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Shimmerkin (Shimmerkin.txt)

SHIMMERKIN
Written by Christopher Hester
Walk Through by Dorothy Millard (Spectrum Version)


Scenario
The object of the game is to recover the five parts of the golden statue which have been strewn
across the land.

Walk Through
(Start in a cage), EXAMINE CAGE (stone with metal bars), EXAMINE BARS (one is loose), GET BAR (there
is now a gap to the east), E (room occupied by a wizard, an elf and a guard), TALK ELF (won't
let anyone past), KILL ELF (using bar), E (store room where you see a pile of gold), GET GOLD, W,
TALK GUARD (won't let you past), WAIT, WAIT, WAIT (hear a yawning sound), LOOK (see a sleeping
guard), KILL GUARD (using bar), DROP BAR, TALK WIZARD (has orders not to let anyone pass), S
(circular room), NW (musty prison cell), N (kitchen), GET LOAF (leave the leg of beef and glass of
wine), W (chef's lair), TALK CHEF (busy chopping food), N (corner stone), E (tiled hallway),
EXAMINE TILES (several are loose), BREAK TILES (reveals a knife), GET KNIFE, W, S, E, S, SE, SW
(savage's lair where you see a hungry savage), GIVE LOAF (gives you a scroll in return), READ
SCROLL (the golden statue lies in five parts strewn across the land), DROP SCROLL.
NE, S (wizard's lair where you meet Golkor), TALK WIZARD, EXAMINE BOOKCASE (the yellow seventh
volume spellbook is missing), N, E (elfin's lair), TALK ELFIN (says you cannot escape his
lair), KILL ELFIN (using knife), DROP KNIFE, SE (white room), NE (draughty room), EXAMINE GRILL
(hinged), OPEN GRILL, W (small tight room), GET AXE (note it is blunt), NE (mutant's lair),
TALK MUTANT (says he will go with you on your journey), GET JAR, EXAMINE JAR (contains a green
mist), NW, W, N, W (long corridor), W, S, W, S (ghost's lair), OPEN JAR (ghost is swallowed up
by the green mist), DROP JAR, SE (banquet hall), SW (food store), GET CHEESE, NE, SE, S, E, S
(outside church), IN (meet vicar), TALK VICAR (there's mice in the church and he needs
something to feed them), GIVE CHEESE (he gives you some holy water for your kindness).
E, E, E, E (village square), S, S (Angrilon's hall), TALK ANGRILON (note he has a staff), THROW
HOLY WATER (he dissolves leaving his staff), GET STAFF, EXAMINE STAFF (now have a golden arm), N, N,
N (pool of life), EXAMINE POOL (holds the powers of transformation and strength), DROP ARM (it sinks
to the bottom), DROP AXE (it falls into the pool and is cleaned and strengthened - leave it here
until later), S (village square), EXAMINE FOUNTAIN, GET COIN, W, S, S (village shop), GIVE COIN
(keeper gives you a mirror and says an old lady sold it to him), GIVE GOLD (receive a longsword).

N, N, N, W, W, W, N (castle entrance), NW, NW, N, E, N, E (long corridor), E, E, E (witch's
lair - note do not examine the witch), TALK WITCH, GIVE MIRROR (she shrivels at the sight of herself
and a secret door to the south is revealed), EXAMINE BOOKCASE (discover a plaque), GET PLAQUE, READ
PLAQUE (says that a strong axe will defeat the creature in the woods), DROP PLAQUE, S (sparkling
chandelier), EXAMINE CHANDELIER (too high), CLIMB MUTANT (you climb onto the shoulders of the
mutant), EXAMINE CHANDELIER (made of diamonds, one of which falls out as you examine it), CLIMB
DOWN, GET DIAMOND, S, NW, NW, W (long corridor), W, S, W, S, SE (banquet hall), S (meat store), GET
PIG, N, SE, S, E, S, S, E, E, S (shop), GIVE DIAMOND (keeper gives you a key), GIVE PIG (keeper
gives you a plank).

N, N, N (rose garden), GET ROSE (you pick one), W, W, W, N, NW (banquet hall), NW, N, E, E, S, S
(circular room), GET TORCH, SE (crevasse), DROP PLANK (it falls across the gap), E (cosy cellar
(must have lit torch), NE, W (princess' bedroom where the small of the rose awakens her), GIVE
ROSE (she gives you a necklace in return), E, S, W, W (back to crevasse - note if you get the plank
now you cannot go northwest), NW (circular room), SE, GET PLANK, NW (circular room), NW, N, W, S, SE
(banquet hall), DROP PLANK (for later), SE, S, E, E, E, S, S, S (shop), GIVE NECKLACE (keeper gives
you a lance).

EXTINGUISH TORCH (otherwise it won't last long enough), GIVE TORCH (keeper gives you a lit one
in exchange), N, N, N, W, W, W, N, NW (banquet hall), NW, N, N, E, S (damp wine cellar but leave the
wine - need light), N, E (creepy dungeon - need light), EXAMINE BONES (of long lost travelers), E,
S, W, S (hollow dungeon), EXAMINE BONES (mutant finds a funny looking hand), GET HAND (you pull out
a golden hand), N, W, S, W, W, W, S, S, SE (banquet hall), SE, S, E, E, E, E (pool of life), DROP
HAND (in pool), W, W, W, W.

N, NW, W (workshop), GET HAMMER, E (banquet hall), DROP LONGSWORD, GET PLANK, SE, S, U (path up
beach hill where you see a beggar who asks for gold - ignore him), U (top of beach hill), D (dark
cave entrance - don't enter yet), W (beach), W (rockpool where you see a broken boat), EXAMINE
BOAT, FIX BOAT (you hammer the plank into place), DROP HAMMER, E, E, N, N, D (outside castle), E, E,
E, S, S, S (shop), GIVE TORCH (keeper who gives you a lit one), N, N, N, W, W, W (outside castle),
U, U, S, W, W (rockpool), CLIMB IN BOAT, N (ocean), W, W, N, W (see a distant beach north).

N (shore of Green Island), CLIMB OUT (of boat), E, E (outside temple where you hear distant drums
and far off cries), IN (temple of Tamorak), E, S (natives are coming after you), EXAMINE EYE (four
solid stone walls come crashing down, sealing the entrances), EXAMINE BASE (see words written on
it), READ BASE, EXAMINE EYE (the walls rise and the natives are gone), E, S (marble plinth), EXAMINE
PLINTH (see words written on it), READ PLINTH, W, W, N (long damp corridor with grass on the
ground), EXAMINE GRASS (reveals a trapdoor), OPEN TRAPDOOR (using key - reveals steps leading down),
D (underground cavern - need lit torch), S (small dark pool), EXAMINE POOL (see dark shape which the
mutual thinks is a body), GET BODY, EXAMINE BODY (made from gold), N, U, N, OUT, W, W (shores of
Green Island where the boat is), CLIMB IN BOAT, S, E, S, E, E (see a distant beach to the south), S
(back to rockpool), CLIMB OUT (of boat).

E, E, N, N, D (outside castle), E, E, E, E (pool of life), DROP BODY, W, W, W, W, N (castle
entrance), NW (banquet hall), GET LONGSWORD, NW, N, E, E, S (outside cage), KILL WIZARD (using
longsword - hear something drop to the floor), LOOK, GET VOLUME (of spells), S, S (wizard's
lair), GIVE VOLUME (Golkor thanks you, tries out a spell and says that it will help if dragons are
about), INVENTORY (now carrying a magic sword), N, NW, N, W, S, SE (banquet hall), SE, S (outside
castle), U, U, S (cave entrance), IN (large smoky cave where you meet the Golden-Headed Dragon of
Ruel), KILL DRAGON (you knock him to the ground with the lance and chop off his head with the magic
sword), DROP LANCE, GET TREASURE, GET HEAD, OUT, N, N, D, E, E, E, E (pool of life), DROP HEAD, W,
W, S (misty graveyard), EXAMINE GRAVEYARD (see gravestones), EXAMINE CROSS (see a dug grave and a
coffin), OPEN COFFIN (see legs sticking out), GET LEGS, EXAMINE LEGS (gold), N, E, E (pool of life),
DROP LEGS (a golden figure appears before you), GET STATUE.

GET AXE, S, S, E (path leading to the woods - note if you go north or south into the marsh you die),
NE (Stumbleblock Wood), N (middle of wood), SW (thick part of wood), NW (wood of tall trees), E
(snake pass), N (pathway to mountain), W (Snake Pass where you meet Rulgruk), EXAMINE RULGRUK (a
large tough creature), KILL RULGRUK (using sharpened axe), N (meet Lorigray the wizard), GIVE STATUE
(Lorigray congratulates you on a superb effort and casts a spell over the statue... the long lost
son of the wizard appears and you are proclaimed a hero in the pages of history).

CONGRATULATIONS
Score 100%

Taken from Dorothy Irene's site: http://dorothyirene.fateback.com/

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