			The Helm (Firebird)
			-------------------

Look below to solve Firebird's extremely tricky budget adventure.............
Here's the solution.

You begin in your one room hut, holding a key UNLOCK CHEST, OPEN CHEST, (you 
find a knife) DROP KEY, GET KNIFE, S, E, E, S, (you see a hanging rope) CUT 
ROPE, DROP KNIFE, GET ROPE, N, W, W, W, W, GET HOOK, TIE ROPE, E, S, GO FISHING, 
(you find a small key), DROP ROPE, GET KEY, N, E, UNLOCK DOOR, OPEN DOOR, (you 
can now enter the store hut) S, GET SHOVEL, N, W, GET BAG, S, S, W, DIG, (you 
find a board) GET BOARD, DROP SHOVEL, E, E, GET TORCH, E, N, N, GET BULB, S, S, 
PUT BOARD DOWN, (you can now safely cross the gorge) S, DROP BULB, U, GET REED, 
D, S, S, S, (you swim through the liquid using the reed to breathe with) GET 
SALT, N, (the liquid will dissolve the salt if you are not carrying the bag), 
DROP BAG, N, N, D, W, USE SALT, (the salt melts the ice allowing you to go 
north) N, W, GET MIRROR, W, E, SHINE TORCH, (the hypnotic psyak runs away seeing 
that he can no longer hypnotise you while your looking at the torch) E, DROP 
TORCH, GET STONES, W, W, PUT STONES DOWN, (they form stepping stones allowing 
you to cross the river) N, N, GET SPECTACLES, S, S, S, E, U, GET BOARD, U, PUT 
BOARD DOWN, (it spans the quicksand allowing you to walk accross it) D, GET 
BULB, U, E, (you cross the quicksand but the board sinks blocking your way back) 
USE SPECTACLES, (the hyastack burns as the light is reflected on to it through 
the spectacles - a needle is discovered) DROP SPECTACLES, GET NEEDLE, S, W, U, 
DROP BULB, GET DART, D, E, S, INSERT DART, (you put the dart into the hollow 
reed and now own a blowpipe) USE BLOW-PIPE, (the griffin turns to stone) DROP 
REED, KAZAM, (having uttered the magic world a rock face opens and you walk 
through) GET BOX, GET GRAMOPHONE, KAZAM, (to get out again), GET GRIFFIN, PUT 
GRIFFIN ON BOX, (the box smashes open and a large diamond falls out) DROP WOOD, 
GET DIAMOND, N, W, U, U, S, (you find yourself at the castle doors) PICK LOCK, 
(you open the lock) N, D, DROP GRAMOPHONE, DROP NEEDLE, GET BULB, (it should, at 
this point be pointed out that the needle has two uses. If you INSERT NEEDLE 
while carrying the gramophone the gramophone will beep out a rendition of 
Tchaikovsky's 1812 overture, which is a vital clue to eventually completing the 
game) U, S, OPEN DOOR, S, (you are now in the castle) D, S, (you see a barrel of 
wine) EMPTY BARREL, (the barrel is now light enough to carry) GET BARREL, N, U, 
W, W, (you see a spellbook that is just out of your reach) DROP BARREL, CLIMB 
BARREL, GET BOOK, S, (you see a large drawing on the wall) EXAM DRAWING, (it is 
of a man with an arrow in his eye with a large `+' sign painted over it) S, S, 
E, D, DROP BULB, GET SIEVE, U, W, N, W, (you see a sack of flour) DROP DIAMOND, 
GET FLOUR, (you find a key hidden in the flour) DROP SIEVE, DROP SACK, GET 
DIAMOND, GET KEY, UNLOCK BOOK, E, S, E, (you find yourself in the toilet) PULL 
CHAIN, (you find a penny) GET PENNY, N, N, D, S, (you find yourself in an `ante 
room' a chapel is to the west with a `forcefield across it's opening) INSERT 
PENNY, (you are thanked for your donation, and allowed to enter the chapel) W, 
GET WAND, E, KAZAM, (the rock face opens and you walk through - you are now 
confronted by the `deadly lich') OPEN BOOK, (to get rid of him, but only do this 
while your carrying the wand or you'll die as well) S, (you see a key board 
protected by an intense beam of light) USE MIRROR, (to deflect the light and use 
the keyboard. You'll now need to type the passcode into the keyboard to progress 
any further, the clue to the passcode is given in the painting, which showed a 
man with an arrow in his eye and a plus sign. The man denotes the year 1066 (he 
is King Harold) and you need to add 1812 the name of the afore mentioned 
overture to this to get the passcode, so...) TYPE 2878, (a whole appears in the 
southern wall) S, (you see a stone helm with a recess) DROP MIRROR, DROP BOOK, 
DROP WAND, GET HELM, INSERT DIAMOND, (there is a bright falsh and you now hold 
the helm of immortality) N, N, KAZAM, (to get out again) N, U, S, S, D, GET 
BULB, N, (you see a well) D, GET OCTOPUS, (due to `many hands making light work' 
picking up the octopus makes the bulb work - allowing you to see if you go 
north) N, W, N, U, (you arrive in the `Shrubbery' location, just a few steps 
away from your hut) N, E, N, (you arrive back at your hut - now simply) DROP 
HELM, to complete the game ........ 

Typed (and solved) by Ian (phian@btinternet.com) Originally displayed within the 
`Spectrum 

Adventurer' web pages at:- 
(http://home.virtual-pc.com/isblpx/index.html)
