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Feuerfaust, Die (Feuerfaust.txt)

DIE FEUERFAUST – The Fist of Fire
Larry Horsfield
Spectrum 128

This is a very challenging, intriguing game, comprised of four parts. The 
location descriptions are well-written and well-researched. There are many 
places where actions need to be done in a particular order. Several 
puzzles are fiendishly clever.

Hints:

Part 1
HAGGLE to get a better deal.

Buying something to drink let's you talk to some people. You need to do so 
to get directions.

To talk to people, use their name first, then, in quotes, what you want to 
say. This can be often be abbreviated to one word.

WAITING can help when you can't get further southwest. Looking around is 
also helpful.

Part 2
SEPARATE the rings.

The number on the token is not important.

In order to open the iron door you need to turn the three dials to a 
number. In order to get those numbers you need to examine three objects. 
The first is found where Oberin is, the second at the clock, and the third 
at the facade. 

Two spells are used in this part.

Part 3
All the remaining spells are used in Part 3. 

It's tricky to get the children out of the burning house. The bottle is 
needed for this. Get the bottle to the children, then go to the children. 
When you are with the children, call the woman, get the bottle to her, 
then leave with the children. You need to have the children hold on to 
you. (Use more than two words).

You need to make the soldiers go mad; then look under them.

LOOK west at the porch of the cathedral.

The barricade won't be moved until the fires are out.

Remember what zampfs like to eat? Trap one in a pit (you will need spell 
help).

You need an implement to get the string.

Part 4
Don't fill the wineskin with water. Find another way to get clean.

Make something that can sweep up the mess in the chapel.

You will need to return to the pool more than once to fill the wineskin.

Women, like the children, need to be held.

You need to have ¾ of the pattern complete before you can visit the women.

CRAWL <direction> to enter the chieftain's tent.

Use the giftig on the chieftain. Move quickly here.

Hide at the web. Later follow the boar's trail.

Solution:
Part 1 - Rugen
You are on a beach. INVENTORY (you have a pouch), EXAMINE POUCH, EXAMINE 
LEATHERWORK, READ WORDS (say "ruckk" to retrieve me), LOOK IN POUCH (you 
have 50 marks), EXAMINE FLOTSAM, SEARCH FLOTSAM (you get driftwood), 
EXAMINE CLIFFS (steps lead up), CLIMB STEPS, S, EXAMINE MILESTONE (Sagard 
– 5 kms), EXAMINE COTTAGES, W, EXAMINE COTTAGE, EXAMINE PORCH (damaged), 
KNOCK ON DOOR (the woman is frightened to open the door in case the porch 
collapses), FIX PORCH, KNOCK ON DOOR (the woman invites you in and gives 
you a meal; you tell her about the shipwreck and where you were going; she 
tells you Lubeck is 280 kms to the southwest, adding you can buy a horse 
in Bergen, adding to tell Kurt that Margo sent you), E, SW (too far to go 
by foot).

WAIT (a drayman gives you a lift), LOOK AROUND (you see an inn to the SE), 
EXAMINE INN, SE, EXAMINE WILLY, LOOK AROUND, LISTEN (you hear of an old 
tomb that was recently robbed), BUY ALE, WILLY "TOMB" (he tells you how to 
get there) NW, N (you see the tomb), EXAMINE TOMB (leads into darkness), N 
(it's dark), S, S, SE, WILLY "LIGHT" (he hasn't got one), EXAMINE 
CUSTOMERS (you see men talking furtively), EXAMINE TABLE, SIT DOWN, LISTEN 
(they are talking about robbing an old hermit tonight), UP, WILLY "HERMIT" 
(he tells you about Stiggy who lives in the east), WILLY "FIST" (it's been 
stolen), NW, E, EXAMINE STIGGY, STIGGY "THIEVES" (he will set some spells 
for them), STIGGY "LIGHT" (he gives you a magic torch; to light is say 
"zunde", to extinguish it say "losch").

Go DOWN, N, N, TORCH "ZUNDE", SEARCH DEBRIS (you see a chainmail shirt), 
EXAMINE SHIRT, TAKE SHIRT (you get two rings), EXAMINE RINGS (they are 
linked), SEARCH BONES (you get a talisman), EXAMINE TALISMAN (has a 
pattern on it), TAKE LID (you can't), MOVE LID (you see a tome), TAKE 
TOME, EXAMINE TOME, S, TORCH "LOSCH", S, E, SHOW TALISMAN, (Stiggy says to 
ask the Oberin in Stralsund, telling her Stiggy sent you), STIGGY "FIST" 
(whoever wear it would be able to rule the world), SHOW TOME (Stiggy gives 
you spells and writes them for you on a parchment:
WOLKE – creates clouds in the sky above the spellcaster
REGEN – will cause clouds to pour with rain
HEILE – heals the target
EIZAP – makes water freeze
UNSIC – makes the target invisible for a short while
WAHNE – makes the target go mad
STARK – gives the target great strength for about 5 minutes

Go DOWN, SE, WILLY "BERGEN" (you get a lift there), EXAMINE SOLDIERS, 
SOLDIERS "MARKET" (they say follow your nose), SMELL (you go northeast), 
EXAMINE MEN, MEN "FIST" (they tell you it is difficult to get across the 
causeway; you need papers, but you can pay), FIND KURT (you see him), 
LISTEN (Kurt is talking with a customer), LISTEN (you hear them haggling), 
WAIT (Kurt turns to you), KURT "MARGO" (he'll sell you a horse for 30 
marks), HAGGLE (you get the horse for 25 marks), EXAMINE HORSE, RIDE HORSE 
(you need to buy tack), E, E, EXAMINE MAX, BUY TACK, HAGGLE (you get the 
tack for 9 marks), W, SW, RIDE HORSE, SW, SW (soldiers stop you), GIVE 
POUCH (the barricade is raised). End of part 1.

Part 2: Stralsund and Rostock
POUCH "RUCKK", SW, SE, WAIT (a woodcutter emerges; he advises not to take 
your horse near soldiers), EXAMINE KLAUS (he has a badge), KLAUS "CITY", 
KLAUS "GO CITY" (he points to his badge), BUY BADGE (you haggle for 10 
marks), EXAMINE BADGE (coat of arms), WEAR BADGE, TETHER HORSE TO TREE, 
DISMOUNT, NW, SW (you see tents), SW, W, W, S, SW, KNOCK ON DOOR, SHOW 
TALISMAN (she ushers you in and tells you to wait), EXAMINE CRUCIFIX 
(black with a number on it), EXAMINE NUMBER (note the number as this 
varies depending on when you look at it), WAIT (Oberin arrives and asks 
who sent you), OBERIN "STIGGY", SHOW TALISMAN (she says it is used to 
travel between churches – you activate it by saying FAHREN, then the name 
of the place you want to go).

OBERIN "CHURCHES" (she says they were in Rostock, Lubeck, and Stralsund), 
OBERIN "THANK YOU", NE, N, N, EXAMINE FLOOR (you see a pattern), EXAMINE 
PATTERN (it looks like the talisman), WEAR TALISMAN, S, E, E, NE, NE, SE, 
UNDO REINS, NW, SW, CAST UNSIC AT HORSE, SW, W, W, N, FAHREN ROSTOCK (you 
are transported to Rostock), LOOK DOWN (you see the pattern), N, E, 
EXAMINE CLOCK (red dial and a number on it), EXAMINE NUMBER (note the 
number), W, W, S (you see a stable boy), WAIT (until the spell on the 
horse disappears), BOY "STABLE HORSE" (you get a token), EXAMINE TOKEN, 
EXAMINE FACADE, EXAMINE COIN (has a number on it), EXAMINE NUMBER (note 
the number), N, N, NE, E (you see an opening).

S (it's dark), TORCH "ZUNDE", DOWN (you see rubble), CAST STARK AT ME, 
CLEAR RUBBLE, S (you see an iron door and dials), EXAMINE DIALS (red, 
gold, and black), TURN RED DIAL TO <the number you noted on the clock> 
(you hear a loud click), TURN BLACK DIAL TO <the number you noted on the 
crucifix> (you hear a loud click), TURN GOLD DIAL TO <the number you noted 
on the coin> (you hear a loud click and the door opens), S (you see a 
bottle and a ring), EXAMINE BOTTLE (runes on it), TAKE BOTTLE, TAKE RING, 
EXAMINE RING (there is an opal on it), WEAR RING, EXAMINE OPEN (it can be 
turned),TURN OPAL (the bottle tries to pull itself out of your hand), DROP 
BOTTLE, TURN OPAL (you are in the bottle), TURN OPAL.

TAKE BOTTLE, N, N, UP (the light fades and you throw away the torch), W, 
SW, W, N, (you see a zampf), EXAMINE ZAMPF, EXAMINE EARS (the beast is 
controlled by means of reins attached to metal rings fitted in holes 
pierced in its ears), SEPARATE RINGS, EXAMINE RINGS (the soldier feeds the 
zampf turnips and he and the zampf go off), S, W, W, W, SW (you can't), 
DROP BOTTLE, E, E, E, E, S, W, S, GIVE TOKEN (you get your horse), MOUNT 
HORSE, TURN OPAL, TURN OPAL, (you pass the guards), DISMOUNT (your pouch 
is confiscated), TAKE BOTTLE (you lose your badge), SW. End of Part 2.

Part 3: Schwerin
At Wismar you hear talk of a tribe of barbarians led by a chieftain who 
wields a magic weapon. You see Schwerin has alread been attacked. Go S 
(you lose your horse and see soldiers stomping people and stealing their 
valuables), CAST WAHNE AT SOLDIERS (they kill each other and people strip 
them of their bodies; you see a sword), EXAMINE SOLDIERS (dead), LOOK 
UNDER SOLDIERS (you pull out a halberd), EXAMINE HALBERD (on a pole), TAKE 
SWORD, EXAMINE SWORD, S, S, SEARCH STALLS (you see turnips), TAKE TURNIPS, 
EXAMINE TURNIPS, S (you see a barricade and hear the barbarians are in the 
south and about a wizard who is setting fire to everything using magic), 
W, S, SW (you see a hysterical woman whose children are trapped in a 
burning house), W, LOOK WEST (you see the children), THROW BOTTLE TO BOY 
(the boys catches it and puts it on the floor).

TURN OPAL, TURN OPAL, TAKE BOTTLE, CALL WOMAN (she comes), THROW BOTTLE TO 
WOMAN (she places it at the back of the house), CHILDREN "HOLD ME" TURN 
OPAL, CHILDREN "HOLD ME", TURN OPAL (the woman takes the children), TAKE 
BOTTLE, S, E, N UP (a dagger misses you), TAKE DAGGER, LOOK THROUGH WINDOW 
(you see a cart and plunder), EXAMINE PLUNDER (you see a dozen woman 
herded by barbarians; a woman calls to you to save them), WAIT (until you 
see someone throw something in the cart), EXAMINE CART (you see a 
cushion), DROP BOTTLE ON CUSHION, WAIT (until you see the chief with a 
gauntlet and people leaving), DOWN, S, W, N, NE, N (the citizens are 
trying to stop the fires from spreading before the reach the Rathaus), 
LOOK UP, CAST WOLKE AT SKY (you see clouds), CAST REGEN AT CLOUDS
(it rains; the fires are put out; you tell the people to take the injured 
into the Rathaus).

Go W, LOOK WEST (you see a string), TAKE STRING (you can't reach it), TAKE 
STRING WITH HALBERD, EXAMINE STRING, E, E, E, WAIT (all the injured are 
here), CAST HEILE AT PEOPLE, W (the barricade has been moved), S, S, S, S 
(at a river), CAST EIZAP AT RIVER (it freezes), S (the ice melts), S, SW 
(you see zampfs), W (you see saplings), EXAMINE SAPLINGS (trunk and 
branches), CUT SAPLINGS (you see  poles and branches), TAKE POLES, TAKE 
BRANCHES, S, S, N, DIG PIT (you are too exhausted), CAST STARK AT ME, DIG 
PIT (you create a pit), LAY POLES ACROSS PIT, LAY BRANCHES ON POLES (you 
have a concealed pit), S, LAY TURNIPS ON GRASS, NE (a zampf eats the 
turnips and falls into the pit), SW, ATTACH REINS TO ZAMPF, JUMP ON ZAMPF, 
CAST STARK AT ZAMPF (it leaps out of the pit). End of part 3.

Part 4: Endgame
INVENTORY (you have a sword, string, dagger, talisman, and ring), S, SW, 
SW, EXAMINE HEADS, SEARCH VEGETATION (you get a wineskin), EXAMINE 
WINESKIN (empty), NE, S, LOOK AROUND (you see a stunted sapling), CUT 
SAPLING (you make a staff), N, NE, SE, E, EXAMINE TREE (you see a nest), 
UP, EXAMINE NEST (made of twigs), TAKE TWIGS, DOWN, E, SEARCH RAGS (you 
get a label), READ LABEL (produkt von Pforzheim), W, N (the nave is full 
of debris), TIE TWIGS TO STAFF (you make a besom), MOVE DEBRIS (you see 
leaves), MOVE LEAVES, EXAMINE FLOOR (there is a pattern), EXAMINE PATTERN 
(a portal but it is not complete), S, SE, E, E, EXAMINE CHEST (closed and 
locked), W, EXAMINE WALL (there is a hole in it), EXAMINE HOLE (there is 
something inside it),W, NW, W, W, SW, S, S, SE.

EXAMINE WEB (only for small animals), EXAMINE BUSHES (less dense), HIDE IN 
BUSHES, WAIT (a boar comes), EXAMINE BOAR (covered in an oily liquid and 
it squeezes through the web), NE, EXAMINE TRAIL (you see the boar's path 
to the northwest), NW, EXAMINE TRAIL (path goes northeast), NE (you are in 
a clearing and see a pool), JUMP IN POOL, FILL WINESKIN, SW, SE, SE, S, 
EXAMINE WATERFALL, ENTER WATERFALL, SEARCH ROCKS (you get a chipped tile), 
EXAMINE TILE (partial pattern), OUT, CLIMB CLIFF (too steep), POUR OIL ON 
ME, N, NW (you squeeze through the web), NW, NE, FILL WINESKIN, SW, N, N, 
NE, SE, E, N, PUT TILE IN PATTERN, EXAMINE PATTERN (1/2 complete), TURN 
OPAL, TURN OPAL (you are in a tent), TAKE BOTTLE, SEARCH BOXES, TAKE 
BELLOWS, EXAMINE BELLOWS (has a hole in its side).

CUT HOLE IN TENT, LOOK NORTH, S, E, CUT HOLE IN TENT, LOOK NORTH (the tent 
is full of women), LISTEN (you hear women chattering), DROP BOTTLE, S, E, 
SEARCH MUD (you get a tile), EXAMINE TILE (the third part), E, DOWN, N, 
NW, NW, NE, FILL WINESKIN, SW, N, N, NE, SE, E, N, PUT TILE IN PATTERN, 
EXAMINE PATTERN (3/4 complete), TURN OPAL, TURN OPAL, TAKE BOTTLE, LISTEN 
(nothing), N (one woman is awake and recognizes you; you also see 
candles), SHOW TALISMAN (a woman says there is a design like it in 
Schwerin), EXAMINE CANDLES (you see wax), DROP BOTTLE, WOMEN "HOLD ME", 
TURN OPAL (you tell the woman to sit), TURN OPAL, S, S, E, E, DOWN, ENTER 
WATERFALL, OUT (you are clean of the oil), TURN OPAL, TURN OPAL, FILL HOLE 
WITH WAX, S, S, E, E, POUR OIL OVER ME.

DOWN, N, NW, NW, N, N, NE, SE, E, SE, E, INSERT BELLOWS IN HOLE (an object 
is blow out in the next room), E, TAKE KEY, UNLOCK CHEST, SEARCH CHEST 
(you get a phial), EXAMINE PHIAL (giftig), TURN OPAL, TURN OPAL, S, LOOK 
EAST (you'd be spotted if you walked), CRAWL EAST, CUT TENT, LISTEN, WAIT 
(the chief and his wife leave), N, EXAMINE TABLE (you see a flask of 
wine), POISON WINE, LOOK UNDER BED (you get a tile), S, WAIT (you hear the 
chieftain pour the wine), WAIT (you hear the chieftain gag), N, EXAMINE 
CHIEFTAIN (you see a gauntlet), TAKE GAUNTLET, EXAMINE GAUNTLET (fingers 
are scorched), S, CRAWL WEST, N, TAKE BOTTLE, S, S, E, E, D, N, NW, NW, N, 
N, NE, SE, E, N, INSERT TILE IN PATTERN.

EXAMINE PATTERN (the portal is complete), FAHREN SCHWERIN, DROP BOTTLE, 
TURN OPAL, WOMEN "HOLD ME", TURN OPAL (the women run off), FAHREN LUBECK, 
N, EXAMINE PRIEST, SHOW TALISMAN (he says there is a pattern like it in 
the Marienkirche), S, W, N, N (you can't), TURN OPAL, TURN OPAL, TAKE 
BOTTLE, FAHREN MARIENKIRCHE, S (you see soldiers defending the Rathaus), 
SE, E, E, (you see a gold-lined recess with a marble pedestal), PUT 
GAUNTLET ON PEDESTAL (the gauntlet emits a light that bathes everyone in 
light). You are finished. Score: 735/800

Terri Sheehan
2007-02-18

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