Username: Password:
RegisterForgotten Password

Sorcerer's Apprentice (Sorcerers_Apprentice.txt)

                               Walkthrough for

                            Sorcerer's Apprentice

                               by Brian Parks

                            Written by Richard Bos


  First, a few notes.

  To start with, Sorcerer's Apprentice is a PAWed game for the ZX Spectrum.
Words are therefore significant to five letters rather than the more usual
four. It makes good use of the PAW's processes and object name insertion to
automate the printing of room descriptions. The result is idiosyncratic and
clear, but sometimes repetitive.
  Obviously, since this is a walkthrough, spoilers are rife below. I'm not
taking you past every single clue and sight; in fact, I'm taking you past none.
There are many objects which can be examined to provide hints towards the
fulfilling of your task, none of which I show you. There is also a series of
locations which provide hidden hints.


  Now, let's start on our task... without knowing what it is!

  We first go and move some objects which would otherwise require solving
another puzzle to get. This is slightly cheating - it requires internal game
knowledge aforethought - but it's convenient. While we're doing this, ignore
the actions of all other NPCs, including Melrin. Go east, open the door, and go
out, south, west four times, north three, and in. Take everything from the bed,
go down, and drop all.
  Now go back up. You will encounter a sweet old lady - who isn't so sweet - on
the way, either here or on her garden path. If we'd been carrying the pillow or
blanket, she'd have taken them back, but she doesn't think to get them from her
own cellar! We'll retrieve them soon. For now, go out, south thrice, east four
times, and north. Open the door and go in.
  Go west and take the beans, east and nw, take the wallet, se and north, take
and wear the knapsack, south, open the door, out and south. Go se and take the
shovel, nw and south, take poppy, north and east, take the cabbage. Dig three
times. Drop the shovel, take the weight from the hole, and put all in knapsack.
Take back your shovel and go west.
  Go west four times and north three times, in and down. Take all; put all in
sack. Up. Since the lady can't see her stuff, she won't take it back and will
have to sleep cold and uncovered. Aww... Go out and south, then east until you
can go no further. By one of these gates, you will find a bag of soot; where
exactly depends on how far the chimney sweep has got. When you do, take some
soot and put it in your sack. At No 8, go north and in, take the cage, out,
take the firefly, and put all in your sack.

  Go south, then all the way west to No 1, south, and west again. Go north and
take the bird seed, then south twice. Take your shovel from the sack, dig three
times, and take the gold from the hole. Open the door and go in. Up twice, take
the nails, down and east, take the alarm clock, and put all in sack. Then west,
down, open the door, out and north.
  Go east twice. Somewhere in this area will be a grey-haired old gentleman.
Find him. Then say to the gentleman "drop compass", take the compass and put it
in your sack; and say to man "drop detector", take the detector and put it in
the sack as well. Remarkable how unbothered this guy is by all of this... This
done, find your way back to the lower ramparts of the castle mound, then go up.
  Open the door and go inside, then down. Hey! You could try removing this
blindfold, but the DM will put it back on, _and_ follow you around. But we can
still move, and we know how we got here, and those doors have an interesting
habit... go up, open the door, and go out. Hah! _Now_ remove the blindfold and
put it in your sack. Open the door, then go inside and down again, then nw.
Take the walkman from the prisoner, then go back se, up, open door, out, down
and west.
  Go south, east twice and north. Take the shovel from the sack, dig three
times, take the ring from the hole and go east. Take the bird cage and bird
seed from the sack, put the seed in the cage, and drop the cage. Go north, and
follow the crow back south. Take the feather. Put all in sack and go north,
then west thrice.

  Wait. Something interesting will happen. Go south, then east until you meet a
princess. Say to princess "kiss me". Take her mirror, then go east until you
can go no further, up, and sw. Wave the mirror. Take all, wear your sack, and
put the mirror and cat (yes!) in it. Go inside.
  Take the blanket, pillow, alarm clock and poppy from the sack, then put them
all into the cauldron. Hey, presto! Now take the cat, soot, feather and
blindfold from the sack, and put all in cauldron. Ignore Thetford in all this;
he can provide a clue, and points, but nothing essential. Also ignore the
spells for now; they have no real use.
  Instead, go out, east, se, south, and west four times. Take the piece of gold
from your knapsack and give it to the troll. Go west six more times, to a
crossroads. Take the nails from your sack and drop them here; then wait until a
red Porsche comes, rather anachronistically, racing down the roads and
punctures its tires. Enter it, take everything you find there, put all in
knapsack, and go out.
  Go east thrice, south twice and sw. Take the shovel and the cabbage from your
sack. Dig three times, take the ingot from the hole, and go ne. Untie the goat,
and go north twice and east thrice. Go west twice and down. Retrieve your gold,
and drop the shovel and cabbage, which we won't need any more. Go up, east six
times, north, nw, west and in. Take the wallet and car keys from the knapsack
and put all in cauldron. This new spell _is_ useful! Cast Wealth spell on, and
take the credit card.

  Now to make use of it. Go out, east, se, south, and west all the way back to
the crossroads. Go nw, and take all. Then se, ne, get all - note the way the
PAW is used to print an flexible message - and put all in sack, then take the
card from the sack. Take the rubber. Go sw twice, take all, ne and se, take
all, put all in sack.
  For our last two objects, go nw, east twice and north, open the door, and go
inside, north and east twice. If there is a lump of wax on the altar, good. If
not, wait until Rasputin returns, and takes the candle on the altar leaving the
wax. Take the wax from the altar. Now wait again until Rasputin returns, puts
the candle back, and leaves again without it. This will take some time. Then
take the candle from the altar as well and put everything in your knapsack - if
you don't, he will take his candle back.
  Then go west twice and south, open door, out, south, east eight times back to
the second country lane, north, nw, west and in. Now for all the rest of the
spells, take the candle, diamond ring, firefly and mirror from the sack and put
all in cauldron; get the wax, Walkman, drum and trumpet from the knapsack and
put all in cauldron; get the lead weight, vitamin pill, mussel and tin of beans
from the sack and put them in the cauldron; take the jelly fish, rubber,
bandage and sunglasses from the sack and put all in cauldron; and finally take
the compass, reel of cotton, metal detector and map from your knapsack and put
everything into the cauldron.
  Look. There should be eight spells. Cast strength spell on, then take all -
you can now carry all spells at the same time. Out, east, se, south, and now
back home: east twice, north, open door, in. Melrin will probably have given
you a list by now, in which case he'll be in his inner sanctum. If not, just
wait here until he does. Then go nw and north.

  I'll leave it to you to get the rest of the points. Magic will be useful
here, as will a good deed. You'll get no more hints from me: the main task is
done, so my job as a walkthrough writer is finished!