia 2 - The Hand of Fate

Submitted by: Dj Simo

PART ONE

ZANTHIA'S HOUSE:
----------------

Pick up the blueberry,the flask in the cupboard and the flask under
the carpet.  Leave the house.

OUTSIDE ( THE SWAMP ) :
-----------------------

Pick up the Blueberry and walk one screen up.  Pick up the
mushroom and walk one screen to the left.  Look in the hole
of the stump.  Walk one screen up and pick up the onion
and a piece of the gnarlybark tree.  Walk one screen up,two screens
to the right and pick up the onion.  Walk one screen down
and first push a firefly, lets say the dark blue one,you see another light
up, then push the dark blue one,the one that lighted up and then you see
another one light repeat it again,get the picture.  Walk one screen up,
two to the right and pick up the feather in the birds nest.  Then walk
one screen up and use the flask filled with water on the fireberry bush,
you can take them all with you.  Now enter herbs house.  Get the flask,
the stool and the bag of manure.  Now leave Herbs house and go one screen down,
two screens to the left.  Use the feather on the crocodile and put the
tears in a flask.  Now look in the hole of the tree.  Walk one screen
up and get a bottle of warm water and get the sulpher.
Now were gonna make a swampsnake potion:

Put the following stuff out of your inventory in the cauldron:

A) GNARLYBARK
B) THE SULPHER
C) THE ONION
D) THE REPTILE TEARS
E) THE SMALL STOOL
F) HOT WATER
Now the water should turn green.
Fill three flasks with the potion.
Walk one screen down, four screens to the right and into the cave.
Walk to the rat and wake him up,walk one screen to the right and
pick up a mushroom.  Now use the colours of the firefly three on the
teeth of the skull.  Now use the skeleton key on the chest.
Get the alchemists magnet and the cheese.  Now leave the cave and walk one
screen
to the left.
give the cheese to the fisherman.  Now walk one screen left,two screens
down,and give the manure to the man eating plant.  Walk one screen to the right
and get the anchor,now walk one screen to the right and get
the letter now walk back to the ferry and go two screens to the left
and get the letter.  Go one screen left and one screen up and get the letter.
Now go back to the ferry.  Walktwo screens to the right and one screen down
and get the letter.  Now return to the ferry and give the letters
to the dragon.

PART TWO

THE MORNING MIST VALLEY:
------------------------

Look in the hay-stack,pick up the letter,pick up the wheat and walk
one screen down pick up the bowl,the vinegar and give the letter to
the farmer.  Now walk one screen to the left and use the wheel.
Use the stick that is jamming the water wheel.  Now walk two screens
to the right and use the elephants trunk on the field and get the
alchemists magnet and get all the vegetables.  Now walk one screen to
the left and one screen up,now use the flask on the ghost.
Take the ghost to the scarecrow and use the flask with the ghost
in it on the scarecrow.  Now walk one screen to the left and one screen
up and use the flask on the little sheep.  Now go one screen down and
get in the cellar and get all the horseshoes and the scissors
and use the milk on the cheese machine,now use the cheese machine
and get the cheese.  Leave the cellar go one screen to the left and use
the radish on the big hand.  Use the bowl to get the ground radish out and
use the vinegar with the ground radish now you've got mustard.
Use the wheat with the big hand an get it out with the bowl.

To make the sandwich spell:

Put the following stuff out of your inventory in your cauldron:

A) GROUND RADISH
B) GROUND WHEAT
C) CHEESE
D) LETTUCE
Now the water should turn orange.
Walk one screen to the right,one screen up,one screen to the right
and use the flask with the sandwich potion on Zanthia.  Now
you've got a sandwich, put it down infront of the gate, the guards
rush out and you sneak in.

PART THREE

INSIDE THE TOWN:
----------------

Get the stick out of the seahorse.  Now walk one screen up.  Enter the
bar by using the colours of the firefly three.  Go into the bar
and get the mug and fill it by the keg,get a taffy out of
the barrel.  Now try to leave.  Get on the stage and tell a poem.
Now leave the bar.  Now enter the bar and push the guy with the white and
blue striped shirt twice, when a golden teeth feld out of his mouth
use the alchemists magnet on it and pick it up, in your inventory
use the alchemists magnet on the teeth and it turns into gold again.
Now leave the bar an drop a horseshoe on the ground with the two
prungs up now give your golden teeth to the octopussy and choose
any shell you always win.  Repeat this untill you've got three
golden teeth.  Take the golden teeth to the big hand and make golden coins of
them than return to the town.  Go one screen to the right and pick up
everything.  Now walk to the upper right footpath and
use the taffy on the rabits food,now you've got a rabbits footprint.
Use the orange peel on the bowl and use the rootbeer on the bowl
now you've got a sweet and sour sauce.

How to make a Skeptic potion:

Put the following stuff out of your inventory in the cauldron:

A) THE SWEET-N-SOUR SAUCE
B) THE LUCKY HORSESHOE ( THE ONE YOU USED BY THE OCTOPYSSY )
C) THE TAFFY WITH THE RABBITS FOOTPRINT ON IT
D) THE DRAGON TEARS ( You got some when you took the bowl away of the
dragon )
The purple should turn purple.
Fill your two flasks but don't flush the cauldron.

You are now standing by the rabit go up and use the stick with the rope.
You are now on the other side go one screen to the right and use the
potions on the altar give these potions to the sheriff and the
shop keeper,then fill another flask with the potion and return to
the altar and use the potion on the altar then go back to the
ship and give the captian the potion, then go to the shopkeeper
and give him all the gold coins get the voucher and go to the
prison, and what do you.  .  .   MARKO!!!! The stupid idiot is in jail.
Go outside and use the magnet on the shiny thing in the water.
You've got a key.  Use the key on marko's jail door and get trown
in the other cell click a few times on the blanket lying in the cell
and try to get the key with it.  The sheriff comes and trowes it into
the water.  Now try to Catch the key with the rope out of the window.
Use the key to get you and marko out of the jail and walk to the ship
give the voucher to the captain and sail of.  When your on the ship quikly
toss the magnet into the pile of ropes by the steering wheel.

PART FOUR

ON VULCANO ISLAND:
------------------

Pick up everything and if your inventory is full put some stuff
on the ground where you can find it back.
Walk around the island and pick up all the
heavy rocks,sand dollars,seashells and starfish.
When your inventory is full put all your stuff on the ground
in front off the desk with the colored lines in front of it
so you can find them back.
When you've walked around the island you
saw a couple off people you've got to talk with the old
couple ( The women behind the desk and the fatman standing in front
of it ).
Talk to the women,you get a promotionel pen.
Talk again to the women she  sais you'll have to
give her six dollars for the pamphlet.  You haven't got six sanddollars?
Thats because you've dropped them.  Well...  go get them, get everything!!
But before you get there you meet a girl in a green dress, talk to her.
After you talked to the girl walk further to the place were
you dropped your stuff and take it back to the old, man and lady
so you can pay them.  If you can't take everything leave the flask,
the feather,the stick and a rock behind.
Back at the old couple, pay the sand dollars. Now you're
registered.  You'll have to pay six starfish and after that
six seashells.  Now you're ready to go in!  Go get the stuff that
you dropped now get back to the BIG hot airvent and jump in.

PART FIVE

IN THE CENTRE OFF THE WORLD:
----------------------------

Walk one screen to the left and get the rock, the stick and
some crystal fuzz.  Now go one screen left,and over the green bridge.
pick up the rock and walk one screen up.
Get the lump of lead and the rock.  Use your stick on the Dinosaur twice.
When you've done this a piece of rock has fallen into one
of the air vents use it and get two black pebbles.
Use your alchemy magnet on the heart shaped piece of lead rock.

This is how you make the Teddy Bear potion

Put the following stuff out of your inventory into the cauldron:

A) CRYSTAL TREE FUZZ
B) BLACK PEBBLES
C) GOLD HEART-SHAPED ROCK

The water should turn blue.
Fill your flask and after that use the flask on Zanthia.
Now you've got a Teddy Bear.
Go one screen to the left and use the T-rex, when it's over
you've got a red piece of cloth.  Walk one screen to the left,
wait until the triceratops looks North-West and then go to the door,
if he doesn't looks NW go one screen to the right and back again
until he does.  Hmmm...  locked? click the red piece of cloth on
the triceratops and he opens the door for you.
Inside you'll find out everything you've done was for nothing,
Who's stupid idea was it to listen to the stupid stories of
a hand???!!!!!!! Get the parchment and put a rock in the lava holo,
put a rock in every lava hole you can find!  When your ready hurry back
to the big lava hole whith a big rock floting in it
quikly step on the rock and see yourself be launched to a strange world.

PART SIX

THE TREE WORLD:
---------------

First get the pinecone,then click on the hole you just made,theirs
a flask in it.  Walk one screen to the left,pick up the moss,the twigs,
the rolling stone,a snowball and a walnut out of the small castle gate.
Then walk one screen to the right and use the twigs on the flint rock,
then use the rolling rock on the flint rock.  Get the rolling rock and
the charcoal.
Now make the snowman potion

Put the following stuff out of your inventory in the cauldron:

A) THE SNOWBALL
B) THE CHARCOAL
C) THE MOSS
The water should turn light blue.
Fill a flask with the potion.
Walk one screen to the left and use the potion on the knight.
Now walk one screen to the left and use the algemy magnet on
the statue and a box will appear.  Get the toys out of the box
and trow the jack in front of the footh that runs around.
Get the acorn on the tree next to the statue.  Then walk two
screens to the right and click the drums on the stump.
Now walk one screen to the right and click on the tram,
the squirrel decides to take a break.  Give him the pinecone the acorn and
the walnut.  Then use the rolling rock on the weel.  Click on
the tram again and you're up,up and away!!!!!

PART SEVEN

THE MOUNTAINS:
--------------

Get the feather duster and the broom.  Enter the cabin.  Click on
the bull,get the flask and the three cannonballs.  Leave the cabin and
turn the cannonballs into gold and give one to the mother who's standing
next to her child.  When the mother turns around and drops the cannonball
get the candy from the baby.  Get a snowball.
Now it's time to make the Abominable Snowman potion.

Put the following stuff out of your inventory into the cauldron:

A) THE SNOWBALL
B) THE MUSK
C) THE FEATHER DUSTER
D) THE LOLLIPOP
The water should turn yellow.
Fill a flask with the potion.
Now use the potion and enter the cabin.
When you're in the snowmans house get the candy,the feathers,
the cologne and the flask(out of his bar).
Walk one screen to up and get the icicles.
Make a second potion,with icicle instead of snow,cologne instead of musk
feathers instead of a feather duster and candy instead of a lollipop.
Use the icicle on the wall,the big hairy guy drags you in again.
Now walk one screen up and wait until you can click the potion
on the hunters.  Climb using the icicles.  Walk one screen to the right.
Enter the cabin,he!!!Whats that?It's the rainbow plant!!!
There are seven orbs you need to fill to heal it.  Only you
don't now what colours go where.  Aren't you lucky i now??
The correct order is :
RED-ORANGE-YELLOW-GREEN-BLUE-INDIGO-VIOLET.
So all you have to do is mix a potion for every colour.

RED POTION = HOT AIR+FEATHERS+RED LEATHER FOLIO
ORANGE POTION = MAKE MUSTARD+GROUND GRAIN+LETTUCE+CHEESE
YELLOW POTION = SNOW+MUSK+LOLLIPOP+FEATHERS
GREEN POTION = GNARLWOOD+SULFUR+ONION+REPTILE TEARS+STOOL+HOT WATER
BLUE POTION = CRYSTAL PALM FUZZ+GOLDEN HEART(LEAD HEART USE WITH ALGEMY
MAGNET)+TWO BLACK PEBBLES
INDIGO = BLUEBERRY+AMETHEST
VIOLET = HORSESHOE+RABIT FOOT PRINT+SWEET SAUCE+REPTILE TEARS

The plant is healed.  Leave the cabin and get an icicle.
Use the icicle to climb on the house and waht do you know??
Just like in the fairytales you can walk over the rainbow.

PART EIGHT

THE WHEELS OF FATE:
-------------------

Use the algemy magnet on the sattelite dish on the roof.
Well,what are you waiting fore??!!! GET IN!!!!!!
Walk one screen to the right.  This is a puzzle.
You must click on the disks and move them all into the other tower.
The large disk can only be placed on top of a smaller disk.
You'll have to get all the disks in the middle one and a gear
pops out,the get all the disks in the left tower and
out pops the stick.  Walk one screen down and if you wanted to save the
game before it ends do it NOW!!!!!!
Enter the control room.  Then use the stick on the gear and get it into place.
Then the hand comes to stop you.  The hand will attack after a second.
Click at the lower left corner.  The hand will attack and you'll
make a run for it along the control panels to the other side.  For
the next time he attacks push on the Hand's fingers.  You'll run
and dive forward underneath the hand and when you're on your feet
again push on the hand's fingers again and see him fall over the edge.

THE END

 

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