The Legend of
This book features a stronger story and a few more difficult puzzles than its predecessor. One notable highlight is the fact that you play a woman.
The graphics command the distinctive style as other Westwood games of the time, such as Lands of Lore, and are the product of wise use of color shading combined with skillful artistry. The result is scenes that are highly detailed, yet soft, as though viewed through gauze. The Trulight system allowed for light to fall on and off of Zanthia as she moves through each scene. Thankfully, there is lots of animation throughout the game, showcasing how well Trulight illuminates the scenes cinematically. A superb job.
The mystical world of Kyrandia has been afflicted by a horrible curse. Slowly, feature by feature, the land is disappearing. The highest (and most magical) minds in the land are stumped, until Marko the largely unwanted and his new valet appear. It seems his valet (a mansized, gloved hand) is an expert in these matters; it explains that a simple quest should break the curse. Someone must travel to the center of the world and return with an Anchor Stone. It chooses for this task the youngest of the assembled Mystics, a startled young alchemist named Zanthia.
Zanthia travels to many different places in this book: A swamp, a volcanic island, the fiery center of Kyrandia, and the heavens of her world, among other places. An amusing feature is that in each new location she snaps her fingers and changes her outfit to suit her surroundings. Zanthia is self-effacing and, unlike Brandon, doesn't whine. Here and there she magically contacts Fawn, her house-sitter, to check on the home front. Originally, you're told to find a special anchor stone that will make things right, but when you reach it, the plot takes a hairpin turn that sends you on a different quest. Also, clicking on Zanthia makes her talk to herself, and this often helped me decide what to do next. These traits are cute and entertaining.