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Lantern of D'Gamma (Lantern_of_Dgamma.txt)

´╗┐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.

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