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1[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/kyrandia.jpg]]
2
3-->''Watch out, Malcolm! I'm coming to get you and I've got a flute now!''
4
5An AdventureGame trilogy made by Creator/WestwoodStudios. It consists of the following titles:
6* ''The Legend of Kyrandia, Book One: Fables and Fiends'' (1992)
7* ''The Legend of Kyrandia, Book Two: Hand of Fate'' (1993)
8* ''The Legend of Kyrandia, Book Three: Malcolm's Revenge'' (1994)
9
10The series takes place in a HighFantasy setting, in the fictional land of Kyrandia.
11
12King William and Queen Katherine have been murdered by the [[VillainousHarlequin court jester]] Malcolm. Imprisoned within the castle, he manages to escape 18 years later and proceeds to take over Kyrandia using his magical powers. Meanwhile, Brandon, a young man living in the forest with his grandfather Kallak, finds out that he is the son of the murdered king and queen, and that he must stop Malcolm from his evil designs and retrieve the [[MineralMacGuffin Kyragem]], center of the balance of nature. In order to do this, he must gather magic himself from the Mystics of the land.
13
14The second game is about Zanthia, a young female alchemist who is chosen by her fellow mystics to travel to the center of the world and retrieve a magical anchor stone, since Kyrandia has been disappearing piece by piece. A giant [[WhiteGloves glove]], The Hand, seems to be behind all this.
15
16The third game sets Malcolm, the BigBad of the first game, as [[VillainProtagonist the central character]]. He has finally been freed from his [[TakenForGranite statue prison]] and seeks to clear his name from the crime of killing King William, if only so that he can finally get some sleep.
17
18----
19!!Tropes include:
20
21* TwoDVisualsThreeDEffects: Book III has the characters and some of the backgroud still drawn/animated in 2D, but many of the background animations are pre-rendered CGI, which create a strange contrast.
22* AbhorrentAdmirer: In Book III, Malcolm seems to view Rowena as this, and definitely shows discomfort at some of her pet-names for him and hopes for their future. [[spoiler: The ending reveals it didn’t stop them from having a baby together.]]
23* ActorAllusion: In the third game, Malcolm can ask the talking sculpture (the Voice of Reason) if he's friends with Treeface in Kallak's treehouse. The sculpture will respond, "That old windbag? No way!" David E. Cousins, the sculpture's voice, previously played Treeface in the first game.
24* AddressingThePlayer: In the third installment ''Malcolm's Revenge'', the player character is Malcolm, who was the BigBad of the first game. Malcolm has been annoyed throughout the game by his good and evil shoulder angels, Gunther and Stewart, and he finally yells at the player about it. You must then decide whether he will keep Gunther, Stewart, or both.
25-->'''Malcolm:''' You! Out there! I think it's about time you started taking some responsibility. You decide which of these idiots I should keep and who should go. I'll accept your decision, whatever it is.
26* AlchemyIsMagic: The basis of Zanthia's skillset and her means of creating potions. Sandwiches, snowmen, and teddy bears are just a few of the things in her repertoire, along with turning lead into gold.
27* AllAnimalsAreDogs: A ''stegosaurus'' of all things, in the second game.
28* AllGirlsLikePonies: Implied to be the case with Zanthia when she was younger. When examining her book of kiddie spells in the second game, her name tag on the back cover is adorned with a childishly-drawn unicorn.
29* AlliterationAndAdventurers: ''Fables & Fiends'' features a ''TabletopGame/DungeonsAndDragons''-style title.
30* AmuletOfConcentratedAwesome: Brandon gets one in the first game, and after a plot event where he receives some kind of magical infusion, one by one its four jewels become colored in and each give him access to a magic spell.
31* AnachronismStew: The first game was a classical medieval fantasy basically played straight. The sequels are full of anachronisms, especially ''Malcolm's Revenge''. While the latter is set TwentyMinutesIntoTheFuture, Malcolm still mentions several too-modern things from his past (such as the Fishcream Machine), which {{Retcon}}s the Kyrandia universe into being more anachronistic than it looks.
32* AndIMustScream: In the first game, Malcolm turns lots of people [[TakenForGranite into stone]]. Kallak had it better... or worse - he had ''his eyes untouched''.
33* AntiFrustrationFeatures:
34** In the floppy disk release of Book I, obtaining the [[spoiler: iron key]] in the labyrinth is far more challenging and obscure, as a lack of fireberry bushes makes it impossible to reach the [[spoiler:volcanic river without the Wil O’Wisp power]]. The CD upgrade added an extra fireberry bush to make completing this sequence somewhat more straightforward.
35** Although it seems like gems are consumed in the process of the birthstone or alchemy puzzles in the first game, they're actually teleported to a random screen not too far away, and the player can wander around and pick them up again if they need the gem on account of not having quite figured out how the puzzle works.
36** Books I and II, like most ''Sierra'' games, require reloading a saved game should the player die. Book III retains this option, but also includes a “second chance” button which allows you to pick up right where you left off, thus granting more freedom of exploration without constantly having to save.
37** One puzzle in ''The Hand of Fate's'' town of Highmoon requires you to repeat an earlier color memorization sequence in order to unlock a door, which is different in each game played. If you no longer remember the sequence, [[spoiler:you can break the lock with a pair of scissors]].
38** Should Malcolm become imprisoned in the mouse jail, he has to use the three ingredients the other inmates have to make a biobomb in order to escape. Should the ingredients be consumed or used in another way, it may appear to be a dead end, but there is a hidden failsafe. [[spoiler:The flask can be refilled from water dripping off the chains, while additional eels and sesame seeds can be found by clicking the lower left-hand corner of the screen.]] As well, this is the only segment where the [[spoiler:Jester’s Staff]] may be required to progress, and it will be found in the jail if Malcolm failed to collect it earlier.[[note]]Keeping a nail hidden in your palm, like you could do when being jailed before, makes the Jester's Staff unnecessary here.[[/note]]
39* AntiMagic: The blue gem on Brandon's amulet lets Brandon erase certain magical obstacles.
40* ArtifactTitle: ''Fables & Fiends'' was the original name of the series, while ''The Legend of Kyrandia'' was initially the title of just the first game. The original release of ''The Hand of Fate'' included no mention of Kyrandia in its title, and was specifically advertised as ''Fables & Fiends II: The Hand of Fate'' (it wasn't until the CD-ROM update that it became known as ''The Legend of Kyrandia Book Two''). Ultimately, ''The Legend of Kyrandia'' proved the more recognizable and popular title, so the series was renamed accordingly. The American release of ''Malcolm's Revenge'' didn't even include the ''Fables & Fiends'' banner, though overseas releases did. For the trilogy boxset, ''Fables & Fiends'' was retconned into the first game's subtitle.
41* AsYouKnow: After receiving the silver rose from Brynn, she tells Brandon “you must find Darm. He lives in the Timbermist Woods.” This dialogue is clearly only for the benefit of the players, as following events make it quite clear that Brandon not only knows Darm and Brandywine, but he’s visited the Timbermist Woods before, too.
42* BagOfSpilling: Lampshaded, and with one aversion. The Alchemist's Magnet in the second game is lost temporarily in transit between Darkmoor Swamp and Morningmist Valley, but once you find it again it stays in the inventory for the rest of the quest.
43-->'''Zanthia''': This is the worst knapsack I've ever had!
44* BallOfLightTransformation: The purple gem on Brandon's amulet allows Brandon to transform into a Will o'Wisp (a group of purple, floating lights). He can float over things that have no ground and can travel through cavern rooms indefinitely (the wisp form lights the room, so he cannot be hurt by the beings that lurk in the dark).
45* BigfootSasquatchAndYeti: Met by Zanthia in the second game. He falls in love with her when she dresses up as a yeti. He has a Jacuzzi, a bar, and barbells in his home cave.
46* {{Bowdlerize}}: Version 1.0 of the first game had Brandon say "[[ProfaneLastWords Oh Shit]]! I'm burnin'!" when engulfed on the lava bridge. It also gave him a racy remark if you clicked on Zanthia's chest after she was turned to stone ("I've ALWAYS wanted to do that!"). Subsequent patches and re-releases (including the MPC version) omitted these elements, making the game more "family-friendly."
47* BreakingTheFourthWall:
48** In ''The Hand of Fate'', Zanthia's dress gets torn while plummeting into a lava cavern. After she lands and recovers her bearings, it's only after she looks out towards the player and becomes alarmed that she uses her wardrobe spell to fix the problem.
49** Also in ''The Hand of Fate'', Zanthia yells at the “orchestra” to stop playing before reciting her poem, which causes the background music to cease.
50** After obtaining a magic drum later in the game, Zanthia calls it a "Frank Klepacki Special" in reference to the then-Westwood employee.
51** Late in ''Malcolm's Revenge'', you get to decide whether to keep Gunther, Stewart, or both. Yes, ''you''.
52---> '''Malcolm:''' You! Out there! I think it's about time you started taking some responsibility. ''You'' decide which of these idiots I should keep and who should go. I'll accept your decision, whatever it is.
53* BridgeLogic: In the second game, if Zanthia tries walking across the Quicksand Bog, she'll get sucked in and die. However, there's a tree nearby that's just the right height ...
54* BrokenBridge: In the first installment, there are several broken bridges that stop you getting to the next area until you have completed a specific task, ranging from an actual broken bridge (which is repaired by an NPC) to a frozen cave mouth and a bottomless pit.
55* BroughtDownToNormal: Malcolm's almost omnipotent in the first game, held back only by his twisted sense of humor. When he gets unpetrified in the third game, none of his magic powers survived his resurrection.
56* BullSeeingRed: Zanthia uses a torn scrap of her red dress to make a triceratops charge at a door she needs to get through.
57* ButtMonkey:
58** Brynn. Zanthia makes several nasty comments about her in the second game.
59** Malcolm has many butt-monkeys in the third game, specifically Brandon and Herman.
60* ByTheLightsOfTheirEyes: In the Shadowland Labyrinth maze of the first game, should Brandon be unfortunate enough to walk into an unlit room, he will be killed by a horde of monsters, but all the player sees is a bunch of glowing eyes converging on the same spot in the dark. Lampshaded in the third game, where it is revealed that the glowing eyes are emblazoned on spiked signs carried by adorable gremlin-like creatures. At one point, you end up in the house of a "friendly" (not hostile, at any rate) Wizard and his dragon companion. They advise against you leaving their abode via the front door: "I wouldn't go out there if I was you, the [[https://i.imgur.com/M6kDXnS.gif Shadow Wraiths]] are hungry tonight."
61* CallBack:
62** One of the ways Brandon can die in the first game is being swallowed whole by a giant frog outside Zanthia's lab. In the second game, if the same frog tries to eat Zanthia, she grabs it by the tongue, ties it into a knot and scolds it.
63** Zanthia casually mentions her wardrobe spell to Brandon in the first game. This spell is used whenever she arrives at a new location in the second game.
64** In Book I, Brandon expresses relief that he doesn’t have to wash the windows today, given saving his grandfather is far more important. In Book II, Zanthia notices some dirty windows and exclaims, “where’s Brandon when you need him?”
65** The dump in the third game contains King Brandon's old shoe and Kallak’s old saw, both from the first game.
66* CannibalTribe: Met by Zanthia in the second game if she tries to explore Mustard Island. It's a good thing they enjoy sandwiches more than "Mystic soup".
67* CanOnlyMoveTheEyes: [[BigBad Malcolm]] in the first game is fond of [[TakenForGranite turning people to stone]], but adds a cruel twist to this when he does it to Kallak by leaving his eyes un-stoned.
68* CantYouReadTheSign: In ''Malcolm's Revenge'', one section involves navigating sheer-faced cliffs and waterfalls, and the only way to go is up or down with the aid of certain items. There are signs posted on each screen that inform what items are not allowed ("No climbing shoes", "No [[ParasolParachute umbrellas]]", etc.) However, it's reverse psychology. The forbidden items are the items that will ''work''.
69* CatsAreMean: Subverted in the third game. Anthropomorphic cats are reduced to slavery by mean anthropomorphic dogs. Once they are freed, they simply become lazy.
70* CelestialBureaucracy: In ''Malcolm's Revenge'', Malcolm arrives in the lobby of such a bureaucracy and is made to wait in line behind a CaptainErsatz of Music/ElvisPresley before he is able to progress to Hell.
71* ChangingClothesIsAFreeAction: Thanks to her magical wardrobe spell, Zanthia can change clothes instantaneously in ''The Hand of Fate'' (and she frequently does).
72* ChaosArchitecture: Locations from the first game which reappear in the third look drastically different, mainly due to being 3D rendered. Somewhat justified in that much of the damage Malcolm caused has been restored, but the bluff overlooking the castle isn’t nearly as steep and the exterior of Darm’s house takes on the bubble-shaped quality of other buildings Malcolm visits. Occasionally handwaved by Malcolm mentioning certain areas have been landscaped or redecorated.
73* CharacterizationMarchesOn:
74** Writer Rick Gush revealed he found Zanthia’s minor role in the first game to be rather boring and had great fun fleshing out her personality for the sequel, turning her, in his words, into a medieval version of a smart-mouthed New York bitch.
75** The Malcolm depicted in Book III is markedly different from his Book I counterpart. Gone is his archaic, sing-song rhyming style of speaking, replaced with a more casual vernacular and a great deal of sarcasm.
76* ChasteHero: Brandon has no love interests in either the first or third game and never is it implied he’s even seeking a potential mate. Apart from Jessica briefly gossiping with Zanthia about how he’s an eligible bachelor in the second game, his romantic pursuits are a non-entity.
77* ChekhovsGun: In the second and third game. No spoilers, just mentioning that they exist is a major clue.
78* ChuckCunninghamSyndrome: Brynn. She plays a major role in the first game. In the second game, she only appears in the opening cinematic and is sporadically mentioned later. In the third game, she is nowhere to be found and never mentioned.
79* ClearMyName: [[spoiler:Malcolm in ''Malcolm's Revenge'', accused of murdering King William and Queen Katherine. In ''Fables and Fiends'', his strategy seems to be "take over the kingdom and cause lots of ruckus," while he's a bit more serious in the last game.]]
80* ClothingDamage: Zanthia suffers it a couple of times in ''The Hand of Fate''. It's rarely enough to make her indecent, but it motivates her to use her magical wardrobe spell anyway.
81* ColorCodedCharacters: In Book I, the four mystics’ castle bedrooms each have distinct color schemes: Kallak’s is purple, Brynn’s is green, Darm’s is red, and Zanthia’s is blue.
82* ColorCodedStones: Zig-zagged in ''Fables and Fiends''. In addition to having all the common gemstones and colors, the game includes a variety of other jewels, as one quest revolves around birthstones. One of the first items the player can pick up is a deep red garnet, and the first green-colored stone the player will see is a peridot. The rubies and emeralds are trickier to acquire.
83* ComicBookFantasyCasting: In the third game, Malcolm now has a strange facial resemblance to similarly-named actor Creator/MalcolmMcDowell.
84* ContrastingSequelMainCharacter: In the first game, the protagonist is a foolish and unassertive but heroic PrinceCharming. In the second, the protagonist is a PluckyGirl alchemist. In the third, the protagonist is an OmnicidalManiac.
85* ConvectionSchmonvection: Averted in the first game, which has a task in which there is a massive lava flow going under a bridge. Seemingly played only for drama, when your character begins to cross the bridge he states that "this heat is pretty intense, but I know I can take it." [[YetAnotherStupidDeath Continuing anyway]] causes him to catch fire and burn up painfully. To get through you need to find a scroll of freezing to turn the lava into ice.
86** Played straight in ''The Hand of Fate''. Not only is Zanthia just fine walking around Volcania, she can even stand directly on the lava (though only for a second). Flying shoes can be created to avoid this entirely.
87* CoolBoat: Subverted in ''Malcolm's Revenge''. Jean-Claude Barbecue's boat looks really lame. On the cover, it looks more like a traditional "pirate ship".
88* CosmeticallyAdvancedPrequel: Not really a prequel, but the third game shows Kyrandia having more advanced and more modern-looking infrastuctures and technology, in contrast to the previous games that mostly kept a medieval European look. While you could excuse it as years having passed before Malcolm was revived - averting MedievalStasis -, Malcolm himself remarks how some of those technologically-advanced elements ''already existed'' when he was younger, such as the Fish Cream machine.
89* CoversAlwaysLie:
90** The cover of ''Fables and Fiends'' shows Malcolm spying on Brandon, who reads a scroll while being accompanied by a small winged fairy. Not only are Malcolm and Brandon’s costumes slightly different, the fairy does NOT appear in the game (although a sprite for a similar looking fairy is buried within the resource files).
91** The original cover for ''The Hand of Fate'' featured an un-gloved human hand in front of a montage of artistic explosions, which only vaguely relates to the game’s subject matter. The re-release cover, though a more accurate representation, still shows an all-green rainbow and depicts Zanthia in her first outfit, not the military ensemble she wears by that point in the story.
92* CreativeClosingCredits: ''Malcolm’s Revenge'' ends with video footage of the production team being pestered by Malcolm.
93* CreditsGag: In ''The Hand of Fate'', the Narrator is credited as "His Royal Highness BRANDON, King of Kyrandia, Defender of the Kyragem, Vanquisher of Malcolm, [[LongList Patron of the Arts]], [[ArsonMurderAndJaywalking Wearer of the Sandal, and Majority Stock Owner and CEO of Timbermist Casual Footwear, Inc.]]"
94** Additionally, The Hand is listed in every section of the voice credits with a different person's name each time, despite having [[TheVoiceless no lines]]. Most of the people listed appear to be relatives of the creative team.
95* CutAndPasteEnvironments:
96** The "Dark forest" areas in ''Fables and Fiends''. Even lampshaded by Brandon.
97** A few of the Volcania screens in ''The Hand of Fate'' share the same sky background, with the foreground featuring different landscape features.
98* {{Curse}}: [[spoiler:The true cause of William and Katherine's death is, apparently, a curse on an enchanted knife. TheReveal is that William was holding the knife and actually ''stabbed himself'' with it, while Malcolm tried to stop him. William seems to be the only one who knows this, however, since the first game makes it very clear that Katherine blames Malcolm for their deaths.]]
99* DarknessEqualsDeath: The first game featured a segment that plays the trope quite literally. Just before the darkness, you have access to a bush full of glowing fruit, fire-berries. You have to carry the berries with you through a maze of caves so as to light them. But they can only be carried through three rooms. Go into a fourth room and they burn out. And if you're caught in one of the caves when it's pitch black, it's game over. You need to find another such bush within the maze to keep going. Gets a little tricky at points because you can be at the point where the next move burns out your berries, so most players save just before in case they take the wrong turn.
100* DartboardOfHate:
101** In the pirate bar in the second game there's a dartboard, which if clicked on, Zanthia will remark looks like Brandon's picture is on it. Just what for, when Brandon never met any pirates, is a mystery.
102** In the third game, there's a dartboard in Malcolm's room. Clicking on it will make Malcolm demand, "Where's Kallak's picture?", implying that he used to throw darts at a picture of Kallak.
103* DeadpanSnarker: Zanthia indulges in this throughout her quest.
104-->''(on coming across a rope swing dangling over a watery and rocky pit)'' "How cute! A swing for the kids."
105* DenserAndWackier: The sequels. Books II and III shift considerably in tone from Book I, featuring more outlandish locations and characters, broader comedy, plus many anachronisms and meta references. While ''The Hand of Fate'' only experiences this to a degree, ''Malcolm's Revenge'' takes the cake.[[note]]This was largely due to Rick Gush assuming more creative control for the sequels and filling them with his style of humour.[[/note]]
106* DragonsVersusKnights: We don't see any knights in Kyrandia but, based on some dialogue from the first game, this rivalry is expected of dragons, even if Brandywine defies it.
107-->'''Darm:''' Do I smell ''cats'' on your breath?\
108'''Brandywine:''' Is it my fault I don't eat knights? All sweat and muscle -- and so hard to peel!
109* DueToTheDead: In ''Fables and Fiends,'' Brandon visits his parents' graves. [[spoiler:To trigger a necessary meeting with his mother's ghost, he must place a flower on the grave.]]
110* EarlyInstallmentCharacterDesignDifference:
111** Zanthia's appearance in the first game is somewhat different to how she would look in the sequels. In particular, her face shape is slightly different and her hair a darker yellow. As well, she's never seen in the blue toga again after Book One, and the white blouse/blue skirt combo introduced in Book Two is easily her most recognizable outfit (indeed, it's the only one she's seen wearing in Book Three).
112** Malcolm is far more evil and cartoonish looking in the first game, with an especially elongated face, wide smile and very frizzy hair. The third game tones down his facial proportions and grants him smoother, tamer hair (in the main game, that is...the 3D-rendered Malcolm in the introduction sequence recalls his Book One appearance).
113* EasterEgg:
114** The Alchemist's Magnet in ''The Hand of Fate'' normally just turns lead objects to gold and vice-versa. [[spoiler:However, trying to use the item on most characters Zanthia encounters will have them divulge secrets about either themselves or how to pass certain puzzles. Using it on Faun before you leave the swamp, for example, has him say that he plans to throw a party at Zanthia's lab after she leaves]].
115** Two examples in ''The Hand of Fate'' both occur in the Mystic’s Cabin. Should you click the “Tinker’s Bell” on Zanthia, she’ll give a shout-out to several Westwood employees and characters. Harder to discover is the “secret potion” that’s not listed in the spellbook. [[https://www.youtube.com/watch?v=_7eECgeYBNE Should Zanthia find the right ingredients and drink it]], the keyboard becomes a “magical sound toy,” where pressing different keys will play the various sound effects heard throughout the game.
116** When Malcolm visits Darm in ''Malcolm’s Revenge'', he is unable to leave the hut and explore the Timbermist Woods. [[spoiler: However, during his return visit at night, Malcolm can venture out the front door by clicking on the right side of the screen, despite there being no arrow indicating this is possible, and learn firsthand what Shadow Wraiths (the monsters that attacked Brandon in Book I’s labyrinth) truly are.]]
117* EnemyMime: One that will kill Malcolm if he annoys him with too many questions. Malcolm doesn't take him seriously... and regrets it as the mime shoots an imaginary arrow at him.
118* EvilSorcerer: Malcolm the jester, who controls the source of all the magic in the land and has had years of imprisonment to learn to wield it. Unfortunately for the player, [[BroughtDownToNormal they all went away while he was turned to stone]].
119* FakeLongevity:
120** In the second game, practically everything on Volcania is optional, from interacting with the fraudsters to making the flying shoes potion. If you pick up on the clues as to how to reach the centre of the world early enough, Zanthia won’t need to spend much time combing the beaches. Gathering all the items required to pay the salespeople for information will extend gameplay significantly.
121** The third game falls into this hard by most chapters requiring you to do repetitive tasks. Repeatedly fishing, growing sesame and feeding sprouts to cows to get milk in the first section isn't so bad. It gets mind-numbing on the Isle of Cats, as you need to keep wandering around the jungle to collect bones which you then give to a dog so he'll go hide them and at the same time dig up gems you need to progress. Then in Limbo, you are forcibly summoned every few screens to the Queen to entertain her by playing TabletopGame/TicTacToe. At least that one can be slightly ameliorated by bribing one of her guards to do it instead, but again you need to do that every time, which requires you to wander around collecting the items to bribe him with. Perhaps the worst offender occurs during Malcolm’s return visit to Kyrandia; as there’s now an embargo on sesame seeds, you have to trade exactly the right item to Herman in order to proceed, which grows very tedious.
122* FetchQuest: Seemingly parodied in ''Malcom's Revenge''. If Malcolm wears a jerkin and squirrel as a disguise, Zanthia mistakes him as Farmer Brown and asks him to bring 12 large sprouts -- a very awkward number given Malcolm's 10-item inventory (plus one held in-hand). Carry out this task and Zanthia will... ask for 12 more large sprouts. Infinitely.[[note]]The only benefit of doing this is Zanthia providing a clue about how to make biobombs with fertilised seeds.[[/note]]
123* FingerTwitchingRevival: The series uses it in a [[TheStinger stinger]] at the end of the second game: Malcolm is freed from his [[TakenForGranite statue form]], but all we get to see is him twitching his finger.
124* FishPeople: Malcolm meets many of them in the Kingdom of Limbo in the third game. There are also [[OurMermaidsAreDifferent Merfolk]] around.
125* ForeignQueasine: Fish Cream Sandwiches are very popular in Kyrandia, and they look as disgusting as they sound. [[spoiler: Should you feed someone a Squirrel Cream Sandwich, you're likely to hear comments on how it must be a new recipe. Brandywine the dragon especially loves them, but likes regular squirrels too.]]
126* {{Foreshadowing}}: In the first level of Book II, Zanthia can steam open the four letters the postman asks her to collect. The one addressed to Malcolm comes from “The Wheels of Fate,” which turns out to be her ultimate destination and the true source of Kyrandia’s problems.
127* GameplayAndStorySegregation:
128** In the floppy disk and Amiga releases, the text for Kallak’s note to Brynn does not match what he was seen writing in the intro sequence. This was fixed for the CD release.
129** One of Brandon's incidental dialogues is complaining about being hungry, even if you have him pig out on apples and blueberries.
130* GiveMeYourInventoryItem: In ''Malcolm's Revenge'', you encounter a pirate who takes you prisoner and demands that you give him valuable items from your inventory. By this point in the game you have likely picked up a fair quantity of gemstones, and if you don't know the secret to getting past this part, you can end up giving them all to him without satisfying his demand. Instead, you have to [[spoiler: give him the gold collar you acquired in the previous section, which he will promptly put on -- only to be yanked away by another antagonist, leaving you free to go.]]
131* GoodAngelBadAngel: In the third game, Malcolm's bad conscience is called Gunther, who frequently appears to comment on his actions. The introduction shows that Malcolm's good conscience, Stewart, ended up stuck under a rock, which may be why Malcolm became so nasty. Near the end of the game, Stewart shows up again and Malcolm can choose whether to keep just Gunther, just Stewart, or to [[TakeAThirdOption choose]] [[BalanceBetweenGoodAndEvil both]] since Malcolm himself doesn't care about morality, just wanting to [[ClearMyName clear his name]] so that he can finally go home and take a nap.
132* GoodLuckCharm: There's a horseshoe in ''The Hand of Fate'' that acts as a lucky charm (and magnet), and it's a component in one of the potions. Also subverted as there is also an unlucky horseshoe; the trick is in knowing the difference.
133* GuideDangIt:
134** The games don't give you clues for several tasks. Sometimes you receive just enough information to get started, but must figure out what to do with that information on your own.
135** The third game has a minor time-saving mechanic on the Isle of Cats which is never hinted at: When you give a bone to the dog, he will go bury it in a random spot on the screen, potentially digging up one of several gems you need to progress. Whether he does dig up a gem is dependent on the spot he digs up, leaving the player to the mercy of the RandomNumberGod. However, instead of giving the bone directly to the dog you can drop it on the ground, which will cause the dog to go over and bury it on that spot.
136* HappyHarlequinHat: Malcolm wears one. In the third game, wearing a leather jerkin and/or a squirrel as a disguise will also remove the hat and cause fewer people to recognize him, despite no change in his loud yellow-and-purple sleeves and leggings. The jester hat seems to be the only thing most laypeople remember about him!
137* HaveANiceDeath: Averted. Whenever Brandon, Zanthia or Malcolm dies, there is a screen that says plainly ''"Rest in peace, [name of player]..."''.
138* HeadPet: Malcolm can use a hypnotized squirrel as a hat for disguise.
139* HealingHands: The yellow gem on Brandon's amulet gives Brandon the ability to heal minor wounds, on himself or on others.
140* HeartIsAnAwesomePower:
141** In ''The Hand of Fate'', after finding her spellbook from her first year of magician's school, Zanthia derides the sparse collection of "kiddie potions" inside. They turn out to be exactly what she needs to succeed in her adventure.
142** In the third game Malcolm has to convince pirates to take him back to Kyrandia by showing that he still has magic at his command. The only magic he can get his hands on is a crystal mouse that can turn people into mice. Specifically, anthropomorphic mice of the same size the person used to be. While Malcolm himself finds this remarkably useless, the pirates themselves manage to use the same magic to take over Kyrandia.
143* HeelFaceTurn: [[spoiler:Malcolm near the end of ''Malcolm's Revenge'']].
144* HeliumSpeech: ''Malcolm's Revenge'' had an sound option that made every character's voice squeaky and high-pitched.
145* HoistByHisOwnPetard: [[spoiler:Malcolm is turned into a statue by his own reflecting spell in the end of ''Fables and Fiends'']].
146* HonestJohnsDealership: One of the salesmen on Volcania in ''The Hand of Fate'' is like this. If you keep gathering seashells, coins, and starfish for him (not required and takes a long time), you eventually become so pissed off you punch him out.
147* HorribleJudgeOfCharacter: In ''Malcolm's Revenge'', Malcolm joins forces with a band of pirates in a bid to take over Kyrandia. The pirates betray Malcolm, leading to a scene where Kallak, with comical cluelessness, refers to Pirate Captain Barbeque as a "fine seaman" and pays him a sack of money for "capturing" Malcolm. The next time Malcolm stops by, it's not surprising that the pirates are running the place.
148* HufflepuffHouse: Three of the mystic disciplines (Spirituality, Scrolls and Gemlore) don’t receive any attention or development after the first game. Only Alchemy is featured in a prominent capacity throughout the series.
149* HundredPercentCompletion: The third game parodies the scorekeeping mechanic of other contemporary adventure games. The stated maximum score is 911, but the developers have admitted that they pulled the number out of thin air, and it is absolutely impossible to actually reach that score. Points are often awarded for completely irrelevant and nonsensical actions, such as ''tripping over a log''.
150** 851 seems to be the maximum number of points obtainable in a single playthrough, but even then, it's impossible to obtain every point in one game. For example, the six ways Malcolm can leave Kyrandia each have their own point values (and a few don't award any), and only one option can be chosen per game.
151* IfYouDieICallYourStuff: If Zanthia dies from overeating/drinking in the pirate bar, the patrons will call dibs on her inventory.
152* InformingTheFourthWall: In ''Malcolm's Revenge'' this is taken to hilarious levels with the Malcolm and [[GoodAngelBadAngel Gunther's]] running commentary on the player's decisions. Especially Malcolm's [[OverlyLongGag twenty-four different responses]] to eating a [[DoesNotLikeSpam Fish Cream Sandwich]].
153* {{Invisibility}}: The red gem on Brandon's amulet lets Brandon turn transparent.
154* KarmaHoudini: Malcolm commits multiple crimes throughout the series, such as turning all the royal mystics to stone, trying to murder Brandon multiple times, and attempting to usurp Kyrandia's throne alongside a pirate army. In the final segment of ''Malcolm's Revenge'', the only thing anyone cares about is [[spoiler:the (false) allegation he murdered William and Katherine]]. Technically, nobody ended up dead because of him, but he still caused a huge amount of trouble. His only karmic comeuppance is being arrested and doing fairly easy community service before being ordered to leave Kyrandia without supervision. Then, after saving Kyrandia from the pirates (that he brought over in the first place), he is [[spoiler:straight-up asked to become King!]]
155* KickTheDog: Malcolm kills a squirrel in the first game's intro just for fun. Not to mention he destroys dozens of trees just for the heck of it. Justified in the third game, where it's revealed that Kyrandian squirrels are killers.
156* KillerRabbit: The Kyrandian Killer Squirrels. In the third installment, ''Malcolm's Revenge'', there's one on the very first screen--allowing you to produce one of the fastest Game Overs in video game history, simply by teasing the squirrel twice--at which point it'll leap at Malcolm's face, kill him and drag his corpse offscreen.
157* LaResistance: On the Isle of Cats in the third game, there is a cat resistance leader called Fluffy fighting against the dog invaders. He has a French accent...
158* LaughTrack: ''Malcolm's Revenge'' has what is presumably a parody of this: laughter will often occur after Malcolm's comments, regardless of whether they are intended to be funny. It can be disabled in the options menu.
159* LeftHanging: Okay, just who was the [[spoiler:anonymous donor of the Enchanted Knife that killed William and Kathrine? Malcolm thinks about it when exploring an old temple on Cat Island and suspects Kallak may be the one behind all this]], but it is never given a conclusion.
160* TheLegendOfX
161* LightningCanDoAnything: Malcolm gets freed from his statue by a thunderbolt in the opening of ''Malcolm's Revenge''.
162** Strongly alluded to by the [[TheStinger after-the-credits clip]] of ''The Hand of Fate''. In fact, the leap from lushious hand-painted 2D to very early and primitive pre-rendered 3D shows off the [[OffModel major art derailment]].
163* LikeAnOldMarriedCouple: Darm and Brandywine share this dynamic.
164* LimitedWardrobe: Played straight in the first and third games, but averted in the second. Zanthia, the protagonist of the second game, changes outfits frequently by means of her handy wardrobe spell. Some are just palette swaps of her first outfit, but she also has a flower-print wrap dress, a casual hiking outfit, snow gear, and even a bathrobe/towel/fuzzy slippers combo. It isn't a case of UnlimitedWardrobe, though, since near the end of the game she mentions that the spell is almost empty.
165* LongSongShortScene: The first game features [[https://www.youtube.com/watch?v=z9phSr8EVDY a rather long and catchy tune]] which plays in exactly one room in the entire game: the cavern of emeralds hidden within the labyrinth, which is completely optional. Most players never hear more than 10 seconds of it, if even that much.[[note]]Thanks to a [[GoodBadBugs bug]], there is a way to hear more of the song: enter the cavern while in Wil O’Wisp form, and the Emerald soundtrack will stick even if you leave the room.[[/note]]
166* MagicalClown: Malcolm, strangely enough, has become such a powerful magic user that the mystics of Kyrandia can hardly stand up to him. And he is a ''jester''.
167* TheMaze:
168** The Shadowland Labyrinth in the first game. Fireberries must be collected to light Brandon's way through the caverns. The route taken must be very specific, as another fireberry bush must be found within four screens of the last, or else...
169** The third game's jungle level, The Isle of Cats.
170* MessyHair: According to Zanthia, Brynn’s old hairdo resembled frizzy moss growing on swamp trees.
171* MineralMacGuffin: The Kyragem in the first game.
172* MirrorsReflectEverything: At the end of ''Fables & Fiends'', Brandon has to defeat Malcolm [[spoiler: by having him shoot his petrifying spell on a mirror... leading himself to be HoistByHisOwnPetard.]]
173* MonsterClown: Malcolm the Jester.
174* MoonLogicPuzzle: A few one, but ''The Hand of Fate'' has one even the game points out. In one area Zanthia finds a lead statue, and turning it to gold causes a toybox to appear with a pair of important items (one removes an obstacle, one provides some backstory), prompting Zanthia to ask what the heck they have to do with each other. Outside of a rather esoteric potion recipe involving taking good care of statues serving as a hint, there doesn't seem to be any answer than because you have an item that turns lead into gold (and vice versa), you're just supposed to use it anytime an appropriate object appears, because gamelogic.
175* NiceMeanAndInBetween: Of the playing protagonists, Brandon is nice, Zanthia is in-between and Malcolm is mean.
176* NoOntologicalInertia: Malcom's petrified victims change back to normal after he inadvertendly turns himself to stone at the end of the game.
177* OhNoNotAgain: If Brandon makes a green potion and drinks it, he'll utter these words as he becomes poisoned again (the first time was when he was bitten by a venomous snake to get a ruby). The amulet will not save him this time.
178* OurDragonsAreDifferent: Brandywine is a purple female dragon who is Darm's companion. She is a friendly character, whether it be to Brandon or Malcolm. She likes to eat squirrels and cats, and dislikes being forced to eat only knights who are "hard to peel".
179* OurGhostsAreDifferent: Queen Katherine appears as a ghost on her grave if Brandon places a flower on it. Malcolm can do the same, but needs to place two flowers. A BedsheetGhost appears to Malcolm if he approaches the grave without those requirements.
180** Zanthia encounters a ghost in ''The Hand of Fate'' -- one that she can store in a bottle and then use to animate a scarecrow.
181** Pirate Jean-Claude Barbecue's boat also shows many ghosts in it if Malcolm messes around with the furniture inside.
182* OurMermaidsAreDifferent: The inhabitants of the Kingdom of Limbo are mainly FishPeople, but a few Merfolk who stay around the Queen also appear.
183* OutOfFocus: Zanthia and Faun are the only characters from the first game to feature prominently in Book II. The other mystics and Brandywine cameo in the intro sequence, while Brandon is reduced to voiceover only (and even then only in the CD version). Though they are occasionally mentioned by Zanthia during the course of the game, along with Malcolm and Herman, they have no bearing on the plot. Most, however, would return in greater capacity for Book III.
184** This also applies to the gemstones, as Book II is the only entry not to feature them as a major gameplay aspect. The only gem Zanthia can acquire is an amethyst, paltry compared to the numerous jewels Brandon and Malcolm obtain.
185* PaletteSwap:
186** A few of the inventory items from the first game, such as the note, potion flask, peridot and ankh, were originally created for ''VideoGame/EyeOfTheBeholder''. They were reused here with modified colors.
187** In the first game, Queen Katherine’s ghost is obviously Brynn’s sprite, just slightly redrawn. Their faces and animated movements are practically identical.
188** In the second game, Zanthia's first four outfits are identical in style (blouse with long skirt), but each one has different color combinations. It isn't until she reaches the centre of the world that she begins wearing actual other styles.
189* PaperThinDisguise: Malcolm can dress up with just a leather coat or a squirrel hat, and some characters like Dwayne, Darm and Vince will not recognize him. Zanthia is a bit harder to fool, as both the coat and squirrel hat are required for her to mistake Malcolm as Farmer Brown. Some characters, notably Herman and Brandywine, will never be fooled. In the case of Vince, the public bath employee, no disguise is actually needed. Malcolm can simply ''lie'' about not being Malcolm and Vince will believe him! (However, he will refuse to speak to him in the toy factory if he doesn't wear any disguise)
190* PirateParrot: Located in the "Drunk Dragon" tavern in ''The Hand of Fate''. During Zanthia's first visit, it will keep her from leaving until she recites some poetry.
191* ThePiratesWhoDontDoAnything: ''The Hand of Fate'' has a pub full of these. Apparently they've reformed and now just sit around drinking [[FrothyMugsOfWater root beer]] and hosting Pirate Poetry Nights.
192* PlayerNudge: In ''The Hand of Fate'', upon reaching the stegosaurus screen in the centre of the world, Zanthia will verbally draw attention to the black pebbles on the ceiling, and muse that she has a funny feeling she’ll have to make a teddy bear to use for bait. Of course, she’s absolutely right.
193* PlotHole: The third game offers an unusual degree of non-linearity for adventure games and multiple different solutions to puzzles. While a noble effort, the narrative doesn't manage to hold all its threads together with this. The game will bring up characters and events with the assumption that you encountered them earlier, when it is in fact possible to completely miss them. Particularly glaring are the three coins that Malcolm had "earned in jail", when veteran players might prefer to either avoid the boring jail tasks or do a jailbreak without any work.
194* PointOfNoReturn:
195** In the first game, Kyrandia's main island gradually opens up to Brandon, and he can revisit any previous location after reaching a new one. However, once he flies to the smaller island containing the castle, he cannot return.
196** This is far more prevalent in the sequels, which feature self-contained levels in a variety of locations that cannot be revisited upon completion.
197* PracticallyJoker: Malcolm is quite similar in characterization to the Joker; the third game even has his voice sound like Mark Hamill's performance of the character.
198* PreAsskickingOneLiner: Zanthia delivers one to the hunters right before she [[spoiler:douses them with the Abominable Snowman potion, thus turning the actual Abominable Snowman’s affections towards them instead.]]
199-->'''Hunters:''' We don’t need any help from you.\
200'''Zanthia:''' I wasn’t offering any!
201* ProgressivelyPrettier: In the first game, Malcolm is LeanAndMean, twisted and has an uncanny devilish face. In the third game's gameplay, he looks more human and even has a more good-looking face.
202* RedHerring:
203** In the first game you can find a "Piscata Rosea" item near the end. There is also the Rainbow Stone, which certainly seems all mystical and important, but doesn't do anything.
204** In ''The Hand of Fate'', [[spoiler:the Hand set up the anchor stone quest as a means of buying time for Kyrandia to be erased.]]
205* RetCon: The third game causes a lot of what was said in the first game to be proven untrue. [[spoiler:Malcolm was not actually responsible for the deaths of William and Katherine, even though Katherine's ghost clearly states that he was. Also, Zanthia - despite having spoken badly of him previously - remarks that "I always knew you were okay."]] Whether some of this is an actual case of RetCon or simply FromACertainPointOfView is never clarified.
206* RevengeOfTheSequel: ''The Legend of Kyrandia Book III: Malcolm's Revenge''
207* RoyalBlood: Brandon is the only one who can restore Kyragem because of his royal blood.
208* RuleOfThree:
209** Brandon must gather three royal artifacts to open the door to the Kyragem.
210** Zanthia has to pay three gold coins to book a passage on a boat.
211* RunningGag:
212** Brandon continuously commenting on the lack of front doors for Kyrandian dwellings, to the point where he’s amazed when he finally encounters one.
213** Zanthia’s need to keep changing outfits every time she arrives somewhere new, either due to [[ClothingDamage damage]] or because of varying climates.
214** Zanthia keeps finding a specific stick in multiple locations, even just before the endgame. After it first ends up in her inventory, she wonders if it's following her around.
215-->"That stick AGAIN?!"
216* SavageSetpiece: The first screen of the third game has a squirrel in the dump, and if Malcolm tries to annoy it too much by speaking to it, it will kill ''him'' and drag his corpse away.
217* ScaryScarecrows: Not a scary one. Zanthia makes a scarecrow come to life in ''Hand of Fate'', causing his owner to pursue him through the fields. He is later seen relaxing at the pirate bar, at least until a fight breaks out.
218* SceneryCensor: Zanthia’s arrival in Morningmist Valley has her falling into a large haystack right up to her chest. Which is fortunate, since her dress is torn off by a nearby pitchfork.
219* ScoringPoints: ''Malcolm's Revenge'' gives points both for solving puzzles and for finding interesting ways to mess around with people and objects, but the points are quite useless and mostly serve as extra humor.
220* SealedEvilInACan: ''Malcolm's Revenge'' has the player ''play as'' a Sealed Evil in a Can, who is rather dismayed to discover that being unsealed ''does not'' include getting his awesome magical powers of doom back, leaving him running around with no powers in a fantasy kingdom where everyone hates his guts.
221* SequelNonEntity: Marko, despite playing a prominent role in the second game, does not appear in the third. Zanthia mentions he is away, however, and the [[spoiler: magic cabinet gifted to him by the Hand]] plays an important part in the story.
222* SeriousBusiness: Poetry at the Drunk Dragon tavern. Zanthia's ode to seasickness resulted in divided opinions among the patrons, and a fight breaks out after she leaves. Even during the end credits, the perpetrators are ''still'' worked up over it.
223* SharedUniverse: Hints at a shared setting with ''VideoGame/LandsOfLore''.
224* ShellGame: With an octopus as the host, and the source of the money Zanthia needs to buy a boat voucher.
225* ShoutOut:
226** In ''Fables and Fiends'':
227*** Darm's dragon companion is named Brandywine. Brandywine is the name of the river in the east of the Shire in ''Literature/TheLordOfTheRings''.
228** In ''The Hand of Fate'':
229*** Zanthia refers to the three giant faces that serve as the centerpiece for the TowersOfHanoi puzzle as her friends [[Film/TheThreeStooges Larry, Curly and Moe.]]
230** In ''Malcolm's Revenge'':
231*** Using the teleporter occasionally results in Malcolm emerging with [[Film/TheFly1958 the head of a fly]]. When this happens, he immediately hops back inside and teleports to cure himself.
232*** One method to escape Kyrandia is to, as Brandywine puts it, "Click two eels together and say, 'I want to go to the Isle of Cats.'" That advice is just slightly similar to "[[Film/TheWizardOfOz clicking heels together and saying, 'There's no place like home.']]"
233*** Malcolm mentions he once owned a book called ''Gardening for the Criminally Negligent'', an actual book that was written by the game’s designer, Rick Gush.
234* ShrineToSelf: In ''Fables and Fiends,'' Malcolm turns the Kyragem Vault into one of these, with portraits of himself and floor-to-ceiling mirrors. [[spoiler: The mirrors prove to be an [[AttackReflector unfortunate design choice...]]]]
235* SillinessSwitch: [[HeliumSpeech Helium Mode]].
236* SmoochOfVictory: [[spoiler:Zanthia and Marko have one when they defeat the Hand.]]
237* SpringtimeForHitler: In ''Book 3'', the protagonist Malcolm is summoned by the Fish Queen for a game of Tic-Tac-Toe. Despite her enthusiasm for the game, she is exceptionally bad at it, and will always demand a rematch if Malcolm wins. Thus, you have to go out of your way to lose.
238* SquishyWizard: Zanthia admits to being one of these after being confronted with a pit and a rope swing, saying she's more the intellectual type.
239* TheStinger: ''The Hand of Fate'': Oh, hey, it's the petrified Malcolm from the first game. Oh, hey, [[LightningCanDoAnything lightning storm]].
240* SuddenSequelHeelSyndrome: In the third game, it is implied (by Malcolm) that [[spoiler:Kallak planned King William and Queen Katherine's murders, though given Malcolm's great hatred of Kallak, it's possible that he himself is pointing fingers at the wrong party.]]
241* TakenForGranite: Malcolm turns a lot of characters into stone in ''Fables and Fiends''. Strangely enough, he can also decide which part of the body to not be transformed, as he does with Kallak's eyes.
242* TakeThat: When Brandon is walking on a narrow cliff he says: "Whoops... Almost walked off the edge there." An obvious jab at ''Creator/{{Sierra}}'', who's games [[TheManyDeathsOfYou punish players that can't navigate without falling to their doom.]]
243* TenSecondFlashlight: The memorable Shadowland Labyrinth maze from the first game involves clever use of multiple disposable [[TenSecondFlashlight Ten Second Flashlights]]. The Labyrinth consists mostly of a series of caverns with glowing Fireberry bushes growing at strategic locations throughout. Warmth (from Brandon's hand) causes the berries to decay and lose their glow (a Fireberry continues to give off light for exactly three screens when held); when they're on the cold floor, the decay stops and the glow remains constant. So Brandon must explore the labyrinth by dropping Fireberries on the floor to light up otherwise pitch-black rooms. Get caught in a room with no bush and no berries, and [[DarknessEqualsDeath the results are predictably unpleasant.]]
244* ThenLetMeBeEvil: Malcolm has a lot of this, considering he was blamed and imprisoned for a crime he didn't commit.
245* TookALevelInBadass: Herman goes from a regular bridge repairman in the first game to a magically-empowered constable in the third game. However, before having to use his magic, he will first use his arms and then a butterfly net.
246* TowersOfHanoi: This is the last puzzle in ''The Hand of Fate''.
247* TreasureIsBiggerInFiction: The Kyragem, a powerful magical artifact. It is roughly as wide as a regular kitchen table and set into the ground. May not quite count since not only is it a powerful magical artifact, it's the powerful magical artifact that's the source of all the magic in the kingdom, and according to the backstory in the manual it was a gift to humanity from the elemental beings the tree face from the prologue serves.
248* TrialAndErrorGameplay: Occurs several times, including the mazes from the first and the third games.
249** A notable example is the climactic fight at the end of the second game against [[spoiler:the Hand]]. You have to click on specific areas of the screen for Zanthia to appropriately dodge and counterattack, with barely any indication where that is. The developers seem to recognize this as the game allows you to automatically restart from the start of the fight without loading a save.
250* UnintentionallyUnwinnable: In ''Fables & Fiends'', you can burn Kallak's note in the temple incense burner before giving it to Brynn. This will only happen if the note is selected by your cursor and then clicked directly on the flames. Burning it after showing her to free up inventory space is fine, however. (Note that this is only possible in version 1.3 and later. Clicking the note on the flames in 1.0 has no effect.)
251* UnlimitedWardrobe: Zanthia has a spell for this. Not truly unlimited, since she does mention near the end of the game that the spell is almost empty. Still a pretty extensive set of outfits, though. In the third game, Zanthia mentions she no longer has the spell.
252* TheUnreveal: [[spoiler: Though Malcolm is ultimately cleared of the charge of regicide, it was never revealed who, if anyone, arranged William and Katherine's demise.]]
253* UnwinnableByDesign: In ''Fables & Fiends'', if you [[spoiler: eat both of your apples before putting them to use, or if you go to the castle island without the iron key, royal chalice and a flower]]. Earlier still, [[spoiler: burning Kallak's note in the temple's incense burner before showing it to Brynn]] will instantly prevent you from progressing any further (at least in this instance that particular moment occurs right at the game's start, so there isn't far to backtrack).
254** ''The Hand of Fate'' and ''Malcolm's Revenge'', on the other hand, go out of their way to avoid this (see AntiFrustrationFeatures above).
255* VideoGame3DLeap: The third game features pre-rendered CGI for the cutscenes, some of the backgrounds and animations.
256* VideoGameCrueltyPotential: In ''Malcolm's Revenge'', Malcolm can hypnotize a squirrel to wear it as a hat, put a squirrel through a machine to turn it into a leather ball, or make a squirrel paste sandwich out of it. Even though the squirrels aren't exactly friendly in that game (click on them too many times and they kill you).
257* VillainousHarlequin: Malcolm. In the third game he's less evil and more of a {{Jerkass}}.
258* VoiceoverLetter: In the talkie version of Book I, Kallak narrates the letter he wrote to Brynn while Brandon reads it.
259* VomitIndiscretionShot: One of the potential deaths in the second game, if you eat and drink too much. Complete with passing out in the puddle of puke.
260* WakingUpElsewhere: Brandon loses consciousness when a branch falls on his head. Later, he wakes up at Zanthia's home wondering where he is.
261* WeirdTradeUnion: In Book II, squirrels living in the Enchanted Forest are unionized…and very unhelpful.
262* WelcomeToCorneria: Though largely played straight, ''Malcolm's Revenge'' does have one funny aversion. Try to make Malcolm eat a Fish Cream Sandwich and he’ll give you more than twenty-five different phrases, culminating with something like [[BreakingTheFourthWall "Stop touching me with that damn thing!"]]
263* WhereAreTheyNow: Some of the people Zanthia meets during ''The Hand of Fate'' reappear during the end credits. The pirates who got worked up over her ode to seasickness, for example, are still bickering over it.
264* WhiteGloves: The Hand in ''The Hand of Fate'' is an animated sentient giant white glove. It too was revealed to have belonged to a wizard near the midpoint of the game.
265* WorkingOnTheChainGang: In ''Malcolm's Revenge'', Malcolm can be sent to prison to perform menial labor: first making doilies, then chipping stone, and then chain-ganged into trimming hedges or rowing a boat. The player can either perform the labor and earn Malcolm's parole, or perform an inventive prison break, such as by flinging the pile of boulders to their target rather than ferrying a few chips at a time. "All done!"
266* WorldOfPun: At least in the second game, especially with some of the spell ingredients.
267* WormInAnApple: In ''Malcolm's Revenge'', during Malcolm's foray into Limbo, he can swipe an apple from a teacher's desk and eat it to reveal a worm inside. Trying to eat the worm will make Malcolm joke that he's "not that hungry yet", but given that Limbo is inhabited by FishPeople, it's not hard to find something that might enjoy eating a worm or two.
268* WrongfulAccusationInsurance: In ''Malcolm's Revenge'', Malcolm repeatedly insists that he's innocent - of his initial crime, that is: killing the king. [[spoiler:He is.]] He and everyone else politely ignore his ''other'' activities, both his villainy in the first game (turning the Mystics into stone, rampant destruction, taking over Kyrandia, etc.) or his HeroicComedicSociopath antics in this one.
269* XRaySparks: Happens to Zanthia in ''The Hand of Fate'' if she touches the electricity generated by the mill.
270* YetAnotherStupidDeath: In the second game's pirate bar, there is taffy and root beer available. They are meant to be used as potion ingredients, though it is possible to consume them instead--and indeed, there is no reason to do so. Doing this a few times has no drawbacks, but continuing this afterwards will induce a case of [[GreenAroundTheGills green gills.]] Repeating the cycle enough times afterwards will result in death.
271* YouSayTomato: Kyrandia is pronounced both as “Ky-ran-dee-ah” and “Ker-an-dee-ah” at various times during the series. The voiced CD versions of the first two games went with “Ky-ran-dee-ah” almost exclusively, but come ''Malcolm’s Revenge'', everyone pronounces it “Ker-an-dee-ah” instead.
272* YouShouldntKnowThisAlready:
273** In Book I, Brandon cannot retrieve the sunstone from the bubbling springs until Darm mentions he hid the summer birthstone nearby (although clicking on the springs before hearing this will offer a clue, as Brandon comments that the big rock on the bottom looks pretty).
274** In Book III, Malcolm cannot [[spoiler:click two eels together to teleport out of Kyrandia]] until Brandywine informs him this is possible and provides the necessary incantation.

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