NOTES: This is not the only possible sequence of events for finishing the adventure, and does not include much scenery or clue-hunting. Also note that you have find the locations yourself.
Go to the top floor of library and examine the table. Take the money. Go to the bus station.
Buy the cabbage, brush, sandwich and clove (of garlic). (You should examine the stall). Alternatively try buying the knife and killing the greengrocer, then taking all except the corpse.
Find the cat (Furry Julie) either by waiting repeatedly, or by exploring the locations before the manhole. She wanders through these.
Give the sandwich to the cat and get her. (You can only pick her up if you have fed her and not attacked her.) Go to the library basement. The books there, if read, contain heavy handed clues. Go down the hole, which closes, trapping you. You should be seeing through the cat's eyes. Go East twice (to the Satanist's chapel).
Do not stay in the Satanist's chapel too long. Put all except Julie into the coffin and get it. You can check to see that it has all gone into the coffin. Go West twice, and then North.
Examine the stream (which is safe to drink from) and get the flagon. You may have to drop the coffin first. Don't drop Julie, in case she runs off leaving you in the dark.
Drink the ale. (You do not need the empty flagon, but it may, like some of the articles on the stall, be used for mapping.)
Go to the underground lake (East) and either "float coffin" or "put coffin in water". You will then be transported across the lake, using the coffin as your boat. It will disappear, leaving your possessions on the beach. Don't drink from the lake.
Get all and go up to the crossroads. Do not attempt to go North until you have dealt with the Vampire, as the Werewolf will scare the cat away.
There are two puzzles which involve doing something which has an effect several turns later. There is no limit on the number of turns taken, but it may be convenient to perform the action(s) required, do something else, and come back later for the result. On the other hand there is no penalty for, for example, using "wait" (perhaps using "g" for "again" to save typing) for 12 or more times.
Firstly the clove of garlic which you got from the greengrocer is a bit stale. If you go to the riverbank (South then West from the crossroads) there are suitable planting conditions, but it will take time for the wild garlic to grow.
Secondly, and it takes some preparation first, you need to get a stake.
Get the can of creosote from inside the woodshed, then go out and examine the woodshed, and get the woodworm. You will also need to find and get the gloves found in the undergrowth outside.
Leave the sacred grove area and go West from the crossroads. South from the track is a ruined cottage, with an enormous beam. Paint the beam (you must have the brush and the can of creosote). You will not have enough creosote for all the beam. Drop the woodworm, which will take a while to get through the untreated section. A stake is all that is left.
A job which may be done while waiting, is to obtain the sacred relic of St. Mary Magdalen. Go to the Oak tree in the grove. It is hollow and may be entered. Examine the acorns and leaves on the floor inside to get the key to the convent, which lies East of the crossroads. Unlock the door and go in.
The convent is a maze. Go North (or East or South), then N, E, S, W. "Kiss Mary" (it gets a bit Leasure Suit Larry-ish here I'm afraid), and when she goes back to heaven, get all. Find you way out again.
With the saced relic, you can (by getting killed with it in your possesion, and going to heaven rather than hell) find your way back to the bus station. If you have lost the cat then so long as you have not done anything to upset it, you should be able to find her in her usual haunts, and, via the tunnels (the coffin will be back in the chapel), get back.
To take on the Vampire, you need the cat, the stake, wild garlic, the cross from the convent, and a spade (found by examining the gorse bushes of the track, if you are wearing gloves). At the graveyard, dig. Down, is the tomb antechamber. South of this is the burial chamber.
In the burial chamber open the sarcophagus (the lid will break). Out will come the vampire which you have to kill. Enter the sarcophagus, and you will find that vampires have a better life than expected; it leads to an appartment. You will need the sword.
East from the appartment will port you back to the burial chamber. Go North and then Up to leave.
Before you attempt the werewolf, go to the garden (South of the cottage) and examine the weeds. With the useless dandelions and daisies you find some aconite (also known as "wolf'sbane"). Get it.
North from the crossroads are the downs, which are simply 4 similar locations in a square, no tricks with twisted paths here. There is a better than average chance of meeting the werewolf, who will scare Julie. If you are carrying the aconite you will be able to pass. If you want to fight the werewolf you may, but you may well lose and it is a needless risk.
Beyond the downs are the mountains, and in the mountains you will find the dragon's lair. When you get in, don't waste time, kill the dragon. (You need the sword and you must have drunk the enchanted ale from the underground stream). You may then take the Grimoire.
Get yourself killed (there is a convienient cliff not too far away, or you could try paddling in the underground lake). Because you have the holy relic, you go to heaven.
In heaven, examination of the concrete post will tell you that it is a bus stop. "Wait" for a bus, and because you should still have you tee-shirt, (examine it if you like), the bus driver will let you on. Soon the bus will take you to the bus station, and you can then be first to return to your class with a Grimoire.