Frankenstein Adventure Solution - Archimedes First, use INVENTORY to find the envelope you are carrying, then open it and get the key. Read the letter, then drop the letter and envelope. Go N and unlock the door, then drop the key. Go N, examine the table and take the note. Read the note, then go N to the library and examine the desk. Take the pen to open the secret door in the bookcase, then drop the pen. Go N to the dining room and examine the table. Get the candle and go E to the kitchen. Examine the counter and get the matches, then examine the cupboards and get the thread. The dried-up lemon and the lemon juice on the library pen are clues that invisible ink has been used (on the note you are carrying). Go W, S and W to the library, light the candle and burn the note (you have to use the candle, not the matches) to reveal the safe combination. You have to remember this - it changes at random each time you play. Go W, D the steps and W to the secret laboratory. Drop the thread (needed later) and get the shovel. Examine the panel then the lever, then examine the slab and get the scalpel. Go E, U, E back to the library and EXTINGUISH CANDLE. Drop the candle and matches. Go E, U, E to the bedroom and examine then try to get the painting - it is screwed to the wall. Go W, D, S, S, S, E to the edge of the swamp and read the sign ('Danger - quicksand'). Get the crowbar, then go W, W, N to the grave. DIG GRAVE and drop the shovel. OPEN COFFIN (you need the crowbar), then CUT CORPSE. Examine the corpse and get the liver and heart, and take the screwdriver you find. Go S and drop the scalpel (needed later) and give the liver to the snarling wolf to get past. Go E, N, N, N to the library, get the candle and light it again. Go W, W, D, W to the laboratory and break the padlock on the lever with the crowbar. Drop the crowbar and PUT HEART then IN MONSTER. Go E, U, E, extinguish the candle and go E, U, E to the bedroom. UNSCREW PAINTING, drop the screwdriver and UNLOCK SAFE. When asked, enter the combination you remembered from the burning note. Take, examine and read the diary, then drop the diary. Take the map and examine it (it shows a secret pathway threough the swamp). Go W, D to the library and get the matches. Go S, S, S and E then FOLLOW MAP to get through the secret path through the swamp. Go E into the mill, light the candle and go D the hole, W then PUSH SLAB to get into the crypt. Get the cane, then examine and tip the urn and take the electrodes. PUSH DOOR to get out and extinguish the candle. HIT WOLF (with the silver-topped cane) to kill it. It's really a werewolf, and it turns back into a (dead) man. Drop the cane, then get the scalpel (dropped here earlier) and CUT MAN. Drop the scalpel and examine the body. Light the candle and drop the matches, then take the liver and the needle you find. Go E, N, N, N to the library, then W, W, D, W to the laboratory. PUT LIVER, IN MONSTER, CONNECT ELECTRODES, THREAD NEEDLE then SEW MONSTER. PULL LEVER to wake the monster, which will start to chase you. If you stay more than one move in any location, it will catch you. Carefully go E, U, E, E, S, S, S, E and FOLLOW MAP. The monster sinks in the swamp to complete the game. The burning candle gives you 128 turns of light, which is enough to move about and explore in the dark but not enough to go through the whole game with the candle lit. The game shows the countdown through the last 20 moves of candle light. Verbs and nouns can be abbreviated to the first 4 letters throughout, amd there is a save/restore game facility (though no undo).