APPRENTICE: THE TESTING OF A MAGICAL NOVICE - Written by Bert Lee (PC AGT Version, Disk 320 ) Walk Through by Dorothy Millard Notes 1. If you get a message that asks how you know which way to go, you must READ COMPASS or GET BEARINGS. 2. Visualise and memorise must be spelt with a "z", ie VISUALIZE and MEMORIZE. Walk Through CHALLENGE 1 - ESCAPE FROM ENTOMBMENT (Start in a very small chamber), INVENTORY (carrying a white stone, a silver flute, a tiny bottle containing clear water, pocket lint and a brass compass, and you are wearing ceremonial shoes and a simple tunic), EXAMINE STONE, EXAMINE FLUTE, EXAMINE BOTTLE, EXAMINE COMPASS, EXAMINE SHOES, EXAMINE TUNIC, EXAMINE LINT, UNTANGLE LINT (a small black thing falls to the floor), LOOK, GET BLACK THING, EXAMINE BLACK THING (a seed), EXAMINE WALLS, EXAMINE FLOOR (around the margin you see a narrow border of moist soil), PLANT SEED (the sudden burst of growth brings down the north wall), EXAMINE MOUSE (injured when the wall collapsed - leave it for now), N (how can you be sure which way is north), READ COMPASS (you study the compass to get your bearings), N (middle of vast desert). CHALLENGE 2 - THE DESERT LOOK (a sandstorm bears down on you), DRINK WATER, E (see a windswept spire), EXAMINE SPIRE, CLIMB SPIRE (you don't get very far), REMOVE SHOES, GET SHOES, CLIMB SPIRE (to pinnacle where you see a huge nest), EXAMINE NEST, EXAMINE EGG, WAIT (until you are carried off by a Roc and dropped in the ocean). CHALLENGE 3 - THE OCEAN SWIM (you are too heavy and must jettison something), DROP SHOES, DROP COMPASS, SWIM (light enough now), S, S, S, S (see a tiny stone tub containing an old sailor with an incredibly long beard), EXAMINE SAILOR, ASK SAILOR (he tells you to swim with the current), ASK SAILOR ABOUT HIMSELF (he is sailing the stone tub as an act of faith), ASK SAILOR ABOUT KING (Habib has been mesmerized by the mirror), ASK SAILOR ABOUT MIRROR, WAIT (until the current is pulling you down), D (you sink to the bottom), GET SHOES, GET COMPASS, S (sunken ship where you see a dappled seahorse), RIDE SEAHORSE (you finish up on the rocky shore). CHALLENGE 4 - THE ROAD TO DARDHAD NW (the road is made of volcanic stone which is hard on the feet), WEAR SHOES, NW (the road widens, you see a Persian carpet and meet a blind boy), EXAMINE CARPET, UNROLL CARPET, EXAMINE BOY, TALK TO BOY, ASK BOY ABOUT CARPET, NW, NW, NW, NW, NW, NW, NW, NW, NW (bend in road), READ SIGN, N (road to Darhad), N, N, N, N, N, N (see broken cart), EXAMINE MERCHANT, UNLOAD CART (you find the little mouse that was injured when the wall collapsed, carrying the white stone the wizard gave to you), GET MOUSE (you put it in your pouch), GET STONE, LIFT CART (the merchant fixes the wheel and offers you a ride), RIDE CARD (it collapses again), N (canyon). CHALLENGE 5 - DARHAD W (market of Lower Darhad), EXAMINE CROWD, EXAMINE VENDORS, S (meet a mendicant), EXAMINE MENDICANT (doing magic), ASK MENDICANT ABOUT HIMSELF, ASK MENDICANT ABOUT STONE (it is a summoning stone), ASK MENDICANT ABOUT COURTYARD (he leads you to the old part of the city), EXAMINE TREE (a date tree), EAT DATES (your mouse is hungry too), GIVE DATES TO MOUSE (the mendicant offers to heal your mouse), GIVE MOUSE TO MENDICANT, EXAMINE MOUSE (now better. you are told he could be trained), ASK MENDICANT ABOUT FLAME (he tells you how to summon and use the healing flame), CLOSE EYES, VISUALIZE FLAME, BREATHE FLAME, OPEN EYES, EXAMINE BIRDBATH (contains rainwater), DRINK CLEAR WATER, SE, N (back to market), W (palace gates where you see a key ring and a guard sleeping on the other side of the bars), EXAMINE GUARD (the key ring dangles from his belt), GET KEY (you can't quite reach), MOUSE FETCH KEY (the guard awakens, spots the mouse then you. you find yourself in a cell). CHALLENGE 6 - ESCAPE FROM THE DUNGEON GET CHEESE, EXAMINE CHEESE (don't eat it even though you are hungry), EXAMINE HOLE (a drainage hole), PUT CHEESE IN HOLE, WAIT (keep waiting until the mouse arrives and eats the cheese), EXAMINE KEY, GET KEY (can't reach), MOUSE FETCH KEY (it brings it to you), UNLOCK DOOR WITH KEY, OPEN DOOR, E (narrow passage), E (junction), N (spiral steps), D (darkness), CLOSE EYES, VISUALIZE MATCH, SUMMON MATCH, GET MATCH (you are now carrying the flaming match), LOOK (you are in a tiny space at the bottom of the steps), EXAMINE DOOR (note the hinges are rusty), READ DOOR ("Prince Habib's Time Capsule"), BREAK HINGES, E (into time capsule), GET BOOK, EXAMINE BOOK (The Memories of Prince Habib"), READ BOOK (the last few pages contain detailed maps of the palace, but are fading on contact with the air), MEMORIZE MAPS, W, U (spiral steps), PUT OUT MATCH. S (junction where you now see a loose brick), EXAMINE BRICK (now that you have committed Habib's book to memory you know that the sign on the wall is actually a trapdoor leading to the secret passages of the palace), PUSH BRICK (you step through to a narrow passageway where you note a loose board overhead), EXAMINE BOARD (it's where jailers keep prisoner's belongings), LIFT BOARD (you recover your belongings), N (bottom of dumbwaiter), U (top of dumbwaiter shaft), S (royal banquet hall), EXAMINE PAINTING, TURN PAINTING (wall slides open and you step through to another secret passageway), N (bedchambers of the king where there is a person entranced before the mirror), EXAMINE MIRROR (the mirror of souls), EXAMINE PERSON (familiar - note there is no reflection), THROW COMPASS AT MIRROR (King Habib is freed from his long enchantment. there is a commotion in the hallway and a pounding on the door), GET COMPASS, S (another secret passageway), S (you climb out the window onto the roof. you tumble off the edge and into the shrubbery). FINISH LOOK (you are in the courtyard), SE, N (back to market), N (infamous street of thieves), NW (see house with a bright red door), NW (porch of stone house), EXAMINE DOOR, KNOCK ON DOOR (you are admitted to the Transit House where you are welcomed to the brotherhood, now a wizard and a hero). CONGRATULATIONS You have won the game. - o -