Fables & Fiends: The Legend of Kyrandia - Book One

aka: Kyrandia 1, The Legend of Kyrandia: Book One
Moby ID: 394
DOS Specs
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Description official descriptions

The Legend of Kyrandia is the first in a trilogy of adventure games by Westwood. In this game the player controls Brandon, grandson of Kallak - a wizard of the realm of Kyrandia. Malcolm, a psychotic jester imprisoned in the past by Kallak, has broken free and wishes to take over the land as well as lay down his revenge. He turns Kallak into stone leaving him with only his eyes, so that Kallak is not denied his tears for Kyrandia's sake.

This is where Brandon steps in; returning home shortly afterwards only to find that his grandfather has been turned into stone, Brandon is being told by a messenger from the Realm of the Land that he has been chosen to embark on a journey that will rid this realm of Malcolm and his evil. He has to prove himself not only a hero, but a worthy heir to the crown and ultimately of becoming a king.

Throughout the journey Brandon will collect many items and also learn how to master magic. Available spells include disappearing, healing yourself, summoning ice upon fire and shifting into a wisp. Interaction with the environment is confined to highlighted items, and a single cursor is used for all actions, without differentiating precise commands.

Spellings

  • דברי ימי קירנדיה - Hebrew spelling
  • ザ レジェンド オブ キランディア - Japanese spelling
  • 凯兰迪亚传奇 - Simplified Chinese spelling
  • 키란디아의 전설 - Korean spelling

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Credits (DOS version)

53 People (49 developers, 4 thanks) · View all

Reviews

Critics

Average score: 77% (based on 33 ratings)

Players

Average score: 3.9 out of 5 (based on 114 ratings with 7 reviews)

Beautiful sceneries, captivating story, terrible mazes

The Good
A thing I have to say - because it has much influence on my opinions about this game - is that I played it AFTER I played the sequel. And I mean much later: I discovered "Hand of Fate" in the 90s, when it was about two years old, but I first played "Legend of Kyrandia 1" in 2004. So I can't help comparing these two games - and while clearly being connected, they are very different.
First, this game is much harder than its successor. Which is, of course, not a bad thing if you're looking for challenges. If you don't know you're supposed to find five stones, a coin and a key in the (in)famous cave labyrinth and you're not using some external help - a walkthrough, let's say ;) - you could spend hours just trying to solve this single part. Fortunately, it's probably THE most difficult part of the whole game.
However, apart from the caves, this game generally does have something maze-like. There are a few types of "Dark Forest" screens repeating themselves - they are beautiful anyway, but still give you the feeling it's something that could have been done better - but they also have an advantage: they make finding your way harder. In "Hand of Fate" no screens repeat themselves, even on the most monotonous Volcania "level", it's always quite easy to know where you're going. In "Legend of Kyrandia 1" it's easy to lose a sense of direction.
The mood is also different: much darker and more mysterious. Which is not to say the game doesn't have elements of humor (check out the dialog between Brandon, Darm the Royal Mystic and his pet dragon Brandywine, especially the fragment about why Brandywine eats cats and not knights), but the game is not as witty. I enjoyed this - I hate true horror films/games/stories, but I like that kind of fairytale spookiness you can see in this game.
"Legend of Kyrandia" is also an interesting example of an extremely simple and yet completely functional interface. You just use the cursor for everything: looking, moving, using objects - and it works! What Sierra games accomplished with the usual "walk/talk/look/use" interface, this game does with just a cursor. It if, of course, possible thanks to making the inventory visible all the time, but the most important thing is that it works perfectly well and is very intuitive, unlike all the commands in some very sophisticated adventure games. Clicking on a person will always initiate a conversation, clicking on the ground makes Brandon go to that spot, clicking on an item outside the inventory makes Brandon pick it up, clicking an item in the inventory and then in the place where it is used... well, just makes Brandon use the item, and clicks on everything else may provoke a comment.

The Bad
Again, compared to "Hand of Fate": something I loved about that game were the usually funny comments Zanthia made when you click on her - two per screen. Unfortunately, it's not the case in "Legend of Kyrandia 1": Brandon also makes some comments to himself, but they repeat themselves in various places - it seems that there are about 5 pairs of comments in the whole game.
In "Hand of Fate", if you can read a dialogue line quicker than it changes by itself, you can speed up the dialogue by clicking. Again, this small technical detail is unfortunately absent in its predecessor - you have to wait until the line changes, which may be helpful for people who don't speak English well, but is really tiresome for quick readers. On the other hand, if you enjoy munching on some sweets while playing, you even have a free hand for a cup of tea while reading what the characters have to say. ;)
I have already mentioned the cave labyrinth. Well, it gets simple for "cheaters" who use a walkthrough, but for someone who doesn't want to, or for early players of this game - before any walkthroughs were published, or when the internet was much less developed than today and not so many people had access anyway, so finding a walkthrough was more difficult - it must have been an extremely frustrating part. The rules of walking the caves work like this: Brandon will be killed by monsters if he enters a dark cave without a light source. In some rooms there are fireberry bushes and he can pick as many fireberries as he wants. Fireberries only last a certain time, but it's measured not in real time, but in "interscreen movement" - a fireberry gets dimmer after moving to the next screen and will fully burn out before entering the fourth screen from the one where it was picked, but a dropped fireberry will keep lighting up a dark cave indefinitely. And Brandon has no map, is not even offered any explanation outside of Darm warning him that "terrible beasts live there". Every death sequence will take several seconds because frightened Brandon will keep saying something before the monsters approach him and, as mentioned, there's no possibility of speeding up the dialogue. So navigating the labyrinth without a map could easily take over an hour - try all possible caves, draw your own map, check where the fireberry bushes are... And some places (generally the southeastern part) are only accessible after Brandon gets another, more permanent light source... I wanted to write "enough with that, because that would be a spoiler"... but in fact it can be found even in the screenshots. But I won't tell you how to get the item necessary for that. ;)
It's not even the only maze in the game. In some places (particularly the woods near Zanthia's place) it's possible to get lost, or at least to keep walking and walking, searching for some places such as the little waterfall with blueberry bushes. And the castle dungeons (Brandon needs to find an item there) are another real maze. It isn't dangerous like the caves, but it's dark, still has a very uneasy mood and it's even easier to get lost there. In the cave labyrinth there were some caves with a light source other than the fireberry bushes, which looked completely different - for example the river of lava, the emerald cavern... And dropped fireberries were also a very convenient reminder: "I have already been here!" (still, it's not advisable to play this sequence without either having a map or drawing a map, so a prudent player will probably have another way of knowing where (s)he has already been). In the dungeons all screens look almost the same... well, not entirely, they have passages in different directions, in some of them walls are decorated with a shield... but in principle, identical screens repeat themselves several times. You can't even see the exit - the bottom of that screen will look just like in every other screen in the dungeons (in the caves you could see by the stalagmites at the bottom of the screen whether there is a passage to the south, in the dungeons the southern wall is never visible, the only difference is an arrow or a red crossed circle showing whether there is a passage or not). The dungeons are entered by a rotating wall with a gargoyle on both sides, but the gargoyle is only visible when outside the dungeons.
Any player should also remember that the game has one point of no return. Just like its successor, it feels clearly divided into stages: the forest around Brandon's home, Timbermist Woods, the caves, another forest around Zanthia's home and the castle island. However, unlike in "Hand of Fate", you can keep returning to previously visited places if you want/need to - with one exception. Once Brandon drinks the Pegasus potion and flies off to castle island, there is no going back. So it's possible to get stuck by not taking all required items before this irreversible move...

The Bottom Line
"Legend of Kyrandia" is a beautiful game which deserves to be considered a classic. The graphics are amazing (and I personally simply prefer early-90s-styled hand-painted graphics over further "developments" such as 3D, which I actively dislike), visited places are diverse enough, the story is interesting... However, the game also has some serious downsides. It may be a little too scary for younger players - however, it's a downside minor enough to ignore, also because the game would simply be too difficult for a seven-year-old, for example. However, the mazes and maze-like parts are more serious - very frustrating and just too hard. I still like this game very much, but it feels for me like these sequences are a little unfair on the player - literally unfair, done by game developers who know what they have planned, but then meant to be solved by a player who often receives next to no clues...

DOS · by Nowhere Girl (8680) · 2018

Unforgiving

The Good
Beautiful imagery, good dialogue, excellent music and feelings of nostalgia...

Also combine this with wit and a perfect fairy tale story and you're onto a winner, no problems there at all. Very playable even today 23 years later - I'd know, I played this 23 years ago when I was a very young child, and I played it earlier tonight!

The Bad
It's so, so, so hard! There is a particular sequence which involves a cave which, with one mistake, will set you back around 30 minutes or even kill you - and yes, this game will let you die with great ease and without a second thought. It's incredibly difficult and I've never actually been able to finish it!

The Bottom Line
Give it go - if nothing else, very nostalgic and something different. I personally prefer games like the Monkey Island series where it's all a bit more tongue-in-cheek and you're not going to die, but this game is a challenge which can be enjoyed, even if you find yourself dead many times during the process.

DOS · by Quackbal (45) · 2015

Impressive looking, but poorly designed adventure

The Good
Graphically speaking The Legend of Kyrandia is an impressive looking adventure game for an early 90's release. The scenes are richly detailed and despite the low resolution of the era everything looks crisp and clear.



The Bad
Sadly enough the gameplay itself leaves a lot to be desired. Most of the puzzles are based on collecting miscellaneous junk, like gems and ingredients from all around. Then these items are used at some point, but most of the time the puzzle solving is frustrating trial and error, not logic. What makes this even worse is the badly designed inventory system, which makes sure, that you need to run around lot, as it holds only 10 items at a time.

The game world itself is designed as a maze, some of which are also sadistic instead of just being boring. The worst design choice of the game is the fire berry cave, which will either make you pull your hair out or look for a walkthrough.

The Bottom Line
The Legend of Kyrandia is one of those old games that suffer a lot from bad game design. The premises of the story is interesting, but the execution leaves a lot to be desired. And that is a shame, really.

DOS · by tomimt (397) · 2012

[ View all 7 player reviews ]

Discussion

Subject By Date
Modify the title? RetroArchives.fr (709) Nov 21, 2020
Game Compatibility George Halls Apr 17, 2009

Trivia

CD version

The CD version adds speech and support for Windows 3.x (albeit completely identical to the DOS version).

Development

The Legend of Kyrandia is based on the text adventure Kyrandia: Fantasy World of Legends, a BBS game. It was designed and programmed by Scott Brinker and Richard Skurnick in 1988, and based on multiplayer interactive game concepts by Tim Stryker.

According to Rick Gush, Mike Legg and Brett Sperry played the game online, bought the rights to the game and were sued later on by the person who sold the game to them, but after several years the court case was decided in favor of them.

The game introduced a single-icon cursor for all actions, and Brett Sperry and Louis Castle, thinking that this was their secret weapon, presented a demo of the game to Ken Williams. But Ken showed them King's Quest V: Absence Makes the Heart Go Yonder which was in development then. It had its own new icon-driven interface, so it was a big letdown moment. Ken liked the game though and asked them if they want to sell Westwood to Sierra, but at that moment they preferred their freedom and control.

Extras

The Legend of Kyrandia CD-ROM version came with a free poster based on a painting by Roger Loveless.

Awards

  • Amiga Joker
    • Issue 02/1994 – #2 Best Adventure in 1993 (Readers' Vote)
  • GameStar (Germany)
    • Issue 12/1999 - #88 in the "100 Most Important PC Games of the Nineties" ranking
  • Power Play
    • Issue 02/1993 – #2 Best Adventure in 1992
  • PC Games (Germany)
    • Issue 01/1993– #3 Best Adventure in 1992

Information also contributed by game nostalgia and Roger Wilco

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Related Sites +

  • Game Nostalgia
    Provides extensive background info for The Legend of Kyrandia, pictures of the cast and examples of voice-overs, full credits with shots and info about the design team, a demo of the game, specific details about the game, various goodies, all musical themes, shots of every location in the game, saved games, a list of reviews, including a "nostalgic "review and tech specs.
  • Kyrandia Shrine - Germany
    An Fan Site of the Kyrandia Trilogy. Only in German.
  • ScummVM
    Get "The Legend of Kyrandia", as well as many other adventure games, to run on modern systems by using ScummVM, a legal and free program.
  • Walkthrough on Gamer Grand Central
    No frills step-by-step walkthrough

Identifiers +

  • MobyGames ID: 394
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Contributors to this Entry

Game added by Tomer Gabel.

Amiga added by Martin Smith. Windows added by lights out party. PC-98, FM Towns, Macintosh added by Terok Nor.

Additional contributors: MAT, Unicorn Lynx, Jeanne, Apogee IV, Rüdiger Müller, martin jurgens, Crawly, CaesarZX, ymihere, Patrick Bregger, Rik Hideto.

Game added November 7, 1999. Last modified January 19, 2024.