

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

