The Legend of Kyrandia: Hand of Fate

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The Legend of Kyrandia: Hand of Fate
Lok-b2.jpg
DOS CD-ROM cover art
Developer(s)Westwood Studios
Publisher(s)Virgin Interactive
Director(s)Rick Gush
Programmer(s)Michael Legg
Artist(s)Rick Parks
Writer(s)Rick Gush
Composer(s)Frank Klepacki
Platform(s)DOS, FM Towns, NEC PC-9801
Release1993
Genre(s)Adventure game
Mode(s)Single-player

The Legend of Kyrandia: Book Two - Hand of Fate is the second video game in the The Legend of Kyrandia series, released in 1993. It is a sequel to The Legend of Kyrandia: Fables and Fiends. This game was characterized by far more whimsical humor than its predecessor. A third game, Malcolm's Revenge was released in 1994. GOG.com released an emulated version for Microsoft Windows and Mac OS X in 2013.[1]

Plot[edit]

The royal Mystics of Kyrandia discover that the kingdom of Kyrandia is in great danger, disappearing piece by piece. The Mystics hold a meeting, and The Hand (a giant glove serving as an assistant to Marko, one of the Mystics) formulates a plan, which requires a magic anchor stone from the center of the world. He chooses Zanthia, a young beautiful female alchemist and wizard encountered in the first game, to be the one who shall recover the stone. As it turns out, however, the quest for the anchor stone is a snipe hunt, used by The Hand to distract Zanthia and the other Mystics while it enacts its evil deeds. The Hand, supposedly a fragment of a long-deceased gigantic evil sorcerer, is the game's true villain, and Zanthia must defeat him by the end.

Also in this game Marko, who actually loves Zanthia, must be rescued several times by the player (if they choose so; they can otherwise leave Marko to escape on his own). This game also features many more non-optional side quests: The player must go to several different locations and perform various tasks to eventually be able to reach the main destination. For example, one major plot point is to reach a volcanic island named "Volcania," which involves an extensive side quest with many different objectives, to reach the center of the Earth (where more tasks await Zanthia, such as playing fetch with a Stegosaurus or riding a T-Rex, retrieving items to be used to make potions — a major part of the game — before she can advance). For different destinations, Zanthia always magically changes her attire.

But after Zanthia retrieves an anchor stone, Marko opens a portal and tells her to meet with him at the "Wheels of Fate." After many other extensive quests, Zanthia reaches a floating island and uses an old rainbow machine to reach her destination. There, after retrieving several important items including a gear (through a difficult Tower of Hanoi puzzle), she is able to go to the "control room" of sorts. There it turns out that the machine controlling Kyrandia has had a gear removed (thus causing everything to disappear). After she fixes it, the Hand appears again with a tied-up Marko. Marko and Zanthia are able to defeat and kill the Hand. Marko then tells Zanthia that they should leave and that he has magic parachutes, calling her "sweetheart," which she repeats questioningly (shocked to hear the word).

In a final scene after the credits, the still-stone Malcolm is seen in a junkyard not far from the castle. He is struck by lightning and the camera focuses on his hand, as his fingers slowly move and off-screen screams are heard. The story is then continued in Book Three: Malcolm's Revenge.

Reception[edit]

According to designer Rick Gush, Hand of Fate was a commercial disappointment, with sales roughly 50% lower than its predecessor had achieved. He blamed this decrease on a "cryptic" advertising campaign directed by "an unbelievably arrogant new VP of marketing", who was fired from Virgin Interactive shortly after the launch. However, the game's later bundle SKU with Fables and Fiends and Malcolm's Revenge contributed "tens of thousands of copies to the sales totals in the first few months", Gush noted.[2] The Legend of Kyrandia series as a whole, including Hand of Fate, totaled above 250,000 units in sales by August 1996.[3]

The Hand of Fate received 4/5 in Dragon.[4] In 1994, Computer Gaming World's Scorpia approved of The Hand of Fate's avoidance of unwinnable gameplay and "definite improvement in puzzle construction over Kyrandia" although "Westwood is still a little too fond of red herrings". She criticized the game's short length and "really sore point", the arcade endgame, but concluded that Hand of Fate improved on "Much of what was wrong with Legend of Kyrandia", and good for anyone looking for a short adventure game.[5]

References[edit]

  1. ^ "Release: The Legend of Kyrandia: Hand of Fate & Malcolm's Revenge". GOG.com. CD Projekt. October 10, 2013. Retrieved January 11, 2019.
  2. ^ Dickens, Evan (May 20, 2002). "Rick Gush, designer of the Kyrandia games". Adventure Gamers. Archived from the original on November 22, 2002.
  3. ^ "Westwood hits GENCON 96" (Press release). Westwood Studios. August 28, 1996. Archived from the original on June 5, 1997.
  4. ^ Petersen, Sandy (May 1994). "Eye of the Monitor". Dragon (205): 59–62.
  5. ^ Scorpia (February 1994). "Palm Reading The Hand of Fate". Computer Gaming World. pp. 152, 154.

External links[edit]