
Walkthrough for All That Shimmers...
====================================

The game starts with you seated in your lounge room. Around the
house there are a few required items to be taken, including one
hidden in the backyard.

> STAND
> OPEN DRAWER
> GET MATCH
> NORTH
> EAST
> GET BROOM
> SEARCH LEAVES
> WEST

At this point your grandmother's ghost will appear when you try to
leave the house, but there is nothing special the player needs to do.

> WEST
> WEST
> NORTH
> EAST

In the shop you need a particular item. Though you'll need to come
back later for another important item.

> GET CHEESE
> WEST
> NORTH

Father Beige is here in the church, but mainly gets in your way.
You can ask him some things, which may give useful hints for other
parts of the game. After a few moves he is called away.

> WAIT
> WAIT
> WAIT
> WAIT
> WAIT
> WAIT

You should have heard something in the church now. If you search
where the sound is coming from, you will find a mouse. The mouse
needs some encouragement to release the item it is holding.

> EXAMINE PEWS
> GIVE CHEESE TO MOUSE
> GET KEY

Now you can get into the cemetery...

> SOUTH
> SOUTH
> UNLOCK GATES WITH KEY
> OPEN GATES
> ENTER CEMETERY
> EXAMINE GRAVES
> GET ACORN
> NORTH

Let's go back to the church, and into the vestry.

> NORTH
> NORTH
> EAST

The vestry has an old-fashioned safe, with a dial which can turn
either left or right. Your unusually sensitive hearing allows you
to hear when each tumbler gets unlocked. It is just a matter of
finding the three correct directions to turn the dial. There is a
mnemonic on a scrap of paper which can help you.

> TURN DIAL RIGHT
> TURN DIAL RIGHT
> TURN DIAL LEFT
> OPEN SAFE
> GET RING
> WEST

Back in the church, there is a hint when you examine the altar.
The scuff marks suggest the altar has been moved in the past,
hence maybe it can be moved again?

> PUSH ALTAR
> DOWN

Now you are in a dark place, so you need a light source...

> STRIKE MATCH
> LIGHT CANDLE

The dark place is a crypt, where the ghost of Saint Dimpulus is
hanging out. You will summon him by trying to do something to his
bones. Saint Dimpulus needs a certain item to be whole again, and
after you give it to him he will help you out, by providing an item,
and by offering hints for the game when you ask him questions.

> EXAMINE BONES
> TALK TO GHOST
> GIVE RING TO GHOST
> GET COIN
> UP
> SOUTH
> EAST

The shop keeper Mrs Green is really into coin collecting, and will
gladly trade your coin for a paltry bit of modern money. Feed the
money to the ever-hungry vending machine to get a needed item.

> GIVE COIN TO MRS GREEN
> PUT NOTE IN MACHINE
> WEST

Now you should go and get the ladder, which is needed in the park.
But you cannot carry anything else while holding the ladder, so
drop nearly everything here (at Street North) and come back for it
after putting the ladder where it needs to be.

> DROP ALL
> SOUTH
> WEST

In your neighbor Sam's backyard is the ladder. I'm sure she won't
mind if you borrow it for a little while.

> GET LADDER
> EAST
> NORTH
> WEST

Here in the east side of the park, you notice something high above
you in the tall tree. Drop the ladder so you can climb the tree.
But you will need some stuff before going up there.

> DROP LADDER
> EAST
> GET ALL
> WEST
> CLIMB LADDER

The squirrel is a wily little critter, and just giving it what it
wants is not enough. You need to make the squirrel chase it.

> SHOW ACORN TO SQUIRREL
> THROW ACORN
> GET BALLOON
> DOWN
> WEST

Finally you are ready for the encounter with the witch.
She is very clever, and will not fall for any simple attack.
First you need to stun her, and then apply a substance which is
usually toxic to witches.

> ENTER COVEN
> TALK TO WITCH
> OPEN BOTTLE
> POP BALLOON WITH TOOTHPICK
> POUR WATER ON WITCH

You have won the game!
