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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