In this charming light-horror game set in Opasassa, Florida, you play as Rebecca ("Becca") Drapkin, a normal teenager who discovers scales are growing on her shoulders and shins. Your best friend, Zoe, suggests talking to Miss Muriel about it. You were afraid she'd say that.
This solution is by David Welbourn, and is based on Release 1 of the game. Make sure you read Ryan's post first before playing!
SPOILERS AHEAD. Reading a walkthrough prematurely can sometimes diminish one's enjoyment of an interactive fiction game. Please make an honest effort to play the game before reading this walkthrough.
Note: You won't be permitted to go north or west from the high school the first time unless you're riding your bike.
Map 2: Inside High School and Tunnels
Note: The tunnel connections are randomized, but it's always a three-by-three grid.
I trust you've read both Ryan's post and the Registration Key Factsheet before playing the game? To figure out a seventeen-digit registration key, you need to note several game features that vary randomly from one play-session to another.
And for an unrelated puzzle, you need to watch out and record words in boldface as well. Fortunately, those don't vary.
Note the four things on the shelves, re: 9th digit.
> x shelves. g.(Repeat until you've seen four different items.)
> x cabinet.(Hazel claims it de-ages things by three weeks.)
> x counter. x Hazel. x glasses.
> out. s. e.
> x building. x tower. x windows.
Hm. Come back later with some light.
> out. e.
> x junkyard. x cars. x Hank. x booth.
> talk to Hank.(He's rather sleepy.)
> give thermos to Hank.(He gives you a converter.)
> x converter. w. w.
The Weeping Willow
> give converter to Kyle.(You get the towel.)
> x towel. smell it.
> e. s. s. e. in.
Note "thwart" is in boldface when you give the towel.
> give towel to Jocelyn.(You get the star ball.)
> out. w. n. n. in.
Darkness / Control Room
> turn on ball. x crowbar. take it.
> x turntable. x microphone. x speakers.
> x mixing board. x dial.(numbered 0 to 9)
> x console. x window. x clock. x on air light.
Play around with the dial to figure out the 14th digit. Listen closely to the channels as suggested by the Factsheet.
> turn dial to 3.
> turn dial to SECOND-NUMBER.
> z.(if you only heard white noise)
> turn dial to THIRD-NUMBER.
> turn dial to 0.(off)
When you're done with the dial, head back to the crypt:
> turn off ball.
> out. s. s.
> enter boat. turn it on. s. s.
> turn boat off. out. in. d.
Note: "afflict" is in boldface in the middle of that wall of text.
> open sarcophagus with crowbar.
The game suddenly interrupts to say you're playing an unlicensed copy of the game. So you miss seeing Crocodracula give you an amulet in an attempt to help Eddie Lee.
> x Crocodracula. x cloak.
> i. x amulet. look. take crowbar.
> u. out. enter boat. turn it on. n. n.
> turn off boat. out.
> show amulet to Eddie.(He seems cured. He goes inside.)
> wear amulet.
Time to revisit Miss Muriel.
> ride bike. n. n. n. n.
Miss Muriel's Cabin
> dismount. in.
Miss Muriel's Workshop
Miss Muriel isn't home.
> x big book.(You need to eat a green beetle!)
> out. ride bike. s. s. s. s. e. e.
You can leave the bike at home; you're done with it.
> talk to Lindsay.(She wants Hunky the Monkey.)
Hmph. Let's go see what the Prof has to say about Eddie Lee now that you've exorcised him.
> w. n. in.
The prof is gone, but a cassette tape is now here.
> x tape. take it. x bench.
> out. s. in. e.
Miss Lipton's Classroom
> give tape to Lipton.(She becomes unresponsive.)
> x Lipton. talk to Lipton. show amulet to Lipton.
> take brass key.
> w. d.
Basement (of school)
> x door. x fluorescent. open door.(locked)
You should now have figured out all seventeen digits of the game's registration key. Take some time to put it all together if you haven't already.
> unlock door with janitor's key. w.
You must now enter your registration key:
A three-by-three grid maze of tunnels are generated at this point. You enter automatically.
Note "unassuming" is in boldface when you examine Eric.
You start at the southeast corner, and you want to get to the northwest corner. Because the tunnel connections are randomized, I can't give specific directions, but there's only nine tunnel rooms and no hazards. You can do this.
CAUTION: If authentication failed, there won't be a west door in the northwest tunnel room and you'll be stuck.
> x Eric. x pipes.
> DIRECTION.(Repeat as appropriate until you're in the northwest tunnel at the other door.)
> x door. w.
Basement (of house)
> x windows. x sheets. look under sheets.
> take book. x it.
> x fireplace. x painting. x couch.
> x bookcase. x windows. x door.
> d. out.
Oh, hello, Mrs. Idlewyld. Still here?
> e. n. w. in.
Note "oddments" is in boldface when you give the puzzles.
> give puzzles to sheriff.(You get Hunky and a scarf.)
> x Hunky. x scarf. wear it.
Help the sheriff solve his crosswords:
> talk to sheriff. yes.
Mosey (5). Your answer? > amble
Compel by force (6). Your answer? > coerce
Fetters (8). Your answer? > manacles
Mixture or falsehood (10). Your answer? > concoction
Slander, in print (5). Your answer? > libel
Very cold (6). Your answer? > frigid
Wear away (5). Your answer? > erode
Climb (6). Your answer? > ascent
Foil, as a foe (6). Your answer? > thwart
Burden (with) (7). Your answer? > afflict
Hooved mythic reveler (4). Your answer? > faun
Modest or demure (10). Your answer? > unassuming
Bits and pieces (8). Your answer? > oddments
Unnaturally yellow (9). Your answer? > jaundiced
Corpselike (10). Your answer? > cadaverous
He gives you a shiny badge for all your help.
> x badge.
You can't give Hunky to Lindsay like this; she'll freak. Take it to the thrift store:
> out. n. n. in.
> put Hunky in cabinet. x Hunky.(He's fully restored.)
> out. s. e. s. s. e. e.
> give Hunky to Lindsay.(You get the beetle.)
At this point, you really have no choice:
> eat beetle. SPACE
You are cured. You tell Crocodracula you want to keep the amulet and the responsibility that goes with it.
*** The End ***
Several words appear in boldface in the game's text for no obvious reason at first:
coerce. When you first talk to Sarducci.
ambles. When you first see Lindsay.
manacles. When you unlock your bike's padlock.
concoctions. In Muriel's workshop.
frigid. Examine AC in boathouse.
libel. Examine retraction.
faun. In studio.
ascent. When you go up the water tower.
eroded. Examine fortress at Sunken Castle.
thwart. When you give the towel to Jocelyn.
afflict. When you open the sarcophagus.
jaundiced. Examine mannequin when outside the thrift store.
cadaverous. In thrift store.
unassuming. Examine Eric.
oddments. When you give puzzles to sheriff.
These words are actually the answers to the sheriff's crossword puzzle clues, with two minor word-form changes for amble and concoction. If you answer all of the sheriff's questions correctly, you earn a coveted Vocabulary Deputy badge!
Rebecca Drapkin, or Becca for short, is the player-character. A perfectly normal teenager who's somehow growing reptilian scales on her skin.
Zoe is a fellow classmate hanging out in front of the high school and she's also your best friend. You can tell her anything, and she can often advise you. She's also interested in your brother, for some reason.
Jocelyn is a classmate you detest. She's in the school hallway and seems obsessed with Kyle's photo in the trophy case.
Mister Sarducci is the chemistry teacher. He's locked up your bicycle until you hand in his assignment. How does he get away with this?
Miss Lipton is another teacher. She's in her classroom trying to relax by listening to a tape.
Lindsay is your younger sister. She's been a bit of a brat lately and is outside your house with a shoebox.
Drew is your older brother. He's in the living room, playing his guitar.
Miss Muriel is a witch (but no one dares call her that) who lives in lonely cabin north of the town. She might be able to help you break your curse.
Mister Qualmsley operates the boathouse. He's okay. His son is Eddie Lee.
Eddie Lee Qualmsley is a geek taking piano lessons. You'd prefer not talking with him unless you have to.
Mrs. Idelwyld is an elderly woman searching for her flute in Ash Street. Why she thinks it's there is anyone's guess.
Sheriff Dillard is sitting around bored in the sheriff's station. Some new crossword puzzles would help him pass the time.
J. M. is a man on top of the water tower. Because of his top hat, bow tie, and cape, you think he might be a magician.
Kyle is a handsome older boy trying to soup up his Gremlin in front of the Weeping Willow. You love watching him work.
Professor W. Rubach is giving Eddie Lee piano lessons. But why?
Hazel runs the thrift store on the northwest edge of town. She's nice enough.
Hank is guarding the salvage yard, but he's having trouble staying awake.
Crocodracula is real, and he's in a sarcophagus in a sunken castle in the middle of the swamp south of town.
Eric is a boy in the steam tunnels under the school. You never learn why he's there. You may not realize he's a ghost.
Something slithering is in the attic of the abandoned house. My guess it's a huge snake, but you can never stay long enough in the attic to be sure what's it is.
A green beetle is Lindsay's latest way to torment you. She has it in a shoebox. Ugh. You later learn it's called a "Crawling Emerald".
Principal Coleman is on vacation.
The janitor has given his key to Miss Lipton. You never learn why.
Your mom has quite the doll collection in your living room.
Stevie Ray Vaughan tossed the guitar pick to Drew from a stage.
Becca's great grandma sewed the quilt that's on her bed.
Kgosiemang Kwena is Becca's pen pal in Molepolole, Botswana.
Leonard Jezowski is a Polish composer who is slowly posssessing Eddie Lee.
Mr. Idlewyld carved the flute.
Vivian offers cleaning services.
Omar is a gray and white tabbie who goes missing often.
America's president has a portrait in the sheriff's station.
A heron may be heard on the sandy road. Other less-identifiable animals too.
Harrison Gerard prepared quality scans of the game’s packaging and related materials.
BLP wrote up the Factsheet.
Arnold J. Chive was Taleframe's president.
The response to CREDITS is:
Licensed by Taleframe
Copyright Taleframe 1990
Do Not Copy Or Redistribute
[Ryan's Note: Thank you for playing my port of CROCODRACULA: THE BEGINNING. I hope you enjoy it. If you have any desire to contact me about this game, I would encourage you to indulge that desire by hitting me up via email (email redacted) or via Twitter (@rcveeder).
Big thanks are also due to testers Zach Hodgens, Emily Boegheim, Lance Campbell, Harrison Gerard, Simon Carless, and O. Blaufuss.
And of course big thanks are due to all the Patreon supporters who made this port possible, listed here in, oh, let's say reverse alphabetical order by first name: Zachary Dillon, Yerrik, silentphantom, Sarah Nerboso, Sammy El-Bahrawy, Robin Johnson, Robert Paloutzian, Robert Eggleston, Rich Cheng, Rapscallion, quollish, Q. Pheevr, Paul Stanley, Nils Fagerburg, Michael Knowles, Matthew Zimmermann, Matt Schneider, Mark Vian, Maiko Zielger, Lance Campbell, Kenneth Hon, Korl Ove Hufthausen, Josh Labelle, Jordan Jay Eash, Jenni Polodna, Jenelle Marie, Jason McIntosh, Janice M. Eisen, Jacques Frechet, Ivan R, Harrison Gerard, Greg Frost, Grant Veeder, Evan Downey, Emily Short, Emily Boegheim, Eli Shupe, Doug Orleans, Derek Sotak, Dan Sanderson, Catherine O'Sullivan, Cat Manning, Carolyn VanEseltine, Carl Muckenhoupt, and Allen Tan. GOOD GRIEF THAT'S A LOT OF NICE PEOPLE.
In front of the school, unlock the padlock with the key to free your bicycle from the rack. The key, padlock, and chain vanish from the game.
a wooden stake. Miss Muriel gives it to you when you first talk to her.
Just hold onto it. You'll attempt to use it automatically after you open Crocodracula's sarcophagus, but he takes and destroys the stake before you can use it.
a retraction. After talking with Miss Muriel (establishing your need for an airboat), go to Azalea Street and talk to Eddie Lee. He gives the retraction to you.
First, give the retraction to Zoe. She will sign it and hand it back to you.
Second, give the signed retraction back to Eddie Lee. He will go and meet you next at Water's Edge.
a business card. The man on top of the water tower gives it to you the first time you examine or talk to him.
Examine the card to learn the man's initials are "J.M." You don't need to do anything else with the card.
an airboat key. It's on a hook behind the counter in the boathouse.
You can take it if Eddie Lee is also there, distracting Mister Qualmsley with music. See retraction to learn how to get Eddie Lee to help you.
At Water's Edge, enter the boat then turn it on (with the airboat key). You can now use the boat to travel to Crocodracula's castle in the swamp.
By the way, whenever you turn off the airboat, you get its key back.
a sword. It's in the lookout tower.
Give it to the man on top of the water tower; he gives you the wooden flute in exchange.
a wooden flute. J.M., on top of the water tower, gives it to you when you give the sword to him.
You can try playing it, sure, but that doesn't help you.
On Ash Street, give the flute to Mrs. Idelwyld; she gives the thermos to you in exchange.
a thermos. Mrs. Idelwyld, on Ash Street, gives it to you when you give the flute to her.
The thermos contain invigorating tea. Go to the salvage yard and give the thermos to Hank, who's dozing off. He'll become much more alert and give you a catalytic converter in exchange.
a catalytic converter. Hank, in the salvage yard's booth, gives it to you when you give the thermos of tea to him.
At the Weeping Willow, give the converter to Kyle. He gives you his sweaty towel in exchange.
a towel. Kyle, at the Weeping Willow, gives it to you when you give the converter to him.
In the school hallway, give the towel to Jocelyn. She'll give you her star ball in exchange.
a star ball. Jocelyn, in the school hallway, is carrying it.
Give Kyle's sweaty towel to her; she'll give the star ball to you in exchange.
The star ball is a light-source. Turn it on to see inside the dark radio station.
a crowbar. It's in the control room of the radio station.
Turn on the star ball to be able to see in the control room, and see that the crowbar is there.
In the crypt, open the sarcophagus with the crowbar. You'll succeed, but drop the crowbar. You can re-take it, but you don't need to.
an amulet. Crocodracula himself gives it to you when you open the sarcophagus in the crypt with the crowbar.
You may wear the amulet, if you like.
Show the amulet to Eddie Lee. He will stop speaking Polish because the amulet banishes the spirit of composer Leonard Jezowski from him.
a cassette tape. It's in the piano studio after you've shown the amulet to Eddie Lee.
Give the tape to Miss Lipton in her classroom. She'll zone out completely, and you can now take the janitor's key without her objecting.
a janitor's key. It's on Miss Lipton's desk in her classroom.
Give the cassette tape to Miss Lipton. She'll zone out completely, and you can now take the janitor's key without her objecting.
The key unlocks the door in the school's basement.
CAUTION: When in the basement and before entering the door, you should save the game. Going west through the door triggers a request for your game's registration key and if you don't enter the correct key, a door you need to exist in the tunnels will be missing.
a book of crossword puzzles. It's in the "room" of the abandoned house you entered via the tunnels.
Inside the sheriff's station, give the puzzles to Sheriff Dillard. In exchange, he will let you take Hunky the Monkey and a cute scarf from his lost-and-found box.
Hunky the Monkey. Sheriff Dillard, in his station, gives it to you when you give the crossword puzzles to him.
CAUTION: If you try giving the mostly-destroyed Hunky to Lindsay, she will freak out and go mad, and the beetle you need will be lost, dooming you.
First, go to the thrift store and put Hunky into the cabinet. It will be restored and made as good as new.
Second, give the restored Hunky to Lindsay, and she'll give you the now-important beetle.
a cute scarf. Sheriff Dillard gives it to you when you give the crossword puzzles to him.
Just wear it! It's cute!
a Vocabulary Deputy badge. Sheriff Dillard awards it to you when you correctly answer all the crossword puzzle clues he asks you.
To begin solving crossword clues, first give the puzzles to Dillard. Then talk to him again and say yes when he asks if you want to help him with them.
All the crossword clue answers were themselves clued within the game by appearing in boldface. See the list of boldface words if you weren't paying attention.
a green beetle. Lindsay gives it to you when you give the restored Hunky the Monkey to her.
While you have the beetle, all actions but eat beetle are denied. You can't actually check your inventory to see a beetle listed there.
Eat the beetle to break your curse, have another chat with Crocodracula, and win the game.
Registration key puzzle
You are better served by reading the Registration Key Factsheet by BLP provided by the author, but for anyone who cannot read the Factsheet, I will attempt to summarize its information here.
The registration key is seventeen digits long.
The first six digits are always 848275.
For the 7th digit, examine the wanted posters in the sheriff's station and look for these features:
creepy smile, a boy your age, and "crazy eyes" = 0.
a boy your age, "crazy eyes", and brother and sister = 1.
"crazy eyes", brother and sister, and shaved head = 2.
brother and sister, shaved head, and "froglike features" = 3.
shaved head, "froglike feaures", and elderly gentleman = 4.
"froglike features", elderly gentleman, and huge lips = 5.
elderly gentleman, huge lips, and buzz cut = 6.
huge lips, buzz cut, and mohawk = 7.
buzz cut, mohawk, and a dog = 8.
mohawk, a dog, and a top hat = 9.
For the 8th digit, examine the tapestry in the castle gallery.
A pale woman contemplating a globe = 0.
A pale woman conversing with a dour older woman = 1.
A pale woman bowing to king = 2.
A pale woman beneath a tree = 3.
A man with beard contemplating globe = 4.
A man with beard conversing with a dour older woman = 5.
A man with beard bowing to king = 6.
A man with beard beneath a tree = 7.
A girl in a billowy dress comptemplating a globe = 8.
A girl in a billowy dress conversing with a dour older woman = 9.
For the 9th digit, examine the shelves in the thrift shop several times. You'll see four different items randomly, and you need to know which four.
a silver trophy, lamps, board games, and cookbooks = 0.
lamps, board games, cookbooks, and a model boxcar = 1.
board games, cookbooks, a model boxcar, and a telephone = 2.
cookbooks, a model boxcar, a telephone, and a glass frog = 3.
a model boxcar, a telephone, a glass frog, and a crib = 4.
a telephone, a glass frog, a crib, and a viola case = 5.
a glass frog, a crib, a viola case, and novels = 6.
a crib, a viola case, novels, and a belt = 7.
a viola case, novels, a belt, and a ceramic duck = 8.
novels, a belt, a ceramic duck, and a paperweight = 9.
For the 10th digit, examine the fish in the boathouse:
barracuda = 0.
catfish = 1.
bass = 2.
marlin = 3.
red snapper = 4.
grouper = 5.
gar = 6.
bluegill = 7.
pickerel = 8.
bowfin = 9.
For the 11th digit, stand outside Muriel's cabin for several turns and note how often the chimes jangle before it stops. The chimes jangle every other turn, and the count resets when you leave the location.
Never jangles = 0.
Jangles once = 1.
Jangles twice = 2.
Jangles three times = 3.
Jangles four times = 4.
Jangles five times = 5.
Jangles six times = 6.
Jangles seven times = 7.
Jangles eight times = 8.
Jangles nine times = 9.
For the 12th digit, examine the blackboard in Miss Lipton's classroom. The 12th digit is the first page number mentioned minus 102.
For the 13th digit, examine Drew's baseball cap. The letter on the cap determines the digit.
A = 0.
R = 1.
N = 2.
O = 3.
L = 4.
D = 5.
J = 6.
C = 7.
H = 8.
I = 9.
For the 14th digit, you'll need to listen to several channels in the radio station. TURN BLACK DIAL TO number to change the channel.
First listen to channel 3 and note who the voice asks for. If you heard "Laura", listen to channel 5 next for at least two turns to find out what its white noise actually is. If you heard "Molly", listen to channel 1 next. If you heard "Amy", listen to channel 2 next.
If you heard "Laura" on channel 3 and wind on channel 5, now listen to channel 1. If the sound is rising, then the 14th digit is 0; otherwise, if the sound is fading, then the 14th digit is 4.
If you heard "Laura" on channel 3 and a train on channel 5, now listen to channel 7. If you hear leaves, then the 14th digit is 7; otherwise, if the sound is waves, then the 14th digit is 9.
If you heard "Molly" on channel 3 and a fading sound on channel 1, then the 14th digit is 3.
If you heard "Molly" on channel 3 and a rising sound on channel 1, now listen to channel 4. If the sound is fast, then the 14th digit is 6; otherwise, if the sound is slow, then the 14th digit is 8.
If you heard "Amy" on channel 3 and a creepy flute on channel 2, then the 14th digit is 1.
If you heard "Amy" on channel 3 and elevator music on channel 2, now listen to channel 9. If you hear beeping, then the 14th digit is 2; otherwise, if you hear bells, then the 14th digit is 5.
For the 15th digit, note the exact slogan (including exclamation marks) on the sign outside the school. This is in the location's description, not the sign's description. Be careful, these slogans are very similar to each other.
GO MARLINS! = 0.
CHESS CLUB CANCELED = 1.
GO MARLINS = 2.
LET'S GO MARLINS = 3.
FIGHT ON MARLINS = 4.
GO MARLINS GO! = 5.
ESTABLISHED 1972 = 6.
MARLIN PRIDE = 7.
ENJOY YOUR WEEKEND! = 8.
GO MARLINS!!! = 9.
For the 16th digit, note the pose that the mannequin makes outside the thrift shop. Then walk far away and return and see how the pose changed. The two poses you see determine the 16th digit.
hand on its hip + arms crossed = 0.
hand on its hip + waving = 1.
hand on its hip + slouching = 2.
hand on its hip + looking over its shoulder = 3.
arms crossed + waving = 4.
arms crossed + slouching = 5.
arms crossed + looking over its shoulder = 6.
waving + slouching = 7.
waving + looking over its shoulder = 8.
slouching + looking over its shoulder = 9.
For the 17th digit, you're supposed to figure out which version this game really was when Taleframe originally released it. The PDF file lists five things you need to test, but I think only one test is actually needed.
If you can carry Calvin, then the 17th digit is 3; otherwise, if you can't carry Calvin, the 17th digit is 4.
This is said to be rare and might not be implemented as a possibility, but if you can play as Zoe, then the 17th digit is 5.
Here's a worked example:
1st to 6th = 848275
7th = huge lips + buzz cut + mohawk = 7
8th = girl/globe = 8
9th = telephone + cookbooks + boxcar + frog = 3
10th = red snapper = 4
11th = 9 jangles = 9
12th = page 111 minus 102 = 9
13th = "A" = 0
14th = Laura + wind + rising = 0
15th = ESTABLISHED 1972 = 6
16th = hand on hip + arms crossed = 0
17th = can take Calvin = 3
Therefore the registration key (in this example) is 84827578349900603.