Apprentice 2: The Knight’s Move
The
Walkthrough
Walkthrough
by wisewhiz. Send any comments to
wisewhiz@yahoo.com.
AUTHOR’S
INTRO
All right folks, first off, Apprentice 2’s a really
tight game, but you probably already know that because you’re probably playing
it right now, but you’re probably stuck at some point in the game, so I figured
it’d probably be a good idea for someone to make a walkthrough to help you
through the gaming experience. It’s all
hypothetical, though.
Anyway, this is my first walkthrough, so bear
with me. While I admit there were some
parts where I couldn’t take it anymore and asked for some help, I do recommend
playing this game not relying on this walkthrough, as it sure
makes it a heckuva lot more fun to figure stuff out by yourself, but suit
yourself. By the way, the commands are
in bold, for those of you who just want to skim. OK, ready?
Here we go…
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THE
GOOD STUFF
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Villages burning…drunks at the door at
midnight…big, huge, scary warlords…all is not well in Willowbeam. Fortunately, you, the mighty magician Pib,
are here to save the day. Or at least,
to save your own skin.
Look around your room, if you want, but as of
right now, you don’t really need to do anything. Walk downstairs and you’ll have a somewhat long, but
important, cutscene between you and the Master.
So you want to be a wizard, huh? Well, in order to do so, you must complete
three tasks, no more, no less. And
three shall be the number of tasks completed…sorry. Anyway, you’ll need to rid the bakery of the rats, create a
golem, and win some silvers on the centaur race. Talk to Master, if you want some more information on the
tasks. Otherwise, Enter tower
and go back to your room. Take
scroll near the stairs and Use nightstand so you can Take coppers. If you Look at golem scroll, you’ll
see that you need a combination of earth, fire, water and air. Keep an eye out for them as you play.
Continuing on, Walk downstairs and Walk
down path. Now you’ll see the main
map. Aside from the Tower, right now
you’ll see the Fishery, the Village, the Camp, and the Races. Go to village. Hey, the highwaywoman! Remember her? No? Well, then obviously
you didn’t play the first game and shame on you. Anyway, Talk to highwaywoman. Make some small talk, then Sign the petition. Keep talking to her, and ask her to Sign
the petition again. This time, the
dialogue will go away and you’ll have the quill pen in your item book. ** IMPORTANT ** Use quill pen on desk.
Trust me, you’ll want to do this.
If you don’t, you’ll get stuck in a nasty dead end situation, and unless
you’re into that masochist stuff, you don’t want to do that.
If you mosey on over to the right of the
screen, you’ll scroll over to a gate. Talk
to guard, Ollie. He’ll tell you
that he didn’t bring his shirt. Maybe
you should give him one. Keep that in
mind.
Around town, you’ll see the town drunk, Navy
Joe, walking around. If you don’t, he
might be behind the house, but you can always find him later. Once you do, Talk to Navy Joe. He’ll have a game for you to play involving
pockets and a teddy bear. I always
hated games like this (unless I was the one doing it), and likewise, this part
gave me a headache. Kind of reminded me
of the finger game from Monkey Island 2.
Anyway, you can figure this one out for yourself. I suffered through it, and so can you. What’s that? This is a walkthrough?
Yeah, and your point is? Ok, ok,
I’ll tell you the answer, but only if you really can’t figure it out. Skip the next paragraph if you think you can
handle it yourself.
Ok, cheaters, here’s how the game works. Joe will point at the pocket where he puts
the teddy bear, and then point to one where it isn’t. Unfortunately, it’s never the first pocket. It’s not in the second one, either. This is one of those games where the answer
is really easy, but it takes a while to figure out. In fact, I got lucky when I was playing and won it without
figuring it out, and only did when I was writing this. Basically, you can ignore the second pocket,
only the first one matters. The teddy
bear is always going to be in the pocket two numbers ahead of the first
one. For example, if he points to 3
first, the bear’s going to be in 5.
Since there’s only 9 numbers, not 10, if he points to 9, the bear will
be in 2. Got it? You’ll get it.
Once all’s been said and done, you’ll get a
Navy Joe tin cup. I know, I know, it’s
so special, you’ll want it bronzed (but would it still be a tin cup?). Head over to the left, behind the house,
until you see the bakery. But first,
you’ll see a bird in a cage. Talk to
bird. Hey, it’s our old friend
Lloyd from the first game, who was a snake at the time. Don’t remember him? You’re probably the same one who didn’t
recognize the highwaywoman. Well, I’ll
let you go on this one, because he’s a different species and all. Anyway, he wants out, so keep that in
mind. While you’re here, take clay
under the birdcage and take lantern on the street.
Walk into bakery and talk to baker. A rat problem, eh? Nothing a mighty magician can’t handle. There’s not much we can do right now, though, but while we’re
here, take butter on the counter and take molasses on the back
cabinet. Also, take bellows on
the ground. Leave bakery and walk
to main map.
Go to the Fishery. Hey, a babe pirate. Don’t
get distracted, guys, we’ll talk to her later.
Walk into doorway of the big shipwreck. Get yourself into a cleptomaniac mood and start looking at his
stuff. In particular, take potion
on the back counter by the other bottles.
He’ll bark at you, so talk to fisherman. The potion, he tells you, turns you stone
cold for a couple hours, but he wants grog in return for it, which consists of
lemon juice, molasses, rum, and seawater.
DO NOT TRY DRINKING THIS AT HOME!!
Trust me, it does not taste like strawberry milkshakes.
Anyway, we’ve already got the molasses, but
what about the rest of the stuff? Well,
another ingredient’s nearby. Take
cask of seawater sitting by William.
Use molasses with cask.
Oh, how delicious. It’s gets
better. By the way, if you’re bored,
try to talk to skeleton. Tee
hee. Kind of a Monkey Island reference
at the end. Walk outside.
Talk to lady pirate. Hmm, she’s into mechanics.
Well, since the rig’s not really working right now, she probably won’t
miss some her stuff. Take gear
and take pinchers. Walk to
main map.
Go to the Camp and watch the cutscene between
the lieutenant and the sergeant. When
that’s done, go to the Village. You
should see the Lieutenant arguing with the highwaywoman, but if you don’t, just
leave and come back. Use this
opportunity to take quill pen.
If it’s not there, then sorry, but crap, you messed up. You probably forgot to put the quill on the
desk earlier. Anyway, the good news is
that I just saved a bunch of money on my…sorry. The good news is that this is the only dead-end of the game that
I know of. The bad news is that if you
got stuck in it, you’re going to have to restart unless you have another saved
game like a good adventure gamer.
Keep leaving and coming back until the
soldier’s gone and then talk to highwaywoman about him. She’ll tell you about the Foolkiller (sounds
like a wrestler) and the tent on the main map that I know you’ve been
wondering about will be accessible. But
that’s for later. Right now, we need to
find our pal, Navy Joe. If he’s not
there, come back and he’ll show up eventually.
Talk to Navy Joe. We’re
looking for rum, he’s the town drunk.
It doesn’t take a computer programmer to put two and two together on
this one. (Yeah, I know, I tend to be a
bit sardonic, but hey.) Nothing in
life’s free, though, and old Navy will want you to get his postcard signed by a
centaur. Okay. Since we’re here, though, let’s take care of
Lloyd. Use pinchers with cage. Yay, he’s free and…he’s gone. Don’t worry, we’ll find him again. Go to main map.
Go to the Races. Hmm, looks like a fun place.
Talk to both men and they’ll give you some background on what’s
up. Apparently, there’s a curse on the
race that’s makes it rain every time it’s held. That kind of puts a damper on our gambling habits for the time
being, doesn’t it? Well, walk to
stable and talk to scrawny centaur.
His hoof’s stuck. Be a pal and use
butter with bucket and take bucket.
Seabis…er, Seacookie will now talk to you, and you’ll find out that he
just isn’t having luck lately. Well, he
has, but it’s all been bad. Keep that
in mind (you’re going to have to do that a lot, so make some space). It’s not very obvious, but near his hoof,
you can take bucket part. You
can try talking to the macho centaurs, but they’re kind of “busy” right
now. Maybe we can fix that, especially
so we can get the postcard signed so we can get the rum to make the grog to get
the potion. Yeah, it works like
that. Look above the fans and try to take
peg. Unfortunately, Pib’s stature,
or lack thereof, can’t reach it, but maybe we have a friend who can…Walk to
main map.
Go to the Village. If you go to the gate, you’ll see our avian friend, Lloyd. Talk to Lloyd. He goes off and takes care of the centaur
fans for us. Sooo, walk to main map
and go to The Races.
Back at the stable, you can now talk to
centaurs. Use postcard on
centaurs. This is why you need the
pen, by the way. Now that we have the
John Hancock, we can go back to Navy Joe.
At the Village, use autograph on Navy Joe. We have rum now, but it’s not for us, so use
rum with molasses seawater.
Enter bakery and use the stoves. Eventually, rats will come pouring out of
one of them. I guess we’d better get
rid of them, shouldn’t we? Alright, the
first thing we want to do is to get the rats into either the left or right
stove, but not the middle. Use gear
with middle vent, and it should fit perfectly. Now, use bucket part with vent opposite of the one the
rats are in. Leave bakery and use
ladder to get on top of the roof.
See those pipes? Use
stovepipe directly above the rats’ stove, and that should chase them out,
as they have nowhere else to go.
Tada! One task down, two to
go. First, go back into the bakery and take
gear. Walk to main map.
Go to the Tent. This must be the infamous Foolkiller. Talk to Foolkiller.
You’ll tell him about the highwaywoman and the soldier, and he’ll deem
the soldier a fool and give him the beat down.
Exit and come back, and he should be done with him. Since he doesn’t need it, you can take
armor. Hmm, are you thinking what
I’m thinking? I’m thinking you are. If not, you’ll catch up in the next
paragraph. Walk to main map.
Go to the Camp. Now that we have a nice suit of armor, we can walk about without
being discovered. Use armor with
armor and Pib will put it on. Hey,
an extra part, what do you know? It
looks like a throwing star, or maybe a…wait, don’t want to get too ahead of the
walkthrough. Look in the box and take
t-shirt, then go and talk to pencil maker. He seems innocent enough.
Use pinchers with lock.
As a gift for his release, he’ll give you some charcoal. Try to contain your excitement.
Go back to the Village and head over to the
gate. Let’s help Ollie with his sunburn
and use t-shirt on Ollie. Since
thou hath helped him, thou shalt be granted passage beyond yonder gate. Go to mansion and talk to Lorenzo. It turns out this is the guy behind the
curse. He lost big time years back, and
hired a wizard to put a curse on the races.
Hmm, do we know any wizards are here?
I think we do, but before we leave use tin cup with fishbowl and take
shrub. So the shrub’s a lemon
bush. It’s a rare breed. Anyway, now we have lemon juice, and
therefore, all the ingredients for grog, so use lemon with molasses rum
seawater. Mmmm, tasty. Walk to main map.
Go to the Fishery and into the
shipwreck. Use grog with William,
then take potion. Leave and go
to Jezelle. Use pinchers with diving
rig and use gear with diving rig.
As you recall, the only things wrong are a stuck lever and a missing
gear. Well, let’s see what we can do
now. Use butter with lever and use
armor part with diving rig. Problem
solved. She has to fine-tune it, so in
the meantime, walk to the Tower.
So, a wizard put the curse on the races,
huh? Talk to Master. So he was the one behind it. Unfortunately, Billy Shiskabob stole it from
him, so let’s have a talk with ol’ William.
Walk to the shipwreck and talk to William. He threw it overboard!! Hey, no problem, it’s magical, so it’s
waterproof. But that does kind of make
it a bit difficult for us. Fortunately,
his daughter should be done by now…
Head outside, talk to Jezelle and use
diving suit. Well, bummer, the sea
monster took the book. Things just
aren’t going our way, are they? That’s
the life of a magician. So the monster likes
books, huh? We have a book. A nice, magical book. Too bad living things can’t get zapped into
it. If only we were inanimate, or stone
cold for a couple hours…tee hee. Use
potion with potion.
After an interesting sequence and a couple
allusions to Apprentice 3, we end up in the dragon’s lair. Hey, the dragon’s a Book Wyrm. Imagine that. Talk to book wyrm.
He likes his books. He really,
really likes his books. And he doesn’t
want to give us our curse book back.
That, my friends, tends to be a problem, so maybe we can get some
leverage on him. Use shelf of books,
and a valve in the wall will be revealed.
Use valve and the dragon will panic. Apparently, if Pib opens it, a truckload of water will come
pouring in and ruin all his books. Also,
if we do that, he’ll quick-fry us to a crackly crunch in no time, and
personally, I don’t like the thought of being a crispy critter, so let’s
rationalize. Go through all the talk
options and he’ll let you have the book.
What? You don’t know what to say? Ok, ok, if you insist, just use the
following lines in this order: 2, 3, 2, 1.
Take curse book. While
we’re here, let’s use the presence of a dragon to our advantage. Use charcoal with lantern. Do the following quickly. Use quill pen with book wyrm and use
lantern with book wyrm. Oog, I…have made, fire. All right, our job here is done, so we can use bucket to leave
well.
Go to the Tower. Soo, we need to make a golem, eh? Go up to your room and if you read the scroll, you’ll know we
need fire, earth, wind, and water. Hey,
what do you know, we have all that.
First, use clay with cauldron, then use lantern with cauldron. Next, use cup of water with cauldron. Finally, use bellows with cauldron. Nothing’s happening. Oh yeah, don’t we need to say some magic
words? Use golem scroll with
cauldron. My prreciousssss. Sorry, it’s a golem, not a gollum. Although, Bork does kind of look like
Smeagol, and Pib kind of resembles Frodo…anyway, let’s continue. With two tasks down, we just need to win
some moo-lah at the races. If you
remember, though, our pal Seacookie isn’t feeling that lucky today. Maybe a good luck charm will help him. Take picture of the cup near your
bed. For some fun, you can leave your
room and come back, but I don’t think you need to.
Leave and walk over to the Races. Go to Seacookie and use picture with
Seacookie. Not only did we help a
friend, but we rigged the race so we can win.
Everybody’s happy. Go to the
ticket office and use coppers with Garvey, then use turnstile. After a brief narcoleptic episode on our
part, Pib fills us in on the greatest race ever held since that chariot race in
Ben-Hur. Too bad we missed it. But hey, we’ve got a truckload of silver
now, so smile. Head back to the Tower
and use silvers with Master.
Wait a minute, that’s three tasks, isn’t it? I guess that means we beat the game. Watch the ending cutscene and consider this game as completed. Pib becomes a wizard, gets a spiffy hat…and gets drafted. Bummer. Well, I guess we’ll have to see what happens in Apprentice 3: Checkmate! Thanks for bearing through my commentary and observations, it’s been a real pleasure.