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- LEGEND OF KYRANDIA III - FABLES & FIENDS
-
- Puzzle solving game by WESTWOOD
-
- Solved by Lu Richardson.
-
- Solution
- --------
-
- General tips:
-
- As soon as you've watched the intro and the talking is over, save
- your game and explore your surroundings before you start playing in
- earnest. Draw a simple map made up of squares connected by lines,
- you are going to need it till you can find your way around
- blindfolded.
-
- Remember that it's not enough to wave the cursor around, you have to
- click on EVERYTHING in order to find items.
-
- This is one of those games in which it would appear there is more
- than one solution to the same problem and, more often than not, no
- solution at all. For instance, if you embark on a particular path,
- although the alternative possibilities continue present to confuse
- you, they won't actually work. There are also plenty of red
- herrings. Add to all that that you can go about what you need to
- do in each section in almost any order you like, and you will begin
- to see how difficult this game really is.
-
- I should mention that every time you play things turn out slightly
- different, so don't be alarmed if events don't unfold exactly as I
- detail them - try something else, and please don't blame me!
-
- As soon as you get the Jester Staff, do not neglect to use it on
- everyone you meet. And I mean EVERYONE!
-
- The Moodometer is very important and I'll tell you when it is
- vital to lie or to be nice or normal. You can ordinarily leave it
- at normal.
-
- Save before you attempt anything important, I'll try to remind you
- at crucial moments.
-
- I am giving you the bare minimum here to help you solve the game.
- This is only a rough guide. Do examine and try other things. The
- easiest thing will be to tell you what can be done at each location
- and let you do it your own way. Read the first section (KYRANDIA)
- through before you start, then decide how you want to go about it.
-
-
- KYRANDIA
-
- The Dump
-
- Rummage around the rubbish dump and get a shoe, a straight nail, a
- broken flask and some whole flasks. You can come back here any time
- and get some more of those (save the shoe, there is only one). By
- the way, if you find an orange peel, use it on Malcolm for extra
- points.
-
- The Castle Gate
-
- You could be dragged here at some point and taken to Prison, and
- you'll return here afterwards. You can carry on from there. When
- you get the scissors, cut both pennants for extra points. If you
- don't get the scissors, a broken flask will do just as well.
-
- The Prison
-
- This sequence only appears to take place if you waste too much time
- messing around. Follow the instructions precisely. The good thing
- is that you get to keep the scissors; so towards the end, put them
- in your inventory and don't leave them on the floor. However, as I
- explain above, you don't really need them.
-
- The Bluff
-
- You can enter the machine at any time, which takes you to the Town
- Center. Do so at least once to get the extra points.
-
- Out of Town
-
- You are after the mime's outfit. In order to get it, you have to
- place an eel in the mime's hood; hang about till he turns around.
- If he does not, the time is not yet - so go elsewhere. When you
- succeed, he will go into the Baths. To follow him you need to have
- tied the nut-on-a-string to a hooked nail and use that on the coin
- box.
-
- The Baths
-
- Make sure the moodometer is at lying before you go in. Once inside,
- you talk to the guy. Then stand by the big wheel and move the arrow
- to scalding hot or freezing cold. Everyone will rush off and you
- will be able to get the outfit you can see in the window.
-
- The Town Arena
-
- Click on the frog to move it aside. It is a good source of water,
- if you need it - you can also get the odd eel simply by clicking at
- its mouth. Note the footprints at the entrance.
-
- City Limits
-
- Pick up a couple of logs here.
-
- Cow Shed
-
- You need several flasks full of water. You combine the seeds with
- the water and get a seedling. You put that in the hopper five
- times in all, so that the arrow is pointing at the red number.
- Watch what happens. Puncture the milk container with a straight
- nail to get some cream with a flask. You can also speed up the
- process by combining the seeds with an eel and adding water; in this
- case, you only need to fill the hopper twice - but then, you need to
- go fishing for eels.
-
- Town Center
-
- There are several locations here, and I'll tackle them one by one.
-
- The Toy Factory
-
- Open the padlock with a straight nail. Once inside, go through the
- other door to Malcolm's pad. Here, look in the drawers and get the
- nut-and-string and the staff under the bed. Don't be too hasty in
- combining the nut with a bent nail to get the fishing tackle - read
- on. Oh, and you can look through the family album, if you like.
-
- Go out to the factory and click on the large book. You will see the
- shadow of a toy. Put a log in the funnel of the machine and press
- the green button. You get a toy soldier. Now manipulate the two
- antennae-like appendages on the machine and click on the book
- again. A different shadow of a toy will appear. If it is that of a
- ball, put the shoe in the funnel and press the green button. You
- get a ball. Go through the routine again with the antennae and
- book; you can get a toy horse by putting a log in the funnel and
- pressing the green key. You should end up with three toys.
-
- The Cellar
-
- Go down the hole into the cellar. Fill all your flasks with water.
- (Later on, when you have a disguise, you can stand on the carpet by
- clicking on one of the apples drawn on it, then clicking on the
- other - see under Darm's.)
-
- Note the bricked wall. When you are given the right information (on
- the other hand, why wait?), you can combine sesame seeds with an eel
- to get fertilized seeds (you can fish for eels in the sewer), put
- them amongst the bricks, fill a flask with water and use that on the
- seeds. This busts the bricks and you can go in. If you click on
- the shell and use an empty flask on it you get a portal potion which
- you can use in the Arena. This is a great shortcut which takes you
- to the Isle of the Cats straight away, although you miss out on the
- fun of the longer solution to this particular problem. Since you
- can only use the portal potion once, leave the shell alone if you
- don't want it; but you get extra points for busting the hole open.
-
- From the cellar you can go up the stairs to the Town Hall, more
- further on.
-
- Darm's
-
- You arrive here on the magic carpet from the cellar and leave the
- same way. If you were to attempt a visit without a disguise, you'll
- be recognized and you'll leave quite promptly. Once you get the
- disguise, you can visit Darm and he will ask for a fishcream
- sandwich. Give it to him and talk both to him and to the dragon.
- You can use all your items on them to see if they give you any
- useful info on them. Finally, use the staff on Darm repeatedly till
- he leaves the room and then speak to the dragon - he will give you a
- clue pointing to the bricked-up wall in the cellar.
-
- Town Hall
-
- You have to give the statue a sandwich in order to speak to it.
- Once you've spoken, try your items on it and see if you can get any
- clues.
-
- The Fishcream Parlour
-
- When you enter the place it's chock-a-block full of people and
- Malcolm expresses the desire to make everyone go. To get stampede
- points, get some seeds, the nut-and-string and go to the dump.
- Place the seeds on the log on which the squirrel is standing (near
- you) and use the nut on it to hypnotise it. Now you can pick it up
- and go to the Parlour. Come to the front and put the squirrel on
- the floor. Use the nut on the squirrel and watch. When everybody
- is out and you leave, the parlour will be closed and bolted. If you
- had trouble getting hold of sandwiches (and you need three), you
- could always come armed with three (or whatever number) lots of
- seeds, fish and cream and make the sandwiches when everyone leaves
- and before you go out.
-
- The Magician Lodge
-
- You can only enter here if you are wearing the mime's outfit. Lie
- when you talk to Zanthia. You can pull the alarm which will empty
- the parlour - unfortunately, it is then also locked up.
-
- The Strange Boy
-
- He pops up all over, but he is mostly to be found in City Limits.
- Be nice. You must offer him three toys and get try to get three
- sandwiches in exchange. He will accept the toys at random, so
- you'll have to try different ones on him. Sometimes he will take
- two the same. I got lucky and had no trouble. At any rate, you
- must get the sandwiches somehow. If he will not trade for all
- three, then you have to get the Fishcream Parlour sorted.
-
- The Crossroads
-
- Use the scissors or broken glass to get a flower.
-
- The Graveyard
-
- Get another flower. Change to nice. Use the flowers on the grave
- to speak to the ghost.
-
- Pegasus Landing
-
- Be nice. Talk to Zanthia and she will give you a clue.
-
- The Dock
-
- You can go to the point and use the string and hook contraption to
- get eels. Later, and dressed up as the mime and carrying a
- sandwich, you can talk to the dog and he will let you in the ship.
- Try pricking him with something sharp, like a straight nail, to get
- extra points.
-
- So, there you have it. The main thing here, as you will have
- gathered from all this, is either to get the portal potion or to get
- the mime's outfit and to be left with one sandwich so that you can
- get on the boat and sail to...
-
-
- THE ISLE OF CATS
-
- You will land in style. There is an altar here. If you were to go
- left, you would see some statues. Be nice and talk both to the cat
- and the dog. Don't attempt to wander into the jungle. Click on the
- cart to get a lift.
-
- The cart will take you to the three locations available, at random;
- so that if you turn up at the Pirates, talk to them all but get back
- on the cart.
-
- In the Dog Fort you will find a machete, which is vital. Now
- you can go into the jungle, but it is a very tiresome business,
- since you have to hack the vegetation and kill any snakes you find
- before you can proceed anywhere. The jungle wraps around on you, so
- you might go around in circles forever. Which reminds me, jump into
- puddles wherever you see them, otherwise you die eaten up by fleas.
- If you forget and are at death's point, you can always get rid of
- the fleas by clicking on the character and discarding them.
-
- Right, to save a lot of wear and tear, from the Dog Fort go left,
- left, left and up, collecting all the bones you find along the
- way. Make sure you lie when you talk to Fluffy. Now go left, up
- and up, again, collecting bones. (I found these directions varied
- when I played the game again - so don't take me too seriously.)
-
- Talk to the dog leaning on some rocks. Now, you can either give him
- a bone, in which case he'll go off and bury it at random, or you can
- place a bone where you want him to dig. Sometimes you get lucky and
- get a gem. You must get six, so, when you run out of bones, go
- right, clear the jungle, get more bones and go right again. Don't
- forget to take the odd dip in the puddle. If you don't get any
- bones, go right and this time try going left, clearing the jungle,
- and then go up. Good luck to you.
-
- Once you have the gems, go to Fluffy and show one to him. He will
- give you a magic mouse. Go back to Dog Fort (from Fluffy, left,
- up, up) and enter the ruins through the hole next to the dog. Go
- right and use the mouse on each of the statues to see what each one
- represents - make a note of it. Go out, change to nice and get on
- the cart. You might go to the pirates (if you had not visited them
- before, talk to them all) or to the altar; but you need to go to the
- altar.
-
- Use each gem on the altar to find out what they represent and make a
- note of it. Go left and use the mouse on one of the balls. Now all
- you have to do is to match the gems with the statues.
-
- At the end you will get a crystal mouse. You will have to find your
- own way to the pirates, since the cats are no longer pulling carts.
- The directions in my case (it could be different in yours) were,
- from the altar, right, left, left, up, right, left, righ, right.
- Once you reach them, talk to the captain. When asked to perform
- magic, use the mouse on the one-legged pirate. You are invited on
- board and end up in Kyrandia, and from there you get sent to...
-
-
- THE ENDS OF THE EARTH
-
- This is a killer. Arm yourselves with patience and save your game.
- You start with three coins. Buy insurance, the fins and the cleats
- (press on the next button for that). Wear the cleats and you get a
- shoehorn. Put it in the inventory. Press next the button for the
- brolly and use the shoehorn on the machine. Remove the cleats by
- clicking with the shoehorn on Malcolm.
-
- Click twice on the first barrel to go down in it. Climb up using
- the cleats (click up to the left of the screen). Swing across with
- the brolly (click with it on the hook). Move to the extreme left
- and use the brolly. Go into the cave. Again, move to the left and
- use the brolly. Go into the cave. Remove the brolly by using the
- cover on Malcolm. Put the fins on (click them on Malcolm) and use
- the bungee string to get across (click it on the nearest hoop).
- From this ledge you can climb up with the cleats or swim up, then
- climb again, swing across with the brolly and swim up. Go into the
- cave. You might have reached your destination (it varies), but if
- you haven't, as you come out you can do any old thing; you need to
- die and end up at the top again.
-
- This bit, as I said, might not be necessary - but just in case it
- is, at the top, but the toy float and the brolly. Take the second
- barrel. Wear the toy and inflate the flower fully. Still wearing
- the toy, click on the flower to jump across. Enter the cave. You
- will see that the pictures have changed. Out, jump with the toy.
- Swing across with the brolly and jump down again to the next cave.
- Whichever cave is the one that changes, you will find yourself in...
-
-
- LIMBO
-
- At the Fish Court, you find out you are a slave to the queen by
- virtue of a collar you wear around your neck. You will be forced to
- play Tic Tac Toe, now and at other inconvenient moments. Change to
- lying and lose the game, which is tougher than winning it. Then
- click on the queen and lie to her till she gives you leave to go.
- (This you will have to do several times, so I won't repeat these
- instructions). On this occasion, you will finish up outside.
- Change to nice, go back in and talk to the merman in the background.
-
- Out, pick up the key, exit top left, use the staff on the fish to
- the left and when the perch turns to the side, swipe his apple. You
- will probably be interrupted here, but I'll ignore the interruptions
- (you know what to do) and press on. From the university, go left
- and watch. Talk to the fish by the gate (nice). Pick up the fondue
- set. Get in the water course and pull the lever. You should finish
- up in the dump. You can pick up two objects each time you land here
- before the old bat tells you to get down. Talk to him.
-
- Lie and say you are the tax collector and you'll get two coins.
- Although you'll find it convenient to keep one of each of the
- objects you find, give anything extra to the bat: a worm will gain
- you a coin (feel free to sell it), three objects the same, another
- coin. The object of the exercise is to get at least six coins as
- soon as possible. Talk to the bat in all three moods to get some
- useful information. Go on as many rides in the chute as necessary
- to collect sufficient coins.
-
- As soon as you have the money, go to the cannon and give five coins
- to the fish. You will be shot to hell, literally. Change to nice
- and speak to the guy on the line. Speak to the woman (normal or
- lying) at the table and you will be told how to hold a Royal
- Seance. Now you'll be pulled back to play tic-tac-toe. As soon as
- you are free, take another ride on the chute and you should get a
- newspaper from the dump. So long as you have a coin and a
- newspaper, that's all you need. Use both on Malcolm.
-
- Change to normal and go to the queen. Speak to her and you will be
- challenged to another game. As soon as there are seven "pieces" on
- the board, drop the newspaper and use the coin on it. The ghost
- comes and you are free. Leave and go to the cannon again. Still at
- "normal", speak to the fish and he will let you go for another
- coin.
-
- In hell, change to nice and speak to the guy to get ahead of him in
- the queue. Watch what happens. You should get through to the
- underworld. Talk to people as they come, but soon you will be sent
- to the Boondocks. Use the machine and you will find yourself...
-
- BACK IN KYRANDIA
-
- At this point you are requested to choose between your better half
- and your worst half. It's up to you, but I chose the good guy. I
- don't know if it makes any difference.
-
- The first thing you must do is go to the Castle, where you'll get
- nabbed and asked to produce the six jewels of the Isle of Cats.
- Talk to everyone there.
-
- Visit the dump, if you like, and see if you can pick up anything
- useful - you will certainly need a nail, a log, a whole flask and,
- later, a broken one.
-
- Again, you can do a variety of things. Go to the old Baths and you
- will see that it is now a Pawn Broker. He will sell you seeds for
- the items he asks - if you don't have that particular item, leave
- and enter once more, and try again. The easiest one is flasks,
- since you can pick up an endless supply from the dump.
-
- Go to Malcolm's pad and find the portrait under the bed. (This next
- bit is not necessary at the moment, or maybe never. It certainly
- didn't get me anywhere, but it's up to you.) Go to the cellar and
- travel to Darm's. If you speak to the guys, the dragon asks for a
- squirrel. I tried that and it didn't work for some reason. I think
- the only reason they are there is to supply you the Portal Potion
- and, once you have found it, there is no need to come back.
-
- Go up the stairs and have a look around and talk to the statue. You
- can try using the items you are carrying on it, to find out whether
- they are any use. Go back to the cellar. You can leave by clicking
- on the pipe hole to the right of the door.
-
- At the factory, use the log to make a toy horse. Leave the factory
- and peek through the window of the Magician's Lodge. Use a nail on
- the door and go in. Use a nail on the lock to free the three
- "mice". Go back to the cellar and up the stairs and you'll find the
- magician at work. Talk to her and then put the horse in the
- cauldron she is stirring. Wait till it goes brown and use an empty
- flask on it. Leave through the door and then through the pipe.
-
- Find your way to the Pegasus Landing and use the potion. You finish
- up in the inlet in which you met the pirates. Pick up the machete
- and go left, left, left, right (Old Dog Fort), left, left, left, up
- (Fluffy), collecting bones as you go. You'll need ten so give him
- what you have and, if you don't have enough, go left, left and up.
- He will give you a cheese-making machine. Go right and you'll be at
- the altar. Go left, use the cheese-making machine on Malcolm and
- pick up the cheese. Use it on the mouse statue and pick up all the
- gems. Go back to Fluffy and he will give you a can. Use it on
- yourself for an experience in a lifetime.
-
- Now you've hit town again, you ought to know the items you were
- carrying are to be found at the landing. No matter, right now go to
- the dump where you'll find your two most precious items - the
- portrait and the collar. Pick them up or, if you have no room, just
- the collar. Go into the castle and talk to pegleg. Give him a
- jewel and JC will come down. Hand JC the collar and watch. Well,
- that got rid of them. Go to the dump to pick up a broken flask and
- whatever else is left there.
-
- Back at the castle you will see the two mice at the gate. Make some
- cheese and give it to Brandon. Watch.
-
- Cut two flowers with the broken glass. Go to the grave and summon
- the ghost. Go to the Fishcream Parlour and make some cheese to give
- to the Fishjerk. Talk to him. Leave and visit the Pawn Broker with
- your jewels and buy some goods for fun. Try buying the dagger and
- picking it up and see what happens. Save beforehand, just in case.
-
- Go back to the Parlour. In your absence, the Fishjerk will have
- mended the machine. He will ask for the ingredients needed to get
- the whole thing going (seeds, cream and eels). You know how to get
- them, so go ahead. Once you've put them in the funnel, you get a
- sandwich. Go out.
-
- Visit the pirate ship at the dock and click around for some fun.
-
- Go back to the Parlour and ask the Fishjerk to get everyone to the
- Town Hall. No dice.
-
- Now go to the Old Town Hall and to the statue. Click on it till it
- asks you about the ingredients for the seance. Pick up the crumpled
- portrait and click it on the magic cabinet to the left. You get to
- see a brief preview. Click again on the statue and it will ask you
- for the ingredients to get the Kyrandians together. Give him the
- sandwich. He will congratulate you and decide to go over to the
- Parlour. Make with the portrait and the cabinet again and simply
- sit back and watch.
-
- You will see a rather contrived ending and some very original
- credits. I don't know about you, but I am exhausted and I am going
- to bed. Good NIGHT!
-
-
- ~ THE END
-
-