F
Fantasia Diamond (Hewson Consultants)
  • Go and open the iron door, and get Boris to kill the guardian for you, or use his gun to do the deed yourself.
  • For a musical opening, make sure the musicians have the tools or their trade and some music to play.
Fantastic Four (Scott Adams)
  • Keep drowning? Close your mouth and feel around.
  • Leave the wall for the flame specialist!
  • Make your throw a hard one, or it will simply fall back!
Faust's Folly (Abbex Electronics)
  • From corridor to painting go E, then go N, D, N, and S, U, S
  • If warrior appears "smile at warrior".
  • If dwarf appears "kill dwarf" but you want sword in armoury.
  • In library "write" then give a direction.
  • If wretch appears stay where you are and "play flute", you may have to repeat this.
Feasability Experiment (Channel 8)
To kill the lion: Needs scimitar and leather shield.
Plaited rope: Tie to charred tree.
Glowing brazier: Use in ice cave and ice tunnel.
  • If your troubles are light ones, melt them away with gloved hands and then do a repair job.
Feuerfaust, Die (a.k.a. The Fist of Fire)(FSF Adventures)
Final Battle, The (Dream World Adventures)
  • Be persistent with the dwarf until you get something.
  • There are a few additional verbs which are needed: RUB, SHAKE.
  • Remember to look under, look behind, look in, etc.
  • To extinguish the match, BLOW OUT MATCH.
  • Check out the north door before the west door.
  • Examine the birch and oak trees. Shake the tree that is not sturdy.
Final Demand (Gilsoft)
Final Mission (Incentive)
The End Monster: Clue to directions.
Guardian Two: Red herring.
Guardian Three: Say anagram.
The Mad Monk: Flee south.
The Wart King: Show carving.
  • To get past the green slime, block the gap under the oak door with the straw and go west and up from the splatting room into the cubbyhole. Wait until you hear a splintering sound, and then drop the soap.
Firelance (Hamster Software)
Forest at World's End (Interceptor)
The nymph: Give her a kiss.
The dragon: Blow the horn.
The crystals: Give to blacksmith.
The rock: Rub it.
The sword: Kill demons, Karl and Zarn.
  • Touch a rock today if the wall is in the way, but you'd better have the sword.
  • To enter the witches' hovel wear the ring immediately before entering.
  • To get the ring you must be attacked by wolves in the Forest of Sighs and have your injuries healed by the wood nymph.
Fortress of Keler (Hamster Software)
Four Minutes to Midnight (8th Day)

OFFICIAL HINT SHEET

The ringing telephone: A red herring.
To get Sue back through the tunnel: Knock her out and carry her.
In the bank vault: Take the book but leave the money.
To calm the madman: Needs Sylvia and Sue.
Fuseman (Bill & Marion Clews)