Yeah, I know this is a really old game, and so is Kyrandia3, but I like this
one better and I've won it 50 bizillion times. It really is kinda hard the
first time you play it, and I could've used a walkthru when I did.
Okay, the intro tells you that Kyrandia is disappearing and this hand has
found a way to stop it. You, Zanthia, must go to the center of the world to
get an anchor stone. So, you and your little apprentice Faun go in your house
with some blueberries, hoping to make a portal potion, when you find {gasp!}
you've been robbed! So, you now have to walk to the center of the world.
Note: Once and a while Zanthia will call Faun. Sometimes its importatnt what
they're saying, so listen to it then continue. Also, remember to flush your
cauldron by pulling the chain after you're done using spells so you don't
forget when making a new potion.
Darkmoor Swamp
You start in your house, all mad and wondering why anyone would want to rob
you (if you hadn't noticed, annoying little Faun imitates you when you get
mad). get the flask on the shelf to the right, look under the wrinkled carpet
to get a flask with water in it, get the blueberries, then go outside. Get
the other blueberries out there then go north. You can get the mushroom and
eat it to get some weird effects, but you don't need it. Go north again. Look
in the stump to get your spell book then go north again. Get the onion and
the twisted piece of the plant that's sticking out from the plant then go
north once more. Here, you'll see a ferry. Don't bother talking to Breuth
now, he's not going to give you a ride. Go west once, get the feather from
the nest in the tree, then go south. Push over the tree, get the skeleton
key, and go west. Tickle the alligator with the feather and get his tears in
your empty flask. Look in the tree to get your cauldron. Go north and get the
gold-colored sulpher rock at the end of the path. No, you won't be able to
fool Breuth with a gold rock. Go back to where the bridge is and go north.
Cool the fireberries with your water (not the alligator tears) and get one.
You can get more, but you only need one. Go into the house. Here you meet
Herb. Get his flask, the stool, and the bag with a picture of a plant on it.
Fill a flask up with water from the plant and heat it on Herb's candle. Now
you have all the ingredients for a Swampsnake Potion, which you'll need soon.
Put the gnarlybark (windy woof), the sulpher (smell of eggs), the onion, the
alligator tears, the stool, and the hot water in the cauldron. Fill at least
one flask. You can fill some more to see what it does to your hair (eesh!)
but you don't need to. Now go back to where the ferry is and go east twice.
Here you'll meet Marko and his hand and tell him you've been robbed. Go
south. Here you see a tree full of musical bugs. You should get out a piece
of paper and pencil here, you'll need to write down a certain pattern. Feed
one of the blueberries to one of the bugs. Write down the colors that show up
in the pattern they are. Before you do that, if you click a bug it will light
up then the first bug in the pattern will light up. If you click the first
one, it will light up, then the second bug will light up. You can see the
first and second bug in the pattern like this, but nothing else. Now that you
have the pattern of colors, go back north and enter the cave to the east.
Click on the rat blocking the way and he will wake up. To get past him,
either give him the Swampsnake Potion you made or drink the potion to scare
him with your freaky hair. Either way, you can now continue east. This is the
only place you need your fireberry, so you can drop it in this room if you
want to. This is where you need the pattern you got from the bugs. By
clicking on the skull's teeth, you can light up different colors. Put in the
pattern from the bugs by doing this. The top row's colors of the teeth are,
from left to right: Green, purple, orange. The bottom row from left to right
is: Light blue, red, yellow, dark blue. Then the skull will open and reveal a
chest. Use the skeleton key to unlock the chest. Get the alchemist's magnet
and the cheese. Go out of the cave. Now go back to the natural bridge, where
the fishermen were, and give them the cheese to use for bait. They just leave
without even thanking you (grrrrr). Go back to the ferry and go south twice.
Here, you see Marko, caught by those gigantic, weird plants. You can just
leave him there (hehehe), you don't need to save him, but you can by feeding
the plant that's not holding him the bag of maneur. Now go east and get the
LEAD anchor. You can use the alchemist's magnet on it for an expensive hunk
of gold for a little while, but you don't need to, as you will soon see. Go
back to the ferry and you will find that {groan} a drangonfly has burnt down
the ferry. Talk to him, you will find he has lost four letters. Since you are
nice (and since you need a ride to Morningmist) you should find his letters
for him. One is on the roof of your house, one is by the musical bugs, one is
being held by the hand in the quicksand where you found the skeleton key, and
one is by the hot water spring. You can steam the letters open in the steam
if you want, but you shouldn't really read peoples' personal letters. Go back
to the dragonfly and give him the letters.
Morningmist Valley/Towne of Highmoon
The dragonfly rudely drops you in a haystack with a letter to deliver. Search
the haystack for the flask you dropped, get the letter, and get a nice big
stalk of wheat. Go south to find Farmer Greenberry's quaint little house and
give him the letter. He will tell you his recipe for mustard (a recipe for
mustard? kinda weird don't you think?). Take the flask of vinager and the
dragon's water bowl. Go west. Meanwhile, at Marko's house, he finds that the
hand has found a piece of your fishing boat. Hmmm.... Well, anyway, you find
yourself at a strange-looking machine. Take the stick out of the waterwheel
to get it going again. The fist starts pounding. Turn the little wheel on the
pipe and the valve will be open. Go east back to Farmer Greenberry's house
and go east once more. Get your alchemist's magnet. Click on the fountain's
trunk to water the garden. Get a radish and a head of lettuce. Go back to the
water wheel-fist-electricity-whatchamacalit machine and put the radish under
the fist. Scoop it out with the bowl. Put the vinagar in the ground radish to
make the Greenberry's legendary mustard. This is the first ingredient for the
Sandwitch Spell that you'll need later. Put the mustard in your cauldron.
Then ground the wheat, scoop it out with the bowl, and put it in your
cauldron too, along with your lettuce. Now all you need is cheese. Go back up
to where the haystack is and a ghost should appear out of it. Talk to the
ghost, then click a flask on him to carry him with you. Go to the where the
scarecrow and the fountain is and click the ghost onto the scarecrow. Go west
and watch the little scene where the farmer gets mad at his scarecrow for
leaving his post and chases after him. Now the cellar is free to enter. Don't
go in it yet, though, first go back to the haystack and milk the sheep with
the flask. Now go into the cellar and put the milk in the machine in front.
Push the lever down and get the cheese. Put the cheese in the cauldron, fill
a flask, and take the sandwitch out of it. Remember to get your flask back,
too. Also get the scissors and two of the rightside-up U horseshoes and one
of the upside-down U horseshoes. Go out of the cellar and go west to the
weird machine. Click the upside-down U horseshoe on the electricity coming
from the machine to make a magnet. If the magnet turns the other way
(upside-down to rightside-up or vice versa) when you make it, you used the
wrong horseshoe. When you get out of the cellar, give the bowl back to the
dragon and take it again, then take his tears in a flask. Put them in your
cauldron, you will be making a skeptic spell. Also put the rightside-up U
horseshoe in the cauldron (you'll know it's the right one if Zanthia says,
when you click it on her, that it looks funny). Now go back to the haystack
and go east. GIve your sandwitch to the guards and they will rush out to get
it, leaving the doors open. Go through to the Towne of Highmoon (no, I'm not
spelling it wrong, there is an 'e' at the end of 'town' in the name). Take
the stick out of the seahorse fountain then go north up the alley. You can
click on the lights by the door and use the pattern you got from the bugs to
open the door, but its easier to just click the scissors on the door to open
it. Now go into the tavern. In the tavern, take some taffy out of the barrel
in the corner and put it in the bowl. Along with the taffy, put some vinager
in the bowl, creating sweet-and-sour sauce. Put this in your cauldron. When
you try to leave, you'll be blocked by the parrot and told you'll need to
recite a poem. Listen to the other pirate's poem, then click on the podium to
recite your own. Now leave. You'll see an octopus with three shells here.
You'll need to gamble with him, but you need to bet on something. Go back in
the tavern to find two pirates fighting. Click on the left pirate twice and
he will get a tooth knocked out. I don't know why, but you have to turn it to
lead on the ground with your alchemists magnet before you can take it. Do so,
then turn it back to gold. Go outside. Put your remaining "lucky" horseshoe
on the ground by the octopus, then give your gold tooth to him. It doesn't
matter which shell you pick, with your lucky horseshoe, you'll always be
right. Give him a gold tooth one more time, so you now have three. Go back to
the weird machine with the pounding fist and put the gold teeth under the
fist to make coins. Go back to the town. Now go east across the bridge. Take
the flask and the page from the ground and put the page back in your
spellbook. Go on the upper path east. Get some mud out of the puddle and
press it on the foot of the rabbit statue. Put this footprint in your
cauldron to make an incomplet Skeptic Potion. Continue down the path east.
Click the stick on the rope so you can bounce it close enough to you to swing
across the crack. Go east. Here you see an altar. Fill as many flasks as you
can (two) and activate them on the altar. Go back to the weird fish-bird
building. Give one of the potions to the guy blocking the door. Click your
magnet on the shiny thing on the water to get a key, but don't forget to get
your magnet again once you've done that. Now go in the building to find Marko
in jail, who still claims to be "helping." Try to free him, but you'll be
jailed as well (wonderful, huh). Click on the carpet on the back wall until
she unwinds it to get the string and uses Marko's hook to make a
hook-on-a-string. Try to get the key with this but the sherrif will throw it
in the water and it will get eaten by a fish. Catch the fish with the
makeshift fishing line and get the key. Free yourself, then free Marko, and
you can drop the key in here if you like. Go back outside and fill and
activate another Skeptic Potion. Go west from the weird fish-bird building
and go into the little house. Give the man a Skeptic Potion and he will wake
up. Give him your three gold coins and he will give you a voucher. Now go
east and go down the lower east path to the docks. Give the man there your
last Skeptic Potion and the voucher to ride the ship. When you get on, put
your magnet in the coil of rope by the compass and the ship will turn towards
Volcania. Finding that you set them off course, the crewmen will throw you
off the ship. How inconsiderate!
Volcania
There's really not much you need to do here, but it can turn into a quite
annoying wild goose chase if you listen to the salespeople here. You can also
meet Jessica if you walk around for a while, who you'll meet again later on.
All you really need to do, though, is find two rocks and the stick, then go
down a hot air vent.
The Center of the World
(By the way, nice outfit, Zanthia). Get the rock here and plug the
lava-filled little hole with it. Go west to get a flask, and take the rock
there to plug that hole. If you don't notice, plugging the holes makes the
small volcano that's here increase in activity. Go west and west again (not
across the bridge). Click near the top of the palm tree to get some fuzz. Get
the stick. Go back east and then go across the bridge. Get the rock along the
road here. Continue along the path north. Put rock in the plug here and get
the little lead hart-shaped lump on the ground. Turn it to gold with your
alchemists magnet. Also get the other rock thats in this room. Have you
noticed how that dinousaur is acting like a dog? Let's play a little game of
fetch. Throw the stick to the dinosaur twice, and the second time he will
make some stalagtights fall and one of them will clog a hole letting air out.
This will make the other hole spray air harder, right in front of some blue
pebbles stuck to the ceiling (you'll see what I mean when you do it). Go on
this air vent and you will get two of the black pebbles on the ceiling. Now,
put your fuzz, the gold lump, and the black pebbles in your cauldron to make
a Teddy Bear Potion. Fill a flask, get the teddy bear, and get your flask
back. Now go back to where the T-rex is and click on his back twice. You will
jump on his back and start leading him around. Eventually, you will get the
piece of cloth that ripped in your fall and climb back up on the green
bridge. Go west from here. Make sure the triceretops is facing toward the
door and click your red piece of cloth on him. Now you can enter the door.
But, isn't it just your luck when you find out that you didn't need to be in
the center of the world at all! Watch the little scene. Get the parchment,
plug the hole with your remaining rock, and go outside. You can get a anchor
stone in there if you want to, but you don't need to. Now the small volcano
here should be bubbling very violently. Click on the little rock floating in
the middle of it and you will be blown to the...
Enchanted Forest
Ouch! What a fall! First, look into the hole you made in the ground and get
the flask. Get the pinecone thats on the ground by the trees. Now go west up
the path. Get a walnut from inside the little structure at the other end of
the bridge that looks kinda like a rook in chess. If you try to walk across
that bridge, the stupid knight will walk you back. You'll need to make a
Snowman (regular) Potion to get past him. Get the snow beyond the bridge and
the little sticks by the tree to the right. Get moss from the rock by you
twice and it will turn into a rolling stone. Get it and go back east. Put the
twigs by the black rock and use the rolling stone on it to make a small fire.
Get the charcoal that comes with it. Put your snow, charcoal, and moss into
the cauldron and fill a flask. Go back to the bridge and give your snowman to
the knight. Now you can continue west. Polish the statue with your alchemists
magnet and get the jack and the drum from the box that appears. Get the acorn
thats behind the statue in the tree. Put the jack in the path of the foot and
you will trip it, allowing the men to catch it. Listen to their story about
Bal-Rom. Uh-oh, looks like the hand is your enemy! Go back to where the
petrified (get it, petrified, as in scared) forest is and put the drum on the
stump. The trees will start dancing and let you pass. Try to get on the tram
here and the squirrel will get off and claim it is "long lunch day" give him
the pinecone, walnut, and acorn (it doesn't matter what order) and he will
leave. Put the rolling stone on the wheel and ride the tram up. On the tram,
you witness a fight between Marko and his hand, and Marko will fall out of
the tram. The hand will stop the tram and you will climb the cable the rest
of the way up.
Alpinia:
Go into the house here. You won't be able to get any climbing gear, but get a
cannonball, a flask from the shelves, and some musk from the head on the left
thats on the wall. Go outside. Get the featherduster and some snow. Turn your
cannonball to gold and give it to the woman. Now you can take the baby's
lollipop. If you havn't guessed, you'll be making an Abominable Snowman
Potion. Put the snow, the musk, the featherduster, and the lollipop in your
cauldron. Fill a flask and pour it on your head to make a costume. Go back in
the house. The hunters won't fall for your costume, but a real abominable
snowman will come and take you away.
Now you find yourself in a yeti's cave. Get feathers from your pillow, the
little heart-shaped box of candies, the cologne on the yeti's table, and a
flask from the top shelf. Go outside. Get all three of the icicles and try to
use one of them to climb up the snow. The yeti will bring you back inside. Go
back outside and put one of the icicles, the cologne, the feathers, and the
box of candies in your cauldron. Fill a flask and wait for the hunters to get
to where you are. Give them the potion and they will be put in costumes and
be taken by the yeti. Now you can climb up the snow wall with your icicle and
go east. Go in the house. Here, you need to make several potions and put them
in the little flasks in the broken machine. You have all the items in the
shelves to the right to make the potions you need. From left to right, you
need to put these potions in the flasks: Flying shoes, Sandwitch, Abominable
Snowman, Swampsnake, Teddy bear, Indigo (with an amethyst and blueberries),
and Skeptic. Now the rainbow will form. Go outside. Take the icicle thats
near the back of the side of the house and use it to climb up on the roof and
go on the rainbow. Watch the little scene with Zanthia and the hand and
continue all the way down the rainbow.
The Wheels of Fate:
You're really close to the end now! Use your alchemists magnet on the light
that's bent to allow yourself to go through the door. Inside the building,
first go to the east. Here is a puzzle that seems harder than it is (if any
of you have ever played Zork Zero, its a lot like the Tower of Bozbar). All
you have to do is move the different layers of the heads to different places,
then move them back in order in place in another head to get an item. It's
really not that hard once you get the hang of it. Anyway, you need to get the
stick and a gear in this room. Then go outside and go along the other path
north. Put the gear in the place where a gear is missing and use the stick to
get it working again. Kyrandia is saved! Now the evil hand comes in to try to
destroy you. To fight him, click on the machine on the left twice, then click
on the hand and you will push him off the railing to his death. You've won!
Enjoy the ending!
The Spoiler Centre