Lantern of D'Gamma - by Martin Butherus and William H. Kraus (Milliken Publishing Company, 1985) Apple II Walkthrough by Juan Duc, Angus and Alastair Open mailbox, Press buttons, 16, Go West, Go North, Move boards, Go Down, Get match, Get key, Go up, Go South, Go South, Go North, Go East, Open door, Go North, Get hammer, Get nails, Get crowbar, Go South, Get cookbook, Read note ("Knight Helper's" recipe; copy the measurements it gives you) , Read cookbook There is a note in one of the pages, which changes for every game. You need to find it if you want to score the points for reading it, and to know who the culprit is. In the game played to write this walkthrough it was found on page 70. Here is how you know which page to look for: Read the measurements in the "Knight's Helper's" recipe, convert everything to cups (1 pint is 2 cups; 1 quart is 2 pints; 1 gallon is 4 quarts) and add those numbers together, the result gives the page number. Read the page and take note of who the culprit is. In this game the culprit was Elizabeth, the kitchener, so the diary was found in the kitchen. The location changes for each game. Here are the rooms that correspond to each character: Morton - carpenter Chester - guard Gretchen - groundskeeper Elizabeth - kitchener Arthur - blacksmith Helen - chambermaid (fifth room upstairs) Since Elizabeth was the culprit in this game, we headed for the kitchen: Go North, Go West, Pry door, Go West, Get planks, Get lantern, Go East, Fix stairs, Light lantern, Go Down, Read paper, Go North, Pry painting, Get diary, Read diary When decoded it reads: I think the key and map are safe. There are twelve buttons and the fake ones are tiles that I got from the carpenter. He used them to cover the dungeon walls. I just need to remember to press the five real ones. I should change the code. I think I will make "mathematics" the key. Having only one hand made it hard to count when I was pacing off the map but the system I figured out worked well. It seems more natural than the numbers I learned in school. Go South, Go South (or get back to the courtyard from whatever location you found the diary in) Go Up, Go Up, Enter Five, Read paper, Go South, Go Down, Go West, Read paper, Go East, Go East, Go Up, Go Down, Go West, Go North, Go East, Read paper, Go West, Go West, Go South, Read paper, Get cart, Go North, Go Up, Go South, Go Down, Go South, Go East, Knock door, Go North, Read paper, Go West, Go West, Go South, Go West, Read paper, Go East, Go South, Go North, Go East, Go East, Read paper, Get match, Go West, Go North, Read paper, Go South, Go South, Press buttons, BFGIL, Get map, Read map, Get key, Go North, Go West, Go Up, Go North, Go West, Go North, Go East, Go East, Go North, Go North, Go West, Read paper, Go East, Go South, Go South, Go West, Go West, Go South, Go Up, Go North (you enter the jousting field mist maze) 4 N (in other words, press the "N" key 4 times) 7 W 4 N 2 E (you enter the stable area) Open lock, 25-36-49 (The map shows "(5-6-7)", and the description tells you that the lock is a "square combination lock." So squaring the numbers gives you 25-36-49), Get shovel, Go East (enter maze again) 11 E (in other words, press the "E" key 11 times) 9 N 8 W 3 S 4 E 4 S 1 W (you enter a field) Dig, Open chest, 256, Get treasure, Go East (back to the maze) 4 N 4 W 4 N 6 W 18 S 7 E 1 S CONGRATULATIONS! YOU WON! Your score was 100%. This qualifies you as a champion. ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com