WHAT FOLLOWS IS A WALK THROUGH OF APPRENTICE. PLEASE NOTE, IT IS ONLY ONE POSSIBLE ROUTE THROUGH THE GAME, AND, IN FACT, IT REPRESENTS A SHABBY WIN. ONCE YOU HAVE PLAYED THROUGH THIS WAY, TRY OTHER DIRECTIONS AND METHODS. THIS VERSION, IN PARTICULAR, AVOIDS A LONG AND INTRICATE DREAM SEQUENCE, AS A RESULT, ONE OF THE REQUIREMENTS FOR A GRAND VICTORY (TO SUMMON SOMETHING OUT OF A DREAM), IS LACKING. GOING THIS WAY THROUGH THE ADVENTURE, YOU WILL NOT BE MEETING OR INTERACTING FULLY WITH MOST OF THE CHARACTERS YOU ENCOUNTER ALONG THE WAY. I HOPE THIS TASTE LEADS YOU TO DISCOVER THESE OTHER ROUTES FOR YOURSELF. CHALLENGE ONE: ESCAPE FROM ENTOMBMENT CMD INVENTORY: SEE THAT LINT? EXAMINE IT... UNTANGLE IT. A LITTLE BLACK THING FALLS OUT... IT IS A SEED. PLANT IT... THIS WILL CAUSE A MAGICAL VINE TO GROW THAT BRINGS DOWN THE NORTH WALL OF THE CELL. YOU ARE FREE TO GO, BUT, NOT SO FAST. HAVE A LOOK AT THE MOUSE, INJURED WHEN THE WALL CAME DOWN. IF YOU TAKE IT FOLLOWING THE COURSE I'M ABOUT TO DESCRIBE, IT WILL PERISH... LEAVE IT HERE. NOW, GET YOUR BEARINGS, AND GO NORTH. (PASSAGE--YOU WILL STEP OUT INTO THE DESERT AND IMMEDIATELY BE ENVELOPED BY A SANDSTORM. NOW, YOU ARE ON YOUR OWN...) CHALLENGE TWO: THE DESERT TAKE NOTE OF THE FIRST MESSAGE! YOU MUST DRINK SOME WATER OR YOU WILL PERISH. THAT DONE, GO EAST. IF YOU GET A MESSAGE THAT ASKS HOW YOU KNOW WHICH WAY IS EAST (OR ANY DIRECTION YOU CHOOSE TO GO) THEN YOU MUST GET BEARINGS (OR READ COMPASS). IN ANY EVENT, YOU WILL COME TO A SPIRE. EXAMINE IT. TO CLIMB IT, YOU MUST REMOVE, AND TAKE, YOUR SHOES. DO SO. NOW YOU ARE IN THE HANDS OF FATE... NO MATTER WHAT YOU DO, YOU WILL BE SEIZED BY A ROC AND CARRIED NORTH TO THE OCEAN, THERE TO BE DROPPED IN. CHALLENGE THREE: THE OCEAN OF COURSE YOU MUST SWIM, BUT YOU QUICKLY FIND YOU ARE TOO HEAVY AND MUST JETTISON SOMETHING. YOU MUST DROP THE SHOES AND THE COMPASS, THEN TRY SWIMMING SOUTH. KEEP GOING UNTIL YOU ENCOUNTER AN OLD MAN SAILING IN A STONE TUB. ASK HIM ABOUT HIMSELF, THEN ABOUT THE KING. PAY ATTENTION! LISTEN TO HIS WORDS AS THE CURRENTS PULL YOU APART. GO DOWN! THERE YOU WILL FIND YOUR SHOES AND THE COMPASS, TAKE THEM, AND GO SOUTH TO THE SUNKEN SHIP. INSIDE YOU WILL FIND A SEAHORSE. RIDE IT THIS WILL TAKE YOU TO THE SOUTHEAST END OF THE ROAD. CHALLENGE FOUR: THE ROAD TO DARDHAD PUT ON YOUR SHOES, OR YOU WON'T GET TOO FAR ON THE JAGGED VOLCANIC STONES OF THE LOWER ROAD. ONLY WAY TO GO IS NW. YOU WILL COME ON A BLIND BOY BY THE ROAD, AND A CARPET. FIND OUT WHAT YOU CAN HERE AND THEN CONTINUE NW. IT'S A LONG ROAD... EVENTUALLY YOU'LL COME TO A BEND... CONTINUE TOWARD DARDHAD, NOW NORTH. AGAIN, THIS IS A LONG STRETCH OF ROAD. YOU WILL COME TO A SCENE, A BROKEN DOWN WAGON AND A MERCHANT IN NEED OF ASSISTANCE. UNLOAD HIS CART, THEN LIFT IT (YOU WILL BE REWARDED WITH THE REDISCOVERY OF YOUR INJURED MOUSE, WHO WILL HAVE, STRANGELY ENOUGH, THE STONE THE WIZARD GAVE YOU). TAKE THEM, NOW LIFT THE CART SO THE MERCHANT CAN SLIP THE WHEEL BACK ON THE AXLE. FROM HERE ON, DO WHAT YOU WANT AT THIS SCENE, BUT BE READY FOR IRONY. YOU WILL THEN CONTINUE NORTH, THEN WEST, ARRIVING AT... CHALLENGE FIVE: DARDHAD (SEE ENCLOSED MAP) YOU HAVE ARRIVED AT DARDHAD WITH ALL YOUR TREASURES AND THE INJURED MOUSE. ˆDO NOT GO NORTH€ TO THE STREET OF THIEVES OR ALL YOUR CAREFUL WORK WILL BE INSTANTLY UNDONE. (THAT IS NOT TO SAY YOU CANNOT OVERCOME THIS SETBACK, BUT IT WILL ACCOUNT FOR MUCH EXTRA DIFFICULTY.) GO SOUTH, AND THERE YOU WILL MEET A MENDICANT... PERHAPS YOU WILL EVEN SEE HIM PERFORM A FEAT OF MAGIC. TALK WITH HIM. ASK HIM ABOUT HIMSELF, AND THEN ASK HIM ABOUT THE COURTYARD HE WILL TELL YOU OF, WITH ITS DATE TREE (FOR YOU ARE HUNGRY); HE WILL LEAD YOU THERE. EAT SOME DATES, SHARE THEM WITH YOUR MOUSE. THE BEGGER WILL OFFER TO HEAL THE MOUSE. GIVE IT TO HIM, AND WATCH. ASK HIM ABOUT WHAT YOU SEE (YOU WILL THUS, PERHAPS, LEARN TO HEAL, THOUGH THIS IS NOT NECESSARY FOR THIS DESCRIBED WIN). I ENCOURAGE YOU TO ASK THIS BEGGER ABOUT WHATEVER IS AT HAND. HE HAS MUCH TO TEACH YOU. NOW, WITH YOUR MOUSE FAITHFULLY FOLLOWING, RETURN TO THE STREET OF FINE WARES BY GOING SE. NORTH, THEN WEST, TAKES YOU TO THE PALACE GATES. BY NOW, IF YOU'VE BEEN PAYING ATTENTION, YOU WILL KNOW THAT YOUR MOUSE IS QUITE BRIGHT. GET IT TO FETCH THE KEY YOU SEE ON THE GUARD'S BELT. YOU'LL GET ARRESTED, BUT THAT WILL GET YOU INTO THE PALACE. CHALLENGE SIX: ESCAPE FROM THE DUNGEON THIS IS ALL STRAIGHTFORWARD. YOU WILL FIND YOURSELF NOW IN THE CELL WITHOUT YOUR MOUSE AND WITH YOUR POCKETS CLEANED OUT BY THE GUARDS (THOUGH THEY MISSED A FEW THINGS). DON'T EAT THE CHEESE... PUT IT IN THE DRAINAGE HOLE AND THAT WILL ATTRACT YOUR MOUSE, WHO WILL EVENTUALLY ARRIVE TO, ONCE AGAIN, FETCH THE KEY FROM ANOTHER SLEEPING GUARD, THIS TIME A SMOOTH AND TROUBLEFREE OPERATION. UNLOCK THE DOOR, GO EAST, EAST AGAIN, NORTH, AND THEN DOWN INTO A DARK SPACE AT THE BOTTOM OF THE STAIRS. CHALLENGE SEVEN: DESTROYING THE MIRROR OF SOULS AT THIS POINT, THE SHABBINESS OF THIS PARTICULAR GAME SOLUTION WILL BECOME APPARENT. HAD YOU PLAYED THROUGH THE VARIOUS EARLIER COMPLEXITIES, YOU WOULD HAVE ENCOUNTERED SOMEONE WITH A MAGICAL MATCH (ONE THAT CAN BE STRUCK REPEATEDLY) AND HAD YOU INTERACTED PROPERLY, THE MATCH WOULD BE WITH YOU NOW. YOU DIDN'T, AND YOU NEED THE MATCH NOW... YOU WILL NOW LEARN (UNFAIRLY) ABOUT YOUR STONE. IT IS A SUMMONING STONE (SOMETHING THE BEGGER WOULD HAVE TOLD YOU, HAD YOU ASKED); CLOSE YOUR EYES, VISUALIZE THE MATCH, SUMMON IT, TAKE IT. LOOK AROUND YOU NOW. THERE IS A RUSTED METAL DOOR; BREAK THE HINGES AND STEP EAST INTO THE TIME CAPSULE. TAKE THE BOOK YOU FIND THERE AND MEMORIZE THE MAPS IN IT BEFORE THE NEW AIR ERASES THE ANCIENT INK. NOW YOU KNOW THE SECRET WAYS THROUGH THE PALACE. GO WEST, THEN UP, PUT OUT THE MATCH BEFORE IT BURNS YOUR FINGER. NOW GO SOUTH. A NEW DETAIL WILL HAVE APPEARED IN THIS ROOM, A LOOSE BRICK. PUSH THE BRICK AND STEP INTO A SECRET PASSAGEWAY. IN THIS LITTLE SPACE, THERE IS A LOOSE BOARD OVERHEAD. LIFT IT AND YOU WILL RECOVER YOUR TREASURES. NOW GO NORTH, UP, SOUTH, TURN THE PAINTING, AND THEN NORTH. CONGRATULATIONS, YOU HAVE FOUND THE MIRROR OF SOULS. THROW THE COMPASS AT IT! THE MIRROR WILL SHATTER, FREEING THE GOOD KING HABIB FROM HIS LONG ENCHANTMENT. NOW, GO SOUTH, SOUTH AGAIN (WHICH WILL CAUSE YOU TO FALL OFF A ROOF AND LAND IN THE COURTYARD). WIN GAME: AS I SAY, THIS IS A SHABBY WIN, AS YOU WILL SEE. FOR THOUGH YOU ARE CARRYING YOUR TREASURES (UNLESS YOU FORGOT TO PICK UP THE COMPASS AFTER YOU THREW IT AT THE MIRROR), BUT YOU WILL HAVE TO PASS THROUGH THE STREET OF THIEVES, AND THERE YOU STAND A GOOD CHANCE OF LOSING IT ALL. IF YOU ARE CLEVER AT AN EARLIER POINT, YOU WILL BE ABLE TO ARRIVE AT THE TRANSIT HOUSE WITH EVERYTHING, I LEAVE THAT TO YOUR OWN DISCOVERY. IN ANY EVENT, GO SE FROM THE COURTYARD, TWICE NORTH, THEN NORTHWEST UNTILL YOU ARRIVE AT THE TRANSIT HOUSE DOOR. KNOCK ON THE DOOR... TREASURES OR NOT, YOU ARE CREDITED WITH VICTORY FOR HAVING DESTROYED THE MIRROR AND FREED HABIB. NOW TRY OTHER ROUTES, AND SEE IF YOU CAN: DO SOME HEALING BRING FORTH SOMETHING FROM A DREAM LEARN THE SECRET OF YOUR OWN IDENTITY SAIL VICTORIOUS INTO DARDHAD ON A FLYING CARPET IF YOU ASKED THE RIGHT QUESTIONS ON YOUR WAY THROUGH THIS VERSION OF THE GAME, YOU WILL HAVE LEARNED HOW TO SET ABOUT DOING THESE THINGS. GOOD LUCK, ADVENTURER. ------------------------------------- Apprentice is my first interactive game, and I welcome comments and betatesting from any and all quarters. I can be contacted at the following address: 1426 Ashby Street, Key West, FL 33040. (305) 294-4182. Thank you, Bert Lee