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The Legend of Kyrandia (Tips)
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∫ ∞∞±±≤≤€€ Fables and Fiends: €€≤≤±±∞∞ ∫
∫ ∞∞±±≤≤€€ The Legend of Kyrandia €€≤≤±±∞∞ ∫
∫ Tips Written by: The Loose Goose ∫
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The setting is Xsword's favorite tavern, The Mighty Eagle of Tas, and
half-dozing in an armchair by the fireplace, is Xsword, a Falstaffian figure
with a white beard and leathered face. Countless scars cover his visible skin.
We buy him a tankard of ale that he consumes in one mighty gulp, smacks his
lips, and eyes us with a glint in his eye. Okay, we're gonna tip-thru
Kyrandia, eh? Xsword laughs and claps us on the back, Never mind! Let's
get started. Check out Grandad's place...completely! Be sure to get some leafy
instructions before departing the treehouse. The number of stones in the tray
is significant. There is a temple to the NE of the treehouse. There will be
a chance to cry over some environmental damage for profit. Roses can be
exchanged, and offerings are in at altars. Chase Merith with gusto. Let
Herman handle the tools and don't cross over the bridge until Herman handles
that too.
THAT DARM DRAGON
The answer to a ticklish problem is found only after life has been restored
to the wastelands. A trio of seedy nuts provide a hole lot of fun. Health can
be restored to all creatures in Kyrandia. Gemology and mania for birthstones
will serve the adventurer well. A full set of birthstones can be collected and
stored at the alter. The Sunstone is first, the Ruby is last, and the two
stones in the middle are random for each game. Save after using the Sunstone
and try a seasonal sequence for the two middle stones. A return trip to the
home forest might be needed to find exactly the right combination. Toot back
to Darm and pay close attention to the dragon - just for kicks.
TWERP TOSS
After mixing it up with Malcolm the Maddener over the relative merits of
his mama's taste, a swift use of a ghetto toothpick and some cool jazz will
allow entry to the toughest part of Kyrandia, a serpentine grotto of darkness
and sudden death. This is the section of the game that requires a map - or an
inordinate amount of luck! I saved the game before entering each new room, and
had to restore at least half of the time. Bring all of the leftover gems,
fruit, flowers and goodies to the grotto entrance for storage and save before
entering.
The grotto is eight rooms high and sixteen rooms wide. Square 1,1 is the
South East corner of an 8,16 grid. The entrance places the adventurer at 5,1.
Once the grate clanks shut, a complete set of stones will be needed to exit.
the trick to navigating safely in the cave is to carry lighted fireberries
into each room and leave one to light the way. Darkness always results in a
glaring death. Fireberries are fragile and can travel only three rooms before
becoming powerless. Fireberry Bushes are located at 6,1; 5,4; 4,5; 6,7; 4,9;
7,10; 4,11; 2,11; 4,13; 6,15; and 3,15. The altar room is at 7,9. Rocks are
found in several rooms, the Key room is at 3,15 and and emerald can be found
at 5,14. Wishful thinking will serve success and complete exploration of
every room can only be done after chasm crossings become mundane.
CAULDRON CUISINE
Zanthia wants what every amulet needs - be selfish and generous. Global
warming should be a chilling experience. Learn to cook up some sparkling
potions: one blue; one yellow; and two reds. I never found a cookbook, but the
combinations required are Sapphire/Blueberry, Emerald/Tulip, and Garnet/Orchid.
There appears to be an unlimited supply of flask available, just pop in and out
of the cabin a few times and an empty appears. A stockpile of each color potion
will allow some fun experimentation.
After making like a rabbit, take a batch of potions to the crystal blender
which is South, South, East, South, South, West, and North of the woodside
trapdoor. Potions can be sacrificed to yield Purple and Orange concoctions,
useful for transformation or transportation. Another spot of interest can be
reached from the same trapdoor by stepping North, North, East, East, East, and
North. I never found out how to use the rainbow stone hidden in the tree stump.
The stolen chalice can be recovered by playing Alice with a purple passion.
The thief is a poor little soul that can't reach ripe fruit for himself so be
charitable. Remain in the cups until the endgame.
To move onto the castle and final confrontations, the chalice, an orchid and
glass of juice are required. Save the game and try to fly out to the castle as
a wisp for real thrill! Alteration and a fantastic flight land the adventurer
in a sad but beneficial plight.
MOTHER SAYS
A really good boy is neither seen nor heard. This section of the game, inside
the castle, is quite devious and the animation is terrfic. I had a blast
running around the balconies and searching everywhere. There is quite a
collection of junk available. Only two items are critical to success at the
end, a crown and a scepter both are hidden, like a purloined letter, obviously.
The Kitchen will provide something to wield and the Library, something to wear.
In the Library, the avid scholar will succeed when the selections are open and
orderly. Do grab the hat before entering the passageway. Only the bluish can
pass through the arch, and only the careful searcher will find that loose stone
in the floor.
BALCONY BROWSE
Scoot around the balcony and check out every doorway. I was able to find and
take at least one thing from each room, but found no use for any of the knick-
knacks. Don't let Herman saw you, and note that healing can have very restful
effect on folks. Once the savage beast is quieted, step into his room and play
a happy tune on the chimes. The correct sequence of notes, Do-Fa-Mi-Ra, will
reveal a key part of the puzzle.
The enterances to the endgame chamber are at the North West corner of the
grand hall on the ground floor of the castle. Correct placement of the Scepter,
Crown and Chalice will trigger the endgame sequence. Save the game before
placing any of them since thay can not be removed from their cushions. Left
side, Scepter; Middle, Crown; Right side, Chalice.
When the door opens, enter the gem chamber and disappear quickly which will
leave Malcolm to reflect upon his own tricks. This will also cure the Kyragem
and trigger the endgame show. A really neat and satisfying conclusion to a good
game.... Until next time.
`Xsword'