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 ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com