Crocodracula: The Beginning
Ryan Veeder
based on TV show cover art feelie map feelies female protagonist ghost gray legal status swamp teenagers walkthrough
The first Taleframe game based on the 90s children's horror soap opera.
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You glance around to make sure you're alone.

"Zoe," you say quietly, "Can I talk to you about something?"

But Zoe doesn't seem to notice how serious you're being. "Sure!" she chirps. "What's up?"

You look back and forth again across the schoolyard before you roll up your sleeve. "See this?" you say, showing Zoe your shoulder.

She leans in to inspect, then leaps backward. "Yikes! You've got scales!"

You yank your sleeve down and shush your friend. "I know I've got scales," you hiss.

"Do you know how you got them?"

"No. What should I do?"

Zoe shrugs, grimacing. "I'm no dermatologist," she says, "but I think you'd better ask Miss Muriel."

You take a deep breath; you heave a deep sigh. "I was afraid you'd say that."

Crocodracula: The Beginning
a Taleframe game

School is out for the day, but the doors remain open for various after-school activities. On the other end of the yard is a sign that says "BUCHANAN HIGH - CHESS CLUB CANCELED" in big black letters.

Your house is just a short walk to the east.

EXITS: NORTH EAST WEST INSIDE

Your trusty bicycle is chained to a nearby bike rack.

Zoe is sitting on a bench near the door.
You examine Zoe
Zoe is your best friend. You tell each other everything. There's no
one else you'd trust with the secret of your bizarre skin condition.
About yourself
You are Rebecca Drapkin, a sophomore at Buchanan High School in Opasassa, Florida. You've led a perfectly ordinary life and grown up into a perfectly ordinary teenager.

But now there are patches of scales growing on your shoulder and your shins. And they're getting bigger.
You examine the bike
Your bicycle is awkwardly attached to the bike rack with a chain and padlock.
You look at the scales
It's not your everyday acne: The hard, green scales of a reptile are spreading across your skin. Will they grow over your entire body? What are you turning into?
Enter
Between classes, this intersection is the busiest place in the school. Right now the only people here are you and Jocelyn.

You notice that the way downstairs has been left open by a careless custodian.

EXITS: EAST WEST DOWN OUTSIDE

Jocelyn is hanging over the school's trophy case, oblivious to the outside world.
You examine Jocelyn
Jocelyn is not one of your favorite classmates. Actually, you detest her. But she detests you, too, so at least it doesn't have to be awkward. Normally the two of you would be sniping or at least glaring at each other, but she's preoccupied with the contents of the trophy case.

A large black sphere is cradled under her arm.
You examine the sphere
"What's that ball thing?" you ask, trying not to sound too interested.

Jocelyn looks up from the trophy case and smirks: You've fallen into her trap.

"It's my science project. A star ball for a home planetarium." She turns a switch, and hundreds of tiny white lights appear across the surface of the sphere. An entire night sky is projected over the walls and ceiling. The effect is gorgeous, and infuriating: You are speechless.

"I got an A on it, so now I'm taking it home to show off to my parents." But she isn't heading home: After she deactivates the star ball, she turns back to the trophy case.
You look at the case
A glass case commemorating Buchanan High School's greatest achievements: There are trophies and plaques recognizing a mediocre football team, a mediocre chess club, and a better-than-average marching band.

Jocelyn is staring at a photo of the marching band, and you know why: It's because Kyle is standing in the back row, with his sousaphone wrapped around his broad shoulders.
You ask Jocelyn about Kyle
(Use TALK TO to interact with characters.)
You look at Kyle
Buchanan High's marching band sat for this photo after they took sixth place in the regional marching band competition. They look mostly pleased with themselves���but it's hard to analyze any of their expressions when you keep looking back at Kyle and his gigantic smile.
Go east
Miss Lipton is sitting at her desk, wearing headphones attached to a small tape player. Her brow is furrowed. Behind her, the homework for the weekend is written on the blackboard.

Calvin, the class guinea pig, lives in a cage near the window.

EXITS: WEST

A large brass key looks out of place on Miss Lipton's desk.
You examine the Miss
Which do you mean, Miss Lipton or Miss Lipton's desk?
Lipton
When she sees you looking at her, Miss Lipton smiles and waves, just
so you know it's not you she's frowning about. But she goes right back to frowning.
You examine tape player
An inexpensive pocket-sized cassette player.
You look at the key
It's not your bike key. It must unlock something else. It's a heavy key, for locking up something serious.
You take it
As you reach for the key, Miss Lipton removes her headphones: "Please leave that alone, Becca. It belongs to the janitor. I'm just holding
on to it until he gets back."

You'd like to know why Miss Lipton has the janitor's key in the first place, but she puts her headphones back on before you can ask.
You examine the window
Through the window you can see the schoolyard and the edge of the Opasassa Swamp.
You examine Calvin
Calvin is having a little nap at the moment.
You talk to the miss lipton
Miss Lipton removes her headphones and presses the pause button on her cassette player. "Hi, Becca. Is there something I can help you with?"

"No, no," you say. You don't want Miss Lipton to get involved with the stuff going on in your life. "I was just wondering what you were listening to."

She puckers her lips. "Relaxation tape," she says. "But it's not working. Ocean waves, rainforests, nothing I listen to works. I just end up thinking about how stressed I am."

"Sorry about that."

"Thanks, Becca. Well, I'll keep trying, anyway." She puts her headphones back on.
You look at the blackboard
Your assignment for Monday is to read pages 103 through 136, then answer questions 14, 15, and 17. This is all circled under a "DO NOT ERASE" note to the janitor.
Go west
Between classes, this intersection is the busiest place in the school. Right now the only people here are you and Jocelyn.

You notice that the way downstairs has been left open by a careless custodian.

EXITS: EAST WEST DOWN OUTSIDE

Jocelyn is hanging over the school's trophy case, oblivious to the outside world.
Go west
The chemistry room contains two long rows of lab tables, wiped clean after each experiment under Mister Sarducci's unsparing supervision.

EXITS: EAST

Mister Sarducci leans over his desk, drumming his fingers impatiently on the formica countertop.
You examine mister
Mister Sarducci always wears a white shirt and a black necktie. He always wears a creepy mustache, too.
You look at the desk
of black formica.
You talk to the mister
"Mister Sarducci," you say in your cheeriest, most winsome voice you can muster, "Do you think I could get my bike key back?"

"Do I think? Let's see." He pulls out his gradebook and makes a show
of inspecting its contents. "Ah, yes. Rebecca Drapkin. It says here that you have yet to turn in your group project."

"But I don't have it! Zoe has to finish her part before we can turn it in!"

"Well, then. If I were you, I would enjoin Zoe to finish her part, so that you can turn it in. Until I have your assignment, I will take excellent care of your bicycle key."

students like this, but he's gotten away with it before.
Go downward
Mechanical humming fills the tiny room at the bottom of the stairs.
The walls and floor are bare concrete.

A single fluorescent light sputters overhead.

EXITS: WEST UP

A heavy steel door stands to the west.
You open the door
You pull on the handle: The door is locked.

Something squeaks on the other side. Or was that someone's voice?

You tilt your head, but all you hear is the light flickering, and distant machines buzzing.
You look at the light
Every time the light goes out, the room goes black. But then the light comes back on: Light, dark, light, dark, light, dark...
Go south
Can't go that way!

AVAILABLE EXITS: EAST WEST DOWN OUTSIDE
Go outside
School is out for the day, but the doors remain open for various after-school activities. On the other end of the yard is a sign that says "BUCHANAN HIGH - CHESS CLUB CANCELED" in big black letters.

Your house is just a short walk to the east.

EXITS: NORTH EAST WEST INSIDE

Your trusty bicycle is chained to a nearby bike rack.

Zoe is sitting on a bench near the door.
You talk to Zoe
"Hey, Zoe, have you finished your side of our chemistry���"

"Shh. Do you hear that? I think can hear your brother's guitar."

"I doubt that. Our house is all the way over there."

But Zoe is swaying back and forth to the music she thinks she hears. "You're so lucky, Becca. Your brother is the coolest."

"I don't usually see it that way. But, about our assignment. We need
to turn it in, like, now."

"Does he smell nice?"

You grit your teeth. Is there no way to make this girl focus?
You go to the west
Miss Muriel's house is too far to reach on foot. First things first: You need to liberate your bicycle.
Go east
A stucco wall hems in the wilderness of trees and other plant life
that surrounds the Drapkin residence.

EXITS: WEST INSIDE

Your little sister Lindsay ambles up to you.

"Hey Becca. Wanna see something?"

You shrug. "I guess?"

She produces a shoebox from behind her back. "Open it."

You open it: Inside is a huge green beetle, scuttling over a pile of leaves and twigs, wiggling its horrible little legs. You shriek and drop the box.

Lindsay giggles as she recollects the box and its lid, keeping the horrible creature in its cardboard prison. "Scared you!"

You manage to stop yourself from strangling your sister. "Why would
you do that, you little monster?"

"Cuz it's funny!" she explains though a gap-toothed smile. You take a deep breath.
You talk to Lindsay
"Hey Becca! You wanna look in my box again?"

"Is that disgusting beetle still in it?"

"Maaaaaybe..."

"Then I'm afraid I have to decline your invitation."
You examine Lindsay
You remember when Lindsay was just a baby. Over the years she's grown up into a demonic force of chaos. If life were fair, the two of you girls would be allied against your older brother, but the sad truth
is, it's the middle children against the world.
You examine the shoebox
It's one of your mom's shoeboxes. If your mom knew what Lindsay was doing with her shoebox... She probably wouldn't care. She lets Lindsay get away with everything.
You go inside
The walls of the living room are lined with dolls: Your mother's unsettling handiwork.

Your bedroom is upstairs.

EXITS: UP OUTSIDE

Your brother is sitting on the carpet (even though the couch is right there), strumming the same three chords over and over on his guitar.
Smell brother
Everything smells damp.
You examine brother
To you, your brother Drew looks like the archetypical Boy, utterly normal and uninteresting. You have no idea what Zoe sees in him.

You also can't figure out why he's wearing a baseball cap indoors.
You examine the cap
The cap has the letter "H" embroidered on it.
You examine the guitar
It's a banged-up secondhand guitar that probably wasn't worth much
even when it was brand new. But Drew acts like it's his lawfully
wedded wife.
You examine couch
A plastic protector is draped over the couch. Mom wants it to keep it looking nice. But the shiny plastic sheet doesn't look very nice.
You examine the carpet
The carpet does look a lot more comfortable than the couch.
You examine the dolls
At least a dozen porcelain dolls are on display here, and there are more in the rest of the house. Your mom seems to find joy only in crafting more and more of them. Each doll has a hand-painted face, staring eerily across the room. Each doll's hands are reaching out at nothing. Each doll has a name, most of which you have mercifully forgotten.
You talk to Drew
You can tell from his strumming that he's in a mood.

"Hey, Drew, what's wrong?"

He sighs. "Hey, Becca. I can't find my guitar pick."

"Don't you have more than one?"

"I mean my favorite pick. The one that Stevie Ray Vaughan tossed to me from the stage."

He strums the saddest chord in the world.

"My other picks don't play the same."

You put on a commiserating frown, but secretly you know exactly where that pick is.
Go upward
Your bedroom. Your undisturbed refuge. Even when the whole world is
out to get you, you can always run back to your room, where at last
you can enjoy peace and quiet. But you can still hear your brother playing the guitar downstairs.

A small army of stuffed animals is carefully arranged at the head of your bed. Your viola is collecting dust on top of your dresser.

EXITS: DOWN
You examine the animals
Some might say you're too old for stuffed animals, but you've come to the conclusion that in fact you are old enough to decorate your
bedroom however you want. Most of the creatures are just here because they look nice: Wanda Elephant, Harold Lamb, James Frog, et cetera.
But Peggy Pony has special sentimental value.
You examine the bed
A pink and green quilt is spread over your bed. Mom says it was sewn
by your great grandma.
You look at the viola
Your viola and bow have become mostly decorative ever since your mom stopped making you take lessons. And they're very nice decorations, too.
You look at the dresser
A fairly cute little dresser, if perhaps too small to meet the needs
of a well-dressed high schooler. Mostly it's stuffed with clothes, but sometimes you keep certain interesting items in the top drawer.
You open the top
You open up the top drawer of your dresser. Inside are your diary, a letter from your pen pal, and Drew's guitar pick.
You take the pick
Taken.
You look at the diary
The pages of your diary are almost completely blank. Until very recently, nothing interesting had ever happened to you. The only entry is from September, and it just says that sophomore year is shaping up to be just like freshman year.
You examine the letter
It's a letter from Kgosiemang Kwena, your pen pal in Botswana. (Everyone in Miss Lipton's class was assigned an international pen pal at the beginning of the semester.) In tiny and precise handwriting, covering a full page, front and back, Kgosiemang describes his life in Molepolole and how his father's standing in the community is dependent upon the status of his cattle.

You should really get around to writing back to him. But later.
You examine pick
This is Drew's favorite pick. You can't remember why you hid it from him, but it stands to reason that he deserved it.
Go down
The walls of the living room are lined with dolls: Your mother's unsettling handiwork.

Your bedroom is upstairs.

EXITS: UP OUTSIDE

Your brother is sitting on the carpet (even though the couch is right there), strumming the same three chords over and over on his guitar.
You give the pick to drew
"Hey, Drew. I found your guitar pick."

Drew stops strumming. It's as if he's woken out of a dream. "Yeah? Where was it?"

You toss it to him. "It was in my room, for some reason."

"Weird. Well, thanks!" He starts to pick out a melody to match the chords he'd been strumming for the past several hours.

"Uh, Drew?"

"Yeah?" He doesn't stop playing.

"Could I maybe borrow that baseball cap?"

"What? Sure." He hands it over, eager to focus on his music.
You check what you're carrying
You are carrying:
a baseball cap
Go outside
A stucco wall hems in the wilderness of trees and other plant life
that surrounds the Drapkin residence.

EXITS: WEST INSIDE

Lindsay is wandering aimlessly around the yard, her shoebox cradled under her arm.
You go west
School is out for the day, but the doors remain open for various after-school activities. On the other end of the yard is a sign that says "BUCHANAN HIGH - CHESS CLUB CANCELED" in big black letters.

Your house is just a short walk to the east.

EXITS: NORTH EAST WEST INSIDE

Your trusty bicycle is chained to a nearby bike rack.

Zoe is sitting on a bench near the door.
You give the cap to Zoe
"Hey, Zoe, I've got something for you."

Zoe snaps out of her reverie. "Is that Drew's hat?"

"Well, he didn't need it, and I thought you might like it."

She utters a tiny gasp as she accepts the gift. She presses it to her chest. Then she looks at you, frowning: "I'm not being weird, am I?"

You don't roll your eyes. "No, no. It's just a hat."

"Right. It's just a hat. It happens to be a hat that Drew used to
have, and now it belongs to me."

She puts on the hat, pulling her ponytail out the back. "See? It keeps the sun out of my eyes. Nothing's weird."

"Great. Do you have our chemistry assignment?"

"Of course I do!" She pulls it out of her bag and hands it to you. "Could you turn it in for us?"

"I'd be happy to."
You examine the assignment
A ten-page report about carbon bonds. You stayed up until 2 AM writing your part, and now you never want to see another carbon bond for the rest of your life. You just hope Zoe put anywhere near as much effort into her half.
You give the assignment to the mister
"Here's our assignment, Mister Sarducci."

"Ah! At long last," he says, plucking the papers from your hand. He glances over your work. His nostrils flare slightly.

"I anticipate that grading this piece of scholarship will be a very, shall we say, memorable experience," he mutters, and he sticks it in a drawer.

"Now, now, don't be impatient," he goes on, although you haven't said anything. "I well remember what promises I was forced to make, to compel you to fulfill your academic duty. Here you are."

He tosses your bike key across the desk, and you manage to catch it.
You look at the bike key
A tiny steel key.
You unlock the padlock with key
At long last, you release your bicycle from its manacles. Then
you decide not to worry about bike chains and bike keys for a while.
Ride bike
You mount the bicycle.
You go to the west
You zoom down the road and begin your trek to Miss Muriel's.

Water's Edge (on the bicycle)
Eddie Lee's dad's airboat rental business is situated here at the edge of the Opasassa Swamp. A gravel path connects the buildings to the dock.

The front door is guarded by a motionless plaster alligator.

EXITS: NORTH SOUTH EAST WEST INSIDE

An airboat is floating at the dock.
You examine the alligator
It's just a lawn decoration, and not very realistically sculpted. Its expression is either sleepy or devious, depending on which eye you're looking at.
You look at the airboat
One of Mister Qualmsley's rental boats: A flat-bottomed hull with an engine attached to a huge fan on the back.
You get off the bike
You dismount the bicycle.

Eddie Lee's dad's airboat rental business is situated here at the edge of the Opasassa Swamp. A gravel path connects the buildings to the dock.

The front door is guarded by a motionless plaster alligator.

EXITS: NORTH SOUTH EAST WEST INSIDE

Your trusty bicycle is parked here.

An airboat is floating at the dock.
You lock the bike
What do you want to lock the bicycle with?
You go inside
The AC is cranked so high that you begin to shiver. Mister Qualmsley doesn't seem to notice: He just sits at the cash register, waiting for quitting time to roll around.

An unfortunate fish is mounted on a plaque on the far wall.

EXITS: OUTSIDE

An airboat key is hanging on a hook behind the counter.
You examine the fish
An irate red snapper, gutted and shellacked.
You look at the Mister
There's a sort of blank look of contentment on his face. Mister Qualmsley is not a complicated man, and today he is even less complicated than usual.
You talk to the mister
"Howdy, Becca. How are you doing?"

"Just fine" is always the right answer when a friend's parent is the one asking.

"Do you know if Eddie Lee is done with his piano lesson? I've been itching to hear that kid play, for once."

"Um, I can check," you say.
Exit
Eddie Lee's dad's airboat rental business is situated here at the edge of the Opasassa Swamp. A gravel path connects the buildings to the dock.

The front door is guarded by a motionless plaster alligator.

EXITS: NORTH SOUTH EAST WEST INSIDE

Your trusty bicycle is parked here.

An airboat is floating at the dock.
You examine the airboat
back.
You look at the fan
For your safety, the fan is encased in a wire cage.
You go north
At the center of Opasassa is its water tower, a massive white bulb supported by a web of steel beams. Giant letters are printed on the side: From as far away as Glenburn, you can see them spell out "OPASASSA." From right underneath, though, they barely look like letters.

A narrow ladder is well-hidden among the bars.

EXITS: NORTH EAST SOUTH WEST UP
Go upwards
You take a deep breath and begin your ascent.

A narrow catwalk circles the bulb of the tower. Beneath you in every direction are the streets of Opasassa. On the north edge of town is a dense forest; to the south is the swamp.

EXITS: DOWN

A man in a top hat and bow tie is here, leaning against the bulb, looking down on the city.
You examine man
He's dressed like a magician, and he has a magician's calculated nonchalance.

He smiles as if he's been expecting you. "Good afternoon, young miss. My card:"

A cream-colored card appears between his fingers; he hands it to you.

"You may call me J.M. I'm visiting your little burg hoping to add to
my collection. You see, I have it on good authority that at some point today you'll find a sixteenth-century sword, about this size." He
holds his hands a sword's-length apart. "Since it has been abandoned
by its owner, and a friendly young lady like yourself has no use for such a thing, I hope that once you retrieve it you'll return here and give it to me. I can promise that you'll be duly rewarded."

You don't know what to say, except: "Uh, okay."
You look at the card
The initials "J.M." are written in silver ink on the front. The back
is blank.
You talk to the man
"Mister J.M.?"

"Yes?"

"What was it you wanted me to find again?"

He rolls his eyes. "A sword. A very old sword. You don't have to worry about it, my dear. I know for a fact that you'll find it eventually."
You look at Swamp
The Opasassa Swamp is full of secrets.
You examine bulb
from this vantage point.
Go downward
At the center of Opasassa is its water tower, a massive white bulb supported by a web of steel beams. Giant letters are printed on the side: From as far away as Glenburn, you can see them spell out "OPASASSA." From right underneath, though, they barely look like letters.

A narrow ladder is well-hidden among the bars.

EXITS: NORTH EAST SOUTH WEST UP
Go north
Vines are creeping up the walls of the squat little KSAS building, almost reaching the boarded-up windows. The radio tower stretches overhead, its lower bars covered in rust.

EXITS: NORTH SOUTH EAST WEST INSIDE
You examine the building
KSAS was the local radio station when your mom was a kid. It went out of business a long time ago. Now the abandoned building would be impossible to notice, if it weren't for the giant broadcasting tower next to it.
You go to the north
place. It's too far to go on foot. Where'd you leave your bicycle?
Go north
Water Tower (on the bicycle)
At the center of Opasassa is its water tower, a massive white bulb supported by a web of steel beams. Giant letters are printed on the side: From as far away as Glenburn, you can see them spell out "OPASASSA." From right underneath, though, they barely look like letters.

A narrow ladder is well-hidden among the bars.

EXITS: NORTH EAST SOUTH WEST UP
You go north
Radio Station (on the bicycle)
Vines are creeping up the walls of the squat little KSAS building, almost reaching the boarded-up windows. The radio tower stretches overhead, its lower bars covered in rust.

EXITS: NORTH SOUTH EAST WEST INSIDE
You go to the north
Sandy Road (on the bicycle)
A strip of dirty sand cuts through the woods. There's nothing but
trees in every direction.

EXITS: NORTH SOUTH

Something rustles in the underbrush.
You go to the north
Miss Muriel's Cabin (on the bicycle)
The road fades into grass and weeds as it reaches this lonely cabin,
in the heart of the woods.

At the side of the building is an overgrown bed of flowers.

A set of tarnished wind chimes hangs over the entrance.

EXITS: SOUTH INSIDE
Dismount
You dismount the bicycle.

The road fades into grass and weeds as it reaches this lonely cabin,
in the heart of the woods.

At the side of the building is an overgrown bed of flowers.

A set of tarnished wind chimes hangs over the entrance.

EXITS: SOUTH INSIDE

Your trusty bicycle is parked here.

A breeze blows through the wind chimes, and an unmusical jangling echoes through the trees.
You listen to the chimes
You prick up your ears.

A breeze blows through the wind chimes, and an unmusical jangling echoes through the trees.
Keep going
You prick up your ears.
You wait awhile
Time passes.

A breeze blows through the wind chimes, and an unmusical jangling echoes through the trees.
Wait
Time passes.
You look at the flowers
You lean over to inspect the flowers: Many of them are obviously not from around here. But you recognize a few of them from your wilderness survival training: Lantana. Nightshade. Hemlock.

You take a couple steps back.
You look around
The road fades into grass and weeds as it reaches this lonely cabin,
in the heart of the woods.

At the side of the building is an overgrown bed of flowers.

A set of tarnished wind chimes hangs over the entrance.

EXITS: SOUTH INSIDE

Your trusty bicycle is parked here.
You knock on the door
No response.
Enter
The musty air is thick with the hissing and bubbling of strange concoctions. The oddest things hang from the walls: Faceless
dolls, strings of beads, dried herbs, and a couple of bleached cow skulls. It looks like every available surface is occupied by some half-finished arcane project. At the center of the chaos is Miss Muriel's big book.

EXITS: OUTSIDE

As you enter, Muriel looks up from her studies. "Good afternoon,
Becca. To what do I owe this pleasure?"

You wonder how you're going to tell her.
You talk to Muriel
You take a deep breath and settle yourself. Miss Muriel deals with weird things like this all the time.

"There's something on my skin," you say, and you pull up your sleeve
to reveal the scales on your shoulder. Muriel gives it a look and clicks her tongue.

"Did you show it to a doctor?"

"No. Should I have?"

"Well, there wouldn't be much point. This isn't a medical condition. It's a curse."

The word isn't as surprising as it should be. Maybe this is what you expected all along. "How? Who cursed me?"

"There's a creature that makes its home in the swamp." Muriel shuffles through her tome until she finds a drawing: A hunched human shape with a snout full of teeth. "Have you heard of Crocodracula?"

"Yeah, we told each other stories about him when we were little kids. He's not real."

"He's very real, Rebecca. And he's marked you for some purpose. He
must want something from you..." Miss Muriel trails off as she starts poking around the cabin, looking for something.

"What do I do? How do I get rid of the curse? I don't want to do anything for Crocodracula."

"You'll have to destroy him. Here." She finds a sharpened wooden stake in a corner and hands it to you. "Find his castle in the swamp and put this through his heart."

Your mouth hangs open as you contemplate the stake.

"I don't know if I can do that..."

"Sure you can. You'll have the element of surprise. I have complete faith in you, Becca."
You examine Muriel
Miss Muriel's hair is frizzy and unkempt; her frayed denim jacket is covered in stains from her various experiments. She likes to call herself a "student of nature." There's another word for someone who follows her sort of lifestyle, but Miss Muriel does not like that
word.
You examine the stake
You briefly wonder why Miss Muriel had a wooden stake in her cabin,
but soon you conclude that, for Miss Muriel, it makes a lot of sense.
Examine book
Miss Muriel pulls the book away from your prying eyes, and purses her lips disapprovingly.
You look at concoctions
There are flasks and bottles and vials all over, each with a different potion being mixed or boiled or decanted.
You examine the dolls
They're not like the dolls your mother makes: They're made out of leather and twigs and who knows what else.
You look at the beads
Some of the beads almost look like eyeballs. But they're definitely just beads.
You examine the herbs
the smell of Muriel's potions (or the smell of other plants).
You talk to Muriel
You ask Miss Muriel how to get to Crocodracula's castle.

"You'll need an airboat to go that deep into the swamp. I know Mister Qualmsley rents airboats, but you might have to pursue... unofficial methods to acquire one."
Go outside
The road fades into grass and weeds as it reaches this lonely cabin,
in the heart of the woods.

At the side of the building is an overgrown bed of flowers.

A set of tarnished wind chimes hangs over the entrance.

EXITS: SOUTH INSIDE

Your trusty bicycle is parked here.
Ride bike
You mount the bicycle.

A breeze blows through the wind chimes, and an unmusical jangling echoes through the trees.
You go to the south
Sandy Road (on the bicycle)
A strip of dirty sand cuts through the woods. There's nothing but
trees in every direction.

EXITS: NORTH SOUTH
You examine the trees
Gnarled trees with wide branches lean in over the trail, and only a
few patches of sunlight break through. Thick weeds creep up to the
edge of the path.
You examine the weeds
Gnarled trees with wide branches lean in over the trail, and only a
few patches of sunlight break through. Thick weeds creep up to the
edge of the path.

Warm wind shakes the leaves.
You go south
Radio Station (on the bicycle)
Vines are creeping up the walls of the squat little KSAS building, almost reaching the boarded-up windows. The radio tower stretches overhead, its lower bars covered in rust.

EXITS: NORTH SOUTH EAST WEST INSIDE
Go east
Azalea Street (on the bicycle)
Azalea Street turns ninety degrees at the top of what passes for a
hill in central Florida. The house on the outside of the curve has a sign posted outside: It's also the studio of Professor Rubach, the piano teacher.

EXITS: SOUTH WEST INSIDE

Eddie Lee is sitting on the sidewalk, plunking out a classical tune on a portable keyboard.
You examine Eddie
With his Hawaiian shirt and unfortunate lack of a hairstyle, Eddie Lee looks like a gangly, teenaged Thomas Magnum. If he filled out the
shirt a little better, he might actually look kind of cool. But the
toy keyboard he's toting makes it clear: Eddie Lee is just a huge
geek.
You talk to Eddie
"Eddie Lee, I need your help."

He stops playing and gawks up at you. "Me? With what?"

"I need one of your dad's airboats."

"What for?"

"I can't tell you. It's a secret. A girl thing."

"Aha. Say no more." Works every time. "What exactly am I supposed to do?"

"I just need you to distract your dad for a minute. Can you do that?"

"Sure. If you do something for me first."

Uh-oh. "Like what?"

He gets a sheet of paper out of his pocket. "Zoe has said some very hurtful things recently about me as a person, like that I'm a scrawny little weirdo."

"She also says you're a creep sometimes."

He nods. "And, besides hurting my feelings, the things she says affect how my peers view me. And that affects my social prospects, which affect my chances of getting into a good college���"

"Please get to the point."

"If you get Zoe to sign this retraction," Eddie Lee says, handing you the paper, "I'll gladly help you steal from my dad."

"Got it."
You examine paper
It's a sheet of looseleaf with Eddie Lee's handwriting on it: "I, the undersigned, hereby retract any and all statements I have made concerning the character of Eddie Lee Qualmsley and his status as a creep, geek, or weirdo. I acknowledge the damage my statements have caused to Mister Qualmsley's reputation, and I promise I will refrain from such libel in the future. Eddie Lee Qualmsley is not a
creep."

Below that is a place for Zoe to sign, and a place for you to sign as
a witness.
You go south
Buchanan High School (on the bicycle)
School is out for the day, but the doors remain open for various after-school activities. On the other end of the yard is a sign that says "BUCHANAN HIGH - CHESS CLUB CANCELED" in big black letters.

Your house is just a short walk to the east.

EXITS: NORTH EAST WEST INSIDE

Zoe is sitting on a bench near the door.
You talk to Zoe
"Hey, Zoe, I need to ask you a favor."

"Sure! What is it?"

"I just need you to sign this," you say, placing the document in her hands. She looks it over with an unpromising expression.

"Is he for real?"

Hard to say. "It's the only way he'll help me," you tell her.

Zoe rolls her eyes and pulls out a pen. Using the rough seat of the bench as her flat surface, she scratches impatiently on the statement, then hands it over to you to notarize. You take a bit of time with
your signature to make up for hers.

"Thanks," you say.

"Whatever," she says. "I doubt it'll hold up in court anyway."
You look at the paper
It's a sheet of looseleaf with Eddie Lee's handwriting on it: "I, the undersigned, hereby retract any and all statements I have made concerning the character of Eddie Lee Qualmsley and his status as a creep, geek, or weirdo. I acknowledge the damage my statements have caused to Mister Qualmsley's reputation, and I promise I will refrain from such libel in the future. Eddie Lee Qualmsley is not a
creep."

Below that is Zoe's signature (a contemptuous scribble) and yours (notarizing Zoe's).
You talk to Eddie
"Why, hello, Rebecca. Have you spoken with your lovely friend Zoe?" Eddie Lee says, with a big fake smile.

So you give him a big fake smile back. "Not quite yet, Edward...
What's Lee short for?"

"I keep asking my dad, but he won't tell me."
You give the paper to Eddie
"Well?" says Eddie Lee

"Yeah, here you go."

insufferable smile. "Dzi��kuj��!"

"What?"

"Oh, sorry. Polish. It means, 'thanks very much.' He carefully folds
up the paper and puts it back in his pocket.

"You're super welcome. Hey, while we're on the subject, weren't you going to help me with something?"

"Oh, yeah!" Eddie Lee leaps to his feet. "I'll meet you at my dad's place."

He takes off like a rocket.
You go to the west
Water Tower (on the bicycle)
At the center of Opasassa is its water tower, a massive white bulb supported by a web of steel beams. Giant letters are printed on the side: From as far away as Glenburn, you can see them spell out "OPASASSA." From right underneath, though, they barely look like letters.

A narrow ladder is well-hidden among the bars.

EXITS: NORTH EAST SOUTH WEST UP
Go south
Water's Edge (on the bicycle)
Eddie Lee's dad's airboat rental business is situated here at the edge of the Opasassa Swamp. A gravel path connects the buildings to the dock.

The front door is guarded by a motionless plaster alligator.

EXITS: NORTH SOUTH EAST WEST INSIDE

Eddie Lee is standing a ways off from the entrance, waiting for you.

An airboat is floating at the dock.

"So, what's the plan?" Eddie says.

"I don't know. Play something for him on your little piano thing."

"Really? I'm not that good. I've only been playing for trzy miesi��ce."

"What?"

"Three months. Wait, what did I say?"

You just shake your head.
Dismount
You dismount the bicycle.

Eddie Lee's dad's airboat rental business is situated here at the edge of the Opasassa Swamp. A gravel path connects the buildings to the dock.

The front door is guarded by a motionless plaster alligator.

EXITS: NORTH SOUTH EAST WEST INSIDE

Your trusty bicycle is parked here.

Eddie Lee is standing a ways off from the entrance, waiting for you.

An airboat is floating at the dock.
You enter
The AC is cranked so high that you begin to shiver. Mister Qualmsley doesn't seem to notice: He just sits at the cash register, waiting for quitting time to roll around.

An unfortunate fish is mounted on a plaque on the far wall.

EXITS: OUTSIDE

An airboat key is hanging on a hook behind the counter.

Qualmsley waves as you come in. "Hi, Becca! Hey there, Eddie Lee!"

"Eddie Lee wants to play one of his pieces for you," you explain, stepping back to give him center stage.

"Well I'd love to hear it!" says Mister Qualmsley. "I want to see how those lessons are paying off."

"Uh, sure," Eddie Lee says, looking around the room. There's nowhere
to sit, so he sits on the floor. He switches on the keyboard and
starts to play.

It's some sort of European dancing tune, switching back and forth between two melodies. Each bouncy, carefree phrase is answered with a solemn section, and then another happy part, and so on.

Even though he's playing on a cheap electronic keyboard, sitting cross-legged on the floor, Eddie Lee is being more serious than you've ever seen him in his life. He seems to have lost himself in the music.

You look over at Mister Qualmsley and find him grinning down at his son's surprising new talent. He's in his own little world, too.
You take the key
Keeping an eye on Mister Qualmsley, you slip behind the counter and grab the airboat key. He's too proud of his son to notice.
You go to the west
At the end of Ash Street is a tall gray house with peeling paint and dark windows. A rickety fence surrounds the garden; the gate is unlocked, and it creaks softly when a breeze passes.

EXITS: EAST INSIDE

Mrs. Idlewyld is pacing up and down the block, poking around in
various bushes, staying well away from the house.
You examinethe mrs .
Mrs. Idlewyld wears thick glasses that make her eyes look huge and magnify her apprehension whenever she's worried about something, which is most of the time. Right now she seems slightly more on-edge than usual.
You talk tothe mrs .
Chatting with Mrs. Idlewyld is usually more trouble than it's worth, but she looks particularly desperate today. "Do you need anything,
Mrs. Idlewyld?" you ask, keeping a respectful distance.

"I do, dear girl, I do. But I don't know if you can help me. I've mislaid something���a flute. My husband carved it, and I only bring it out on special occasions..."

She doesn't offer any other details, and you're left to wonder how a beloved flute could end up lost in the bushes.

"I'll see what I can do," you say, and Mrs. Idlewyld nods
distractedly.
You examine the bushes
Rows of bushes run down the length of Ash Street, except in front of the tall gray house.
You look at the house
Nobody ever comes out of the house at the end of Ash Street. But Zoe swears she's seen something moving around inside.
You look at the fence
The flimsy metal fence and its creaking gate are on the verge of falling apart.
You examine the flowers
The garden is full of pale flowers. Looking closely, you see a lot of them are stained with dirt.

Looking closer, you see they're all fake. A garden of silk flowers!
You search the bushes
You push some branches aside, but all you find is the inside of a
bush.
You go inside
(first opening the windowless door)
You timidly approach the door and try the handle: It's locked.
You knock on the door
You rap tentatively on the door.

Nobody answers.
You look through the windows
You crane your neck to peer inside a window: Darkness.
You go to the west
Stout concrete columns flank the station's entrance. Sheriff Dillard's squad car is parked outside.

EXITS: NORTH EAST INSIDE
You examine car
sky if it weren't for the intimidating rack of lights on top. On the side is a white lion, the emblem of the police department.

The license plate says "DLLARD."
You examine the Station
The lights are on inside. The police welcome visits from concerned citizens at any hour.
You enter
A portrait of the President smiles at you welcomingly from across the lobby, above a carefully organized bulletin board. It doesn't feel
like you're standing in the nerve center of Opasassa law enforcement; most rooms back at the high school are more intimidating than this. There's even wall-to-wall carpeting in here.

EXITS: OUTSIDE

Sheriff Dillard is sitting uneasily in his easy chair, twiddling his thumbs in minor agitation.
You look at Dillard
Sheriff Dillard looks uneasy, like he forgot some homework. But he doesn't have to do homework. He's an adult.
You talk to Dillard
"Hey, Sheriff. What's wrong?"

"Oh, nothing's wrong, Becca. I just wish I had something to do."

"Don't you usually do a crossword puzzle when you're waiting for
police work?"

"Yeah. But I did today's crossword. I did every crossword in every paper published in this town going back five or six months. I solved 'em all. I am fresh out of puzzles."

"Aw, I'm sorry to hear that," you say (although you kind of wish you were in his shoes).
You go north
The neon sign is dark; the Weeping Willow is closed for the day.

Its namesake rustles slightly in the wind.

EXITS: NORTH EAST SOUTH

Kyle is here, working on his Gremlin.
You look at Kyle
You try to admire Kyle surreptitiously: His dimpled chin, his slicked-back hair, his arms. Then he looks up and waves: As you try to convince your arm to wave back, you notice you've been holding your breath.

So you have to figure out how to sigh deeply and wave your hand at the same time, and look totally natural doing it, and the effort almost defeats you.
You examine Gremlin
Kyle's powder-blue Gremlin: A magnificent machine. The little chrome eagle on the hood is perpetually swooping down upon the future.

Kyle has the hood up at the moment, so that he may inspect its mystifying innards.
You talk to Kyle
You take a deep breath before you approach him.

"Hey, Kyle," you say. "Whatcha working on?"

"I'm giving the old bird a complete overhaul," he says. He calls the Gremlin his "old bird" because of its swooping eagle hood ornament. "Your brother and I might take her to a drag race this weekend."

"That's so cool," you say. You have to steer the conversation away
from your brother. "What kinds of modifications are you making?"

"Well, I replaced the manifold," he says, pointing to a part that
looks like all the other parts, "and I realigned the distributor, and
I adjusted some of the solenoids that were misbehaving. But she needs something else. She needs some extra oomph, or we're not gonna make much of a splash at that race."

He stares down into the heart of his car, and pulls out a towel to
wipe the sweat from his brow.
Smell towel
Kyle is holding the towel at the moment.
Examine willow
Which do you mean, the diner or the tree?
Tree
The willow seems especially mournful when the diner is nearly abandoned.
You look at the diner
Through the windows you can see chairs stacked on tables. It's dark in there.
You go inside
You try the door: Locked.
Go north
A mannequin in a threadbare dress stands in a yellowed window, frozen in the middle of waving at you. The front door is propped open with a brick.

EXITS: SOUTH INSIDE
You examine the mannequin
The mannequin has no face, but it does have a little bit of attitude. The discolored window make its clothes look dirty and its "skin" jaundiced.
You examine the brick
The brick is painted with a beach scene: Sand, sky, palm trees.
Enter
From outside, the window made everything in here look yellow. Inside, the fluorescent lights cast everything in a cadaverous
blue-white.

Long shelves are filled to capacity with junk. A dented cabinet is displayed near the counter.

EXITS: OUTSIDE

Behind the counter sits Hazel, loudly chewing a huge wad of gum.
You look at Hazel
Hazel is about your age, but the two of you don't hang out much. She's a bit too bossy, and her fashion sense is hard to deal with. Like
those cat's-eye glasses she wears all the time.
You examine the junk
You notice the belt you donated last year is still here. So much stuff here, and none of it is useful.
You look at the cabinet
Hazel notices your gaze and steps between you and the cabinet.

"I'm gonna tell you a secret, Becky. This cabinet came from the particle physics department up at the university. It got exposed to rays. And now it has powers."

"Powers?" you say, trying not to betray anything with your tone or expression.

"I don't know how it works. I'm not a quantum scientist. But I know what it does. Anything you put inside this cabinet will go back in time. By about three weeks."

You squint at the cabinet. It seems perfectly normal.

"I'm not messing with you. For instance, let's say you have a moldy loaf of bread. Put it in here, close the door, open it again���"

"And the bread won't be moldy anymore?"

Hazel shakes her head. "No, no, no. It'll turn back into flour and
eggs and stuff. Unless the bread was already more than three weeks old."

"I get it," you say, nodding. But you can tell Hazel isn't convinced that you're convinced.
You enter the cabinet
You figure the cabinet is big enough that a smallish human like yourself could fit inside. But you're not about to try it while Hazel is watching.
You talk to Hazel
"Hi, Hazel."

"Hey, Becca. You looking for anything in particular?"

"Uh, no, just browsing," you say.

Hazel responds by popping her gum loudly.
You examine the junk
Your glance falls on a viola case, and you feel a pang of guilt. So much stuff here, and none of it is useful.
You examine the junk
On the top shelf is a ceramic duck that someone did a poor job of gluing back together. So much stuff here, and none of it is useful.
Go outside
A mannequin in a threadbare dress stands in a yellowed window, frozen in the middle of waving at you. The front door is propped open with a brick.

EXITS: SOUTH INSIDE
You think
You mutter to yourself: "Am I missing something? Is there somewhere I haven't looked? Someone I haven't talked to? Zoe might know what to
do. Or Miss Muriel..."
Go east
Can't go that way!

AVAILABLE EXITS: SOUTH INSIDE
Go east
The junkyard is surrounded by tall walls of rusty sheet metal. A
little booth sits at the entrance. Inside are long rows of disintegrating cars and occasional unidentifiable debris.

EXITS: WEST

Hank is slumped over the sill of his booth, struggling to keep both eyes open.
You examine Hank
As far as you can tell, Hank's only job is to guard his salvage yard from intruders. The trouble is, he tends to be sleeping on the job
most of the time. Right now, it looks like he's just dozing, which is really a best-case scenario for him.
Examine booth
Hank seems to spend most of his life in his claustrophobic guard post. It looks like he has a TV in there.

You could almost imagine yourself enjoying being stuck in such a cozy little place, if it weren't for the surroundings.
You look at the cars
From outside you can only see a fraction of Hank's massive collection of refuse. None of it looks valuable or even interesting.
You talk to Hank
"Hank? Hello?"

Hank looks up from the ground and shakes his shaggy head. "Oh, hey, Rebecca. Sorry, I just..."

His eyes close, and he returns to his original position.
Go inside
As you move past the booth, Hank snaps at you: "This ain't no place
for little girls, Miss Drapkin."

You back off.
You go west
Vines are creeping up the walls of the squat little KSAS building, almost reaching the boarded-up windows. The radio tower stretches overhead, its lower bars covered in rust.

EXITS: NORTH SOUTH EAST WEST INSIDE
Go south
At the center of Opasassa is its water tower, a massive white bulb supported by a web of steel beams. Giant letters are printed on the side: From as far away as Glenburn, you can see them spell out "OPASASSA." From right underneath, though, they barely look like letters.

A narrow ladder is well-hidden among the bars.

EXITS: NORTH EAST SOUTH WEST UP
Go east
hill in central Florida. The house on the outside of the curve has a sign posted outside: It's also the studio of Professor Rubach, the piano teacher.

EXITS: SOUTH WEST INSIDE
You go inside
The carpet in here is so nice, you wonder if you were supposed to take off your shoes. Well, too late now.

Most of Professor Rubach's living room is taken up by a gleaming baby grand piano. Two paintings hang on the wall: On the left, a gamboling faun; on the right, a stern portrait.

EXITS: OUTSIDE

You can see Professor Rubach here.
You examine the faun
A goat-legged man is hopping through the forest, playing a pan flute.
A smear of pink paint in the background might be someone chasing after him.
You examine stern
A man with sunken eyes and a pointed beard glares off to the side, perpetually unimpressed with whatever is happening beneath him.
Examine prof.
The professor is built like a Mack truck, and it's hard to believe his huge fingers are any use on the delicate keys of a piano. But his face is warm and friendly, to match the coziness of his little studio.
You examine the piano
The piano seems like it should be impossible to play: So many
different keys! They can't all be completely necessary.
You talk tothe prof .
"Hey, Professor."

"Hello, Rebecca! Are you interested at all in taking piano lessons?"

"Uh, not at the moment. I just wanted to know how Eddie Lee is doing."

"He's doing very well, I must say. He has a natural talent for the instrument, and an admirable devotion to musicianship."

"That's great to hear," you say, although you'd like to add: Are you sure you mean Eddie Lee?
You look around
Most of Professor Rubach's living room is taken up by a gleaming baby grand piano. Two paintings hang on the wall: On the left, a gamboling faun; on the right, a stern portrait.

EXITS: OUTSIDE

You can see Professor Rubach here.
Leave
hill in central Florida. The house on the outside of the curve has a sign posted outside: It's also the studio of Professor Rubach, the piano teacher.

EXITS: SOUTH WEST INSIDE
Go south
School is out for the day, but the doors remain open for various after-school activities. On the other end of the yard is a sign that says "BUCHANAN HIGH - CHESS CLUB CANCELED" in big black letters.

Your house is just a short walk to the east.

EXITS: NORTH EAST WEST INSIDE

Zoe is sitting on a bench near the door.
You talk to Zoe
You tell Zoe how you got your hands on an airboat key.

"Then go out on that airboat!" Zoe says. "Do some investigating!"
You go to the east
Becca's House (on the bicycle)
A stucco wall hems in the wilderness of trees and other plant life
that surrounds the Drapkin residence.

EXITS: WEST INSIDE

Lindsay is wandering aimlessly around the yard, her shoebox cradled under her arm.
Dismount
You dismount the bicycle.

A stucco wall hems in the wilderness of trees and other plant life
that surrounds the Drapkin residence.

EXITS: WEST INSIDE

Your trusty bicycle is parked here.

Lindsay is wandering aimlessly around the yard, her shoebox cradled under her arm.
Go inside
The walls of the living room are lined with dolls: Your mother's unsettling handiwork.

Your bedroom is upstairs.

EXITS: UP OUTSIDE

Drew is sitting on the carpet, plucking out a mournful memory on his guitar.
You exit
A stucco wall hems in the wilderness of trees and other plant life
that surrounds the Drapkin residence.

EXITS: WEST INSIDE

Your trusty bicycle is parked here.

Lindsay is wandering aimlessly around the yard, her shoebox cradled under her arm.
You go to the west
Water's Edge (on the bicycle)
Eddie Lee's dad's airboat rental business is situated here at the edge of the Opasassa Swamp. A gravel path connects the buildings to the dock.

The front door is guarded by a motionless plaster alligator.

EXITS: NORTH SOUTH EAST WEST INSIDE

An airboat is floating at the dock.
Dismount
You dismount the bicycle.

Eddie Lee's dad's airboat rental business is situated here at the edge of the Opasassa Swamp. A gravel path connects the buildings to the dock.

The front door is guarded by a motionless plaster alligator.

EXITS: NORTH SOUTH EAST WEST INSIDE

Your trusty bicycle is parked here.

An airboat is floating at the dock.
You enter the boat
You get into the airboat.
You turn on the boat
You insert the key and turn the ignition: The engine roars to life,
and the fan begins spinning.
Go south
Swamp (in the airboat)
You are in the middle of the Opasassa Swamp. Cypress trees and hanging vines obscure your vision in every direction.

EXITS: ?
You go to the south
Sunken Castle (in the airboat)
You slow down the airboat as it comes into view.

A fortress of black stone, wreathed with ancient vines, towers over you. The entire castle is tilted to one side, slowly sinking into the swamp.

EXITS: NORTH INSIDE
You leave
You get out of the airboat.

You stand on a narrow shelf of slick mud outside the black fortress. The rotten remains of a massive door hang in a crumbling gateway.

EXITS: NORTH INSIDE

The airboat floats just off the shore.
You turn off the boat
You pull the key out of the ignition. The fan slows down, and then it stops.
You look at the door
Only a spongy stub of a plank still hangs from the calcified hinges.
Enter
The air in this hallway is thick with moisture and decay. The walls
and floor are covered in slick moss. You feel like you've stepped into a cave, not a manmade structure.

The remains of a tapestry hang on one wall, flanked by two stairways.

EXITS: UP DOWN OUTSIDE
You look at tapestry
The tapestry depicted a man with a pointed beard standing beneath a tree. Most of the details have rotted away.
You go downwards
A slimy sarcophagus rests in the middle of this chamber, lit by four torches that dance with green fire.

Further on, at the edge of the torchlight's reach, you can make out a huge stone door.

EXITS: UP
You look at the door
A massive stone door that hasn't been opened in many, many years.

Looking closer, you can make out words engraved in the stone. But they aren't in any language you know.
You ascend
You've reached the pinnacle of the sinking castle. Looking out from
the tower, you can see nothing but the dense foliage of the swamp, slowly growing over the fortress.

EXITS: DOWN

An antique sword lies abandoned on the flagstones.
You take the sword
Taken.
You move the tapestry
The tattered tapestry is fine right there.
You go outside
You stand on a narrow shelf of slick mud outside the black fortress. The rotten remains of a massive door hang in a crumbling gateway.

EXITS: NORTH INSIDE

The airboat floats just off the shore.
You go to the north
Swamp (in the airboat)
You are in the middle of the Opasassa Swamp. Cypress trees and hanging vines obscure your vision in every direction.

EXITS: NORTH SOUTH
You go north
Water's Edge (in the airboat)
You're sitting in an airboat behind Eddie Lee's dad's airboat rental business. Looking south, you see the vastness of the Opasassa Swamp.

EXITS: NORTH SOUTH EAST WEST INSIDE

Eddie Lee is pacing back and forth in front of the shop.

Your trusty bicycle is parked here.

Eddie Lee runs down to the dock as you approach, yelling something you can't hear over the roar of the airboat fan. You turn off the engine, but Eddie Lee doesn't quiet down.

"Co�� jest nie tak, Rebecca!" he cries. "Nie m��wi�� ju�� po angielsku!"

"Calm down, Eddie Lee. Speak English."

"Pr��buj��! Nie m��wi��bym po polsku, gdybym mia�� wyb��r! Nie wiem nawet,
jak m��wi�� po polsku!"

You stare at each other helplessly. Finally Eddie Lee gives up, and walks slowly up the dock.
You exit
You get out of the airboat.

Eddie Lee's dad's airboat rental business is situated here at the edge of the Opasassa Swamp. A gravel path connects the buildings to the dock.

The front door is guarded by a motionless plaster alligator.

EXITS: NORTH SOUTH EAST WEST INSIDE

An airboat is floating at the dock.

Eddie Lee is pacing back and forth in front of the shop.

Your trusty bicycle is parked here.
You talk to Eddie
"Eddie Lee, if you can understand me: Can you try to tell me what you think happened?"

"C����, nigdy nie uczy��em si�� ��adnego polskiego, ale profesor Rubach jest polski. A facet, kt��ry skomponowa�� mazurka, kt��ry gra��em dla mojego taty, r��wnie�� jest Polakiem. Ale teraz nie ��yje. My��l��, ��e nazywa�� si�� Leonard."

"Leonard?"

Eddie Lee nods.
You give the sword to the man
His eyes light up as you hold out the sword. "Excellent! I knew you'd come through. Well done, young miss. Now, for the exchange:"

He reaches into his jacket and produces a wooden flute. "I assure you this trade is more than fair," he says, and he hands you the flute in the same motion with which he smoothly relieves you of the sword,
which he stows in some invisible pocket.

"It was a pleasure doing business, Miss Drapkin," he says, and he touches the brim of his hat.
You examine the flute
An old wooden flute, much smaller and simpler than the recorder you used to play in music class. The wood is carved with a sinuous floral design.
You play the flute
You put your lips to the flute and blow: Somehow a wild, shrill melody spills out, quite independently from your control. You take the instrument away from your mouth and the flute goes quiet.
You talk to the man
It takes a couple tries to get his attention.

"Oh, you're still here? You'd best be moving along. I predict that you have much left to do."
Go south
Can't go that way!

AVAILABLE EXITS: NORTH EAST INSIDE
You go to the south
Eddie Lee's dad's airboat rental business is situated here at the edge of the Opasassa Swamp. A gravel path connects the buildings to the dock.

The front door is guarded by a motionless plaster alligator.

EXITS: NORTH SOUTH EAST WEST INSIDE

An airboat is floating at the dock.

Eddie Lee is pacing back and forth in front of the shop.

Your trusty bicycle is parked here.
You go to the west
At the end of Ash Street is a tall gray house with peeling paint and dark windows. A rickety fence surrounds the garden; the gate is unlocked, and it creaks softly when a breeze passes.

EXITS: EAST INSIDE

Mrs. Idlewyld is pacing up and down the block, poking around in
various bushes, staying well away from the house.
You give the flute tothe mrs .
"Is this what you're looking for, Mrs. Idlewyld?"

Her eyes get even bigger behind her gigantic glasses, and she reaches out to accept the flute from you. "Yes, yes! Oh, you sweet little
girl! Where did you find it?"

You take a deep breath, unsure of how to explain. She seems to take this as a clue:

"Somebody gave it to you?" You nod. "A man in a tall hat?" You nod.

"But, you had to give him something first?"

You can't bring yourself to say anything.

"Oh, dear. I'm afraid what you've done may have consequences you couldn't predict. But I do have to thank you for finding my flute! Let's see..."

She searches herself until she turns up an old thermos, which she presses into your hands. "Here we are! Hot, healthful tea. Very energizing. It's my own blend. Enjoy!"
You examine the thermos
An old-fashioned steel thermos with a few dents in it. Something is sloshing around inside.
Go east
Can't go that way!

AVAILABLE EXITS: SOUTH WEST INSIDE
You give the thermos to Hank
"Hank? Hey, Hank. I've got something for you."

Hank rubs his eyes. "Oh, hey, Rebecca. Sorry, I just..."

"It's tea," you say, quickly opening the thermos and pushing it toward his nose. The effect is immediate: His eyes pop open, and he rears up in his chair like a snake bit him.

"HOW ABOUT IT!" he bellows, and he snatches the thermos out of your hands.

He gives the tea another sniff, and he shakes all over. He sniffs it again, and he giggles maniacally. Then he lifts the thermos to his lips...

...and he takes a single sip, which is probably more than enough.

"That's the stuff! That is THE STUFF," Hank says. "I can't thank you enough, young lady. There are no words that can describe what a good deed you have done me on this fine, fine day. Whatever can I do to express my gratitude? What token of thanks can I possibly offer to match the inestimable kindness you've���Wait just a second."

He ducks down into his booth, and you hear an awful racket, like a blender trying to pur��e a typewriter. When it's finally over, Hank returns to view bearing a tubular metal object that looks like the thermos's older brother.

"Catalytic converters of this vintage, in this condition, are very difficult to come by. When you find an interested collector, you will be able to draw a very high price indeed for such a singular example
of fine German engineering." He drops the object into your arms. It's heavy.

"Thank you very much," you say, and you back away slowly.
Examine converter
It's a longish metal canister with pipes coming out of each end. Presumably something goes in one tube, and then something else (or the same thing?) comes out from the other.
You give converter to Kyle
You hoist the bulky converter thing proudly into view. "Think she
could use one of these?" you say, attempting a winning smile despite the back strain.

Kyle's face lights up: "Nice work, Drapkin!" He takes the thing off your hands and you breathe a sigh of relief. "Do you wanna help me install it?"

You hear your mouth saying "Sure!" even though the rest of your body wants nothing more to do with the thing. You hold one end, Kyle takes the other, and he directs you to the far side of the car so that together you can carefully lower the catalytic converter into the engine.

[Ryan's Note: PLEASE don't send me any corrections. Keep in mind, Taleframe produced this game in 1990, and today most of their staff
are living under assumed names.]

But as you're carefully lowering it, your end of the contraption slips���it lands with a splash���and a glob of oil flies out of the car and hits you in the face.

You freeze. Kyle drops the other end and rushes to your side.

"Sorry about that," he says, and he pulls out his towel to wipe the
oil off of your face. When you've convinced him you're okay, he turns back the car, to finish screwing in the converter. Leaving you holding his towel.

"That oughta do it!" He lowers the hood and grins. "Thanks for the assist, Becca."

Then he busies himself with some other element of vehicle maintenance. And he doesn't take his towel back.
You examine the towel
It's Kyle's brow-sweat-wiping towel. It's covered in Kyle's
brow-sweat. And a fair amount of motor oil.
Go east
The junkyard is surrounded by tall walls of rusty sheet metal. A
little booth sits at the entrance. Inside are long rows of disintegrating cars and occasional unidentifiable debris.

EXITS: WEST

Hank is leaning out of his booth, keeping a sharp lookout for any intruders.
You give the towel to Jocelyn
Jocelyn rears back in disgust. "Why would I want your grody towel?"

"I just helped Kyle fix his car." You pause to enjoy the look on her face. "And this is the towel he was using, to, you know, keep the
sweat out of his eyes."

"And what made you want to come all the way back here to tell me about it?"

"Because I want that star ball," you tell her.

It's a risky gambit, assuming that Jocelyn wants a sweaty souvenir of Kyle more than she wants to thwart you. But she's not rejecting
the notion: She's thinking about it.

"Okay, deal," she says, snatching the towel and pushing the
planetarium sphere into your arms. Then she turns around so she can start ignoring you.
You look at sphere
It just looks like a black basketball at the moment, except that there's a switch on the bottom.
You go west
The chemistry room contains two long rows of lab tables, wiped clean after each experiment under Mister Sarducci's unsparing supervision.

EXITS: EAST

Mister Sarducci sits at his desk, drumming his fingers absentmindedly on the formica countertop.
You go east
Between classes, this intersection is the busiest place in the school. Right now the only people here are you and Jocelyn.

You notice that the way downstairs has been left open by a careless custodian.

EXITS: EAST WEST DOWN OUTSIDE

Jocelyn is still at the end of the hall, gazing into the trophy case and clutching Kyle's towel.
You examine the crowbar
A heavy crowbar, bluish-black and slightly dirty.
You take it
Taken.
You examine the clock
The clock has stopped at 10:09.
You examine the turntable
A record player, for playing records. But you don't see any records anywhere.
You examine the black dial
You wipe away some of the dust so you can see: The numbers 0 through 9 are printed around the dial. It's currently set to 0.
You turn the dial to 3
You turn the dial up to 3.

You hear a faint pop as the speakers on the console activate.

A voice comes from the speakers: "Amy?"

Then it's quiet. But you think you can hear someone breathing.
You turn dial to 2
You turn the dial down to 2.

You hear faint elevator music from the speakers.
You turn the dial to 9
You turn the dial up to 9.

You hear a bell ring over the speaker. Then another bell, and another bell, each as shrill as a carriage return. You can't detect any
pattern to the ringing.
You turn the dial to 0
You turn the dial down to 0.

The speakers make a quiet popping noise, and then the room is silent.
You turn off sphere
You flick the switch, and the lights go out.
Go west
The neon sign is dark; the Weeping Willow is closed for the day.

Its namesake rustles slightly in the wind.

EXITS: NORTH EAST SOUTH

Kyle leans over his Gremlin, attending to the last few details.
Go north
a yellowed window. The front door is propped open with a brick.

EXITS: SOUTH INSIDE
You go south
Sunken Castle (in the airboat)
A fortress of black stone, wreathed with ancient vines, towers over you. The entire castle is tilted to one side, slowly sinking into the swamp.

EXITS: NORTH INSIDE
You look at the sarcophagus
Despite the slime that's grown over its surface, the stone coffin stands out from the surrounding decay. It must be carved from some
more durable material than the walls of the castle.

The lid of the sarcophagus is firmly in place, but you can make out a seam underneath.
You open it with the crowbar
You press the point of the crowbar into the seam under the lid. You push on it, hard. The crowbar slips, and you almost crack your head against the wet stone.

You look for a more likely spot and try again. The crowbar finds purchase: You push on it harder, harder, until it's firmly wedged in place.

Then you press down on the crowbar, with all your weight, with all the upper body strength of a fifteen-year-old girl.

The lid of the sarcophagus budges slightly.

You shift your weight and press harder. You hear a faint rattle as a chip of white stone is cleft from the coffin and tumbles to the floor.

The crowbar gives way���You lose your footing���You fall hard on the slimy
floor as the lid slides up and over.

When you find your way to your feet, you look down into the triangular opening between the sarcophagus and the lid. The acrid torchlight doesn't reach inside: You see only darkness. It might be empty.

You grab the lid with both hands and heave it open.

(Press any key to continue.)A black shroud rises from out of the cavity. You step backwards, your breath caught in your chest, as the shape unfurls itself, revealing a clawed green hand���a curved white fang���a glowing orange eye.

The monster raises his arms, stretching out his cape like a pair of black wings. Then he draws the cloak around himself with a sharp snap that makes the torches flicker. He fixes you with his orange eyes.

"A foolish young woman has wandered into my castle," he says. "Tell me your name."

Your mind is blank with fear, and you answer automatically. "Becca Drapkin."

"You've freed me from a lengthy imprisonment." He notices the crowbar on the floor. "I think you didn't do so by accident. Why are you
here?"

You remember. You grab the stake. "I have to destroy you. To end my curse." You take a step forward and raise your arm to strike.

He squeezes his claw around the stake until it snaps in two. "There's no curse that my destruction will undo���No curse on you, at least."

"But aren't you Crocodracula?"

He takes a moment to answer, and you notice a low hiss, like a sigh, from deep in his reptilian throat. "That has been my name for a long time, yes."

"Then didn't you give me these?" You pull up your sleeve, and your scales glitter in the torchlight.

Crocodracula doesn't come any closer to inspect you; he only squints
at your shoulder. "No. I have no desire to afflict anyone
with... such a condition. Least of all a young lady I've never met."

"But Miss Muriel said���"

"Muriel!" Crocodracula bellows, and the crypt shakes.

(Press any key to continue.)"Muirgheal Halfmoon���The witch. She came here hoping to destroy me, months or years ago. But I was more than a match for her. All she could do was seal me in this crypt." He shakes his head. "I haven't had the time to put any curse on you, Becca Drapkin. I suspect it was Muriel who gave you those scales, to trick you into doing her dirty work for you. No doubt she assumed that I'd
be weakened after so long a slumber."

You're outraged at Miss Muriel's deceit���But you shake your head as you
realize you're taking the word of a giant talking alligator. "Why should I believe you?"

"You might ask Muriel herself." Crocodracula sniffs the air.
"Although, if she can detect that her plot has failed, she may already have fled. At any rate, if anyone can remove your curse, it's her."

"If Miss Muriel can uncurse me," you mutter, "maybe she can help Eddie Lee, too."

"What's the matter with this Eddie Lee figure?

The bronze is deathly cold in your hands, and small gems twinkle feebly in the torchlight.

"Unless what?"

He lowers his snout. "If it's too late, then Eddie Lee is lost, and there is nothing we can do to save him���Nor anything Muriel can do, I suspect. But don't despair, Becca Drapkin. Go quickly, and help your friend."

Of all the things you could say in response, somehow you come up with: "You can just call me Becca."

"All right, then: Go, Becca. Now!"
You look at Crocodracula
Even though his form is monstrous, there's a spark of humanity in
those brilliant orange eyes.

But when he notices you looking closer, he pulls his collar around his face and turns away.
You look
A slimy sarcophagus rests in the middle of this chamber, lit by four torches that dance with green fire.

Further on, at the edge of the torchlight's reach, you can make out a huge stone door.

EXITS: UP

Crocodracula leans uneasily against his sarcophagus.

You can also see a crowbar here.
You take the crowbar
Taken.
Go upward
The air in this hallway is thick with moisture and decay. The walls
and floor are covered in slick moss. You feel like you've stepped into a cave, not a manmade structure.

The remains of a tapestry hang on one wall, flanked by two stairways.

EXITS: UP DOWN OUTSIDE
You go outside
You stand on a narrow shelf of slick mud outside the black fortress. The rotten remains of a massive door hang in a crumbling gateway.

EXITS: NORTH INSIDE

The airboat floats just off the shore.
You check what you're carrying
You are carrying:
a crowbar
an amulet
an airboat key
a star ball
a business card
You examine amulet
A large pendant of tarnished bronze hangs on a delicate chain. There are gems embedded in the metal, and they catch the light with the slightest movement.

It feels heavier than it should.
You go north
Water's Edge (in the airboat)
You're sitting in an airboat behind Eddie Lee's dad's airboat rental business. Looking south, you see the vastness of the Opasassa Swamp.

EXITS: NORTH SOUTH EAST WEST INSIDE

Eddie Lee is pacing back and forth in front of the shop.

Your trusty bicycle is parked here.
You give the amulet to Eddie
You're not sure what exactly to do with the amulet, so you try holding it in front of you like a police badge. "Okay, Eddie Lee. Hold still."

"Czekaj, co?"

The amulet begins to glow, and shake, and a harsh electric smell fills the air. Eddie Lee starts to scream���

���He falls to the ground. The amulet stops glowing.

You run over to him. "Eddie Lee! Are you all right?"

"Yeah, I'm fine. What just happened?"

"You fell down!"

"No, before that. I was speaking Polish, right?"

"Yeah, but... You must have hit your head when you fell, and it
knocked the English-speaking part of your brain back into place."

Eddie Lee touches his head gingerly. "Yeah, that sounds right. Well, thanks... I think. I better go let my dad know I'm okay." He gets up and staggers into the shop.
You examine amulet
A large pendant of tarnished bronze hangs on a delicate chain. There are gems embedded in the metal, and they catch the light with the slightest movement.

It feels heavier than it should.
You examine the posters
You look across the posters: There's a mugshot of a handsome gentleman with a creepy smile, a boy wanted for "questioning" who looks to be about your age, and a long-haired man with crazy eyes.
You go to the south
Eddie Lee's dad's airboat rental business is situated here at the edge of the Opasassa Swamp. A gravel path connects the buildings to the dock.

The front door is guarded by a motionless plaster alligator.

EXITS: NORTH SOUTH EAST WEST INSIDE

An airboat is floating at the dock.

Your trusty bicycle is parked here.
Go east
School is out for the day, but the doors remain open for various after-school activities. On the other end of the yard is a sign that says "BUCHANAN HIGH - CHESS CLUB CANCELED" in big black letters.

Your house is just a short walk to the east.

EXITS: NORTH EAST WEST INSIDE

Zoe is sitting on a bench near the door.
Go inside
Between classes, this intersection is the busiest place in the school. Right now the only people here are you and Jocelyn.

You notice that the way downstairs has been left open by a careless custodian.

EXITS: EAST WEST DOWN OUTSIDE

Jocelyn is still at the end of the hall, gazing into the trophy case and clutching Kyle's towel.
Go east
Miss Lipton is sitting at her desk, wearing headphones attached to a small tape player. Her brow is furrowed. Behind her, the homework for the weekend is written on the blackboard.

Calvin, the class guinea pig, lives in a cage near the window.

EXITS: WEST

A large brass key looks out of place on Miss Lipton's desk.
You take Calvin
Calvin hates being picked up, especially when he's sleeping.

Taken.
You talk to Zoe
You fill Zoe in about everything that's happened this afternoon. As your story goes on, her eyes get wider and wider.

"So," you conclude, "What do you think I should do?"

Zoe gulps.

"Uh. Well, since Crocodracula is real, apparently, then, I guess, I think..." She blinks several times. "I think you should ask him for advice instead."
You enter
The musty air is thick with the hissing and bubbling of strange concoctions. The oddest things hang from the walls: Faceless
dolls, strings of beads, dried herbs, and a couple of bleached cow skulls. It looks like every available surface is occupied by some half-finished arcane project. At the center of the chaos is Miss Muriel's big book.

EXITS: OUTSIDE

Miss Muriel herself seems to have flown the coop.
Examine book
You flip through the book until you find it: A spell that curses its victim with patches of reptilian scales. Eventually, the entire body
is covered in scales. The eyes become slits, the tongue becomes
forked. Then your arms and legs fall off...

You turn the page: There is an antidote. The only way to remove the curse is to swallow something called a "Crawling Emerald." And there's a picture.

You groan in desperation: The drawing is of a type of beetle you are all too familiar with.
Go outside
The road fades into grass and weeds as it reaches this lonely cabin,
in the heart of the woods.

At the side of the building is an overgrown bed of flowers.

A set of tarnished wind chimes hangs over the entrance.

EXITS: SOUTH INSIDE

Your trusty bicycle is parked here.
Ride bike
You mount the bicycle.

A breeze blows through the wind chimes, and an unmusical jangling echoes through the trees.
You go to the east
Azalea Street (on the bicycle)
Azalea Street turns ninety degrees at the top of what passes for a
hill in central Florida. The house on the outside of the curve has a sign posted outside: It's also the studio of Professor Rubach, the piano teacher.

EXITS: SOUTH WEST INSIDE
You go south
Buchanan High School (on the bicycle)
School is out for the day, but the doors remain open for various after-school activities. On the other end of the yard is a sign that says "BUCHANAN HIGH - CHESS CLUB CANCELED" in big black letters.

Your house is just a short walk to the east.

EXITS: NORTH EAST WEST INSIDE

Zoe is sitting on a bench near the door.
You go to the east
Becca's House (on the bicycle)
A stucco wall hems in the wilderness of trees and other plant life
that surrounds the Drapkin residence.

EXITS: WEST INSIDE

Lindsay is wandering aimlessly around the yard, her shoebox cradled under her arm.
Dismount
You dismount the bicycle.

A stucco wall hems in the wilderness of trees and other plant life
that surrounds the Drapkin residence.

EXITS: WEST INSIDE

Your trusty bicycle is parked here.

Lindsay is wandering aimlessly around the yard, her shoebox cradled under her arm.
You talk to Lindsay
You put on a sweet smile. "Hey Lindsay, do you still have that neat bug?"

She hesitates. She knows something's up. "Yeah..."

"Do you think I could look at it again?"

She squints at you. "Where's Hunky?"

"What?"

"Hunky the Monkey. I want him back. Where is he?"

You rub your forehead. How can you be expected to keep track of Lindsay's stuffed animals? Your collection is enough trouble on its own.
You look at the animals
Some might say you're too old for stuffed animals, but you've come to the conclusion that in fact you are old enough to decorate your
bedroom however you want. Most of the creatures are just here because they look nice: Wanda Elephant, Harold Lamb, James Frog, et cetera.
But Peggy Pony has special sentimental value.

Hunky the Monkey is not among them. You wouldn't steal your sister's doll.
You open the dresser
That's already open.
Go west
Can't go that way!

AVAILABLE EXITS: UP OUTSIDE
You exit
A stucco wall hems in the wilderness of trees and other plant life
that surrounds the Drapkin residence.

EXITS: WEST INSIDE

Your trusty bicycle is parked here.

Lindsay is wandering aimlessly around the yard, her shoebox cradled under her arm.
Go west
Outside the Sheriff's Station (on the bicycle)
Stout concrete columns flank the station's entrance. Sheriff Dillard's squad car is parked outside.

EXITS: NORTH EAST INSIDE
You go north
The Weeping Willow (on the bicycle)
The neon sign is dark; the Weeping Willow is closed for the day.

Its namesake rustles slightly in the wind.

EXITS: NORTH EAST SOUTH

Kyle leans over his Gremlin, attending to the last few details.
Go north
Outside the Thrift Store (on the bicycle)
A mannequin in a threadbare dress stands in a yellowed window, frozen in the middle of waving at you. The front door is propped open with a brick.

EXITS: SOUTH INSIDE
Dismount
You dismount the bicycle.

A mannequin in a threadbare dress stands in a yellowed window, frozen in the middle of waving at you. The front door is propped open with a brick.

EXITS: SOUTH INSIDE

Your trusty bicycle is parked here.
You look at shelves
One shelf is stuffed to capacity with cheap romance novels. So much stuff here, and none of it is useful.
Go outside
A mannequin in a threadbare dress stands in a yellowed window, frozen in the middle of waving at you. The front door is propped open with a brick.

EXITS: SOUTH INSIDE

Your trusty bicycle is parked here.
You check your inventory
You are carrying:
Calvin
an airboat key
a crowbar
an amulet
a star ball
a business card
You examine the star
It just looks like a black basketball at the moment, except that there's a switch on the bottom.
You go south
The neon sign is dark; the Weeping Willow is closed for the day.

Its namesake rustles slightly in the wind.

EXITS: NORTH EAST SOUTH

Kyle leans over his Gremlin, attending to the last few details.
You show the card to Dillard
Dillard scratches his chin as you present the business card. "So," he says, "do you want me to put it in the lost and found?"

"Oh, no, no," you say. "I just wanted you to see it."

"Well, I'd call that mission accomplished, young lady." He gives you a little salute.
Examine lost
The poster describes a gray and white tabbie named Omar who's gone missing. There's a phone number and a promise of a reward.

The top of the poster has numerous pinholes poked in it, which you
take to mean the sign has been taken down and re-posted multiple
times.
You examine the board
The sheriff lets community members post all kinds of notices on this notice board. His secretary is obsessed with keeping it tidy.

Across the top is a row of wanted posters. Beneath that, there are ads for piano lessons from Professor Rubach, cleaning services from
Vivian, and something called "Selfwakening," followed by a poster
about a lost cat.
You look at the selfwakening
The ad reads, "Unfulfilled? Incomplete? Wondering? Call for a free consultation!" But there's no phone number.
You examine the Vivian
The ad reads, "Cleaning by Vivian! Home - Office - Other," followed by a phone number. There are odd markings in the corner, like letters in an unfamiliar language.
You examine the Piano
The ad reads, "PROFESSOR W. RUBACH - Instructor of Piano - University of Krakow." Under that, there's a phone number and a treble clef.
Wear amulet
You put on the amulet.
You go to the south
Eddie Lee's dad's airboat rental business is situated here at the edge of the Opasassa Swamp. A gravel path connects the buildings to the dock.

The front door is guarded by a motionless plaster alligator.

EXITS: NORTH SOUTH EAST WEST INSIDE

An airboat is floating at the dock.
You enter
The AC is cranked so high that you begin to shiver. Mister Qualmsley doesn't care; he's just enjoying the music.

An unfortunate fish is mounted on a plaque on the far wall.

EXITS: OUTSIDE

Eddie Lee is sitting on the floor, playing a repetitive boogie-woogie tune on his keyboard.
Go west
At the end of Ash Street is a tall gray house with peeling paint and dark windows. A rickety fence surrounds the garden; the gate is unlocked, and it creaks softly when a breeze passes.

EXITS: EAST INSIDE

Mrs. Idlewyld is still puttering around here, as if she has nowhere else to be.
You talk to Eddie
You wave to Eddie Lee, and he gives you a smile, but he's too busy playing to talk.
You talk to the mister
"Hey, Mister Qualmsley."

"Howdy, Becca. Thanks for talking some sense into Eddie. He's feeling
a lot better now."
You look at the ac
You can't see the AC unit, but you can feel frigid air swirling
around you.
Go downward
A slimy sarcophagus rests in the middle of this chamber, lit by four torches that dance with green fire.

Further on, at the edge of the torchlight's reach, you can make out a huge stone door.

EXITS: UP

Crocodracula leans uneasily against his sarcophagus.
You look at the door
A massive stone door that hasn't been opened in many, many years.

Looking closer, you can make out words engraved in the stone. But they aren't in any language you know.
You talk to Crocodracula
You tell Crocodracula that Eddie's feeling a lot better.

"That's good to hear. Have you looked into who may have caused these troubles for him?"

"You mean Professor Rubach? I guess I could run by his place..."
Go north
Water's Edge (in the airboat)
You're sitting in an airboat behind Eddie Lee's dad's airboat rental business. Looking south, you see the vastness of the Opasassa Swamp.

EXITS: NORTH SOUTH EAST WEST INSIDE
Go outside
You get out of the airboat.

Eddie Lee's dad's airboat rental business is situated here at the edge of the Opasassa Swamp. A gravel path connects the buildings to the dock.

The front door is guarded by a motionless plaster alligator.

EXITS: NORTH SOUTH EAST WEST INSIDE

An airboat is floating at the dock.
You go inside
Most of Professor Rubach's living room is taken up by a gleaming baby grand piano. Two paintings hang on the wall: On the left, a gamboling faun; on the right, a stern portrait.

EXITS: OUTSIDE

Professor Rubach is nowhere to be seen.

There's a cassette tape sitting on the piano bench.
You examine the tape
The label on the tape has "JEZOWSKI SONATA No. 5" written on it in almost illegible script.
Go south
Can't go that way!

AVAILABLE EXITS: OUTSIDE
You give the tape to Lipton
(the cassette tape to Miss Lipton)
"What's this?" Miss Lipton asks as you offer her the tape.

"Um, I think it's classical music," you say. "It might help you relax. It might be better than rainforest sounds, at least."

"Thank you very much, Becca. Why don't we try it right now?"

Miss Lipton removes the tape from her cassette player and inserts Professor Rubach's. She adjusts her headphones, and then she presses play.

You hear tinny piano music coming from the speakers. Miss Lipton blinks.

"This is..."

She nods her head slowly. Her arms fall to her sides.

"Miss Lipton?" you ask. She doesn't respond. You wave your hand in front of her face: Her half-lidded eyes do not react.
You take the key
(the janitor's key)
Taken.
You examine Lipton
Your homeroom teacher's eyes are blank. Her mouth hangs open, as if she's about to say something. But she doesn't.

She does seem relaxed, though.
You unlock the door with the key
Which do you mean, the janitor's key or the airboat key?
Janitor'S
You unlock the heavy door.
Go west
You open the heavy door.

Please enter your 17-digit registration key.
You unlock the door with the janitor's key
That's unlocked at the moment.
84827507844185173
Authentication successful.

Generating tunnels....
You pass through the doorway.

These must be the steam tunnels underneath the school building. Pipes snake over the walls, stretching into darkness.

EXITS: NORTH EAST WEST

A heavy steel door stands open to the east.

There's a boy in here.

"Hi," he says. The only light is a weak bulb overhead that makes him look deathly pale. "My name's Eric."

"Hi, Eric. I'm Becca. Are you supposed to be down here?"

He shrugs. "I've been down here a long time. Wanna see something
cool?"

"Uh... What is it?"

"There's a door. Somewhere..." He cranes his neck around to peer into the darkness. "At the other end."

"And where does the door lead?"

He shrugs again, with a little smile. "Wanna see?"
You examine Eric
He's kind of cute, with sandy hair and a unassuming smile. He
must be about your age, but you've never seen him at school.
You talk to Eric
"So, which way is this door?" you ask. Eric looks at the floor; he wasn't expecting the question.

"Uh, I'll know it when I see it. We should just get going," he says.
Go west
The tunnel gets narrower, and you can feel the heat radiating from the pipes on your cheeks.

EXITS: NORTH EAST

"So, what year are you? In school?" Eric asks.

"Sophomore."

He nods. "Do you like it?"

"Do I like school? Not especially. I guess there's fun parts. Do you?"

He glances away. "It's something to do, at least."
Go north
The plaster walls have cracked and fallen away in a few places, revealing ancient brickwork underneath.

EXITS: NORTH SOUTH WEST

You look back at Eric. "Do you go to this school?"

"No," he says.

You wait for some further explanation, but it doesn't come.
You go to the west
Here and there a grate is built into the wall, whistling with the flow of hot air.

EXITS: NORTH SOUTH EAST

"So, can I ask, what are you doing down in these tunnels?"

Eric looks down at his hands. He's trembling slightly. A chill comes over you, and you wish you hadn't said anything.

Finally, he says, "I got lost."

You pat his shoulder a bit. "Sorry."

"It's okay."
Go north
The pipes end here. Another heavy door is built into the west wall.

EXITS: SOUTH WEST

"There it is," says Eric. "You can go in, if you want. I'll wait back here."

"Don't you want to come with?"

He shakes his head and smiles, a little sadly. "I'll be okay," he
tells you."
You open the door
You push the door open, and catch a glimpse of a dusty room on the other side.

closes.
Go west
Dust flies up wherever you move���dust that hasn't been disturbed for a long time.

Soft light trickles in from clouded windows near the ceiling. All around you are white shapes: Sheets draped over unfamiliar forms.

After stepping carefully around several of the shapes, you find a staircase.

EXITS: EAST UP
You look at the shapes
When you drape a sheet over a piece of furniture, you can more or less tell what sort of furniture is underneath from the way the sheet
hangs. You can't imagine what kind of furniture is suggested by the shapes of these sheets.
You look under the sheets
You carefully, carefully take the edge of one sheet between your fingers. You pull it up slowly.

The thing underneath is metallic: Silvery-white.

It ripples slightly���and you drop the sheet.
Go upwards
This should be a living room, but it's not quite right.

The fireplace is boarded up. The painting that should be hanging over the mantel is lying flat on the floor. The couch and chairs aren't arranged to point at each other, or at a TV or anything���They're lined up in some sort of curling procession. A bookcase is turned at an odd angle, blocking out most of the front windows.

Everything in the room has been placed far away from the front door.

EXITS: UP DOWN OUTSIDE

of the bookcase.
You look at the puzzles
You pick up the book for a closer look.

The pages are yellowed and slightly crinkled from water damage. The date on the back is 1983. But none of the puzzles have been filled in.
You look at the fireplace
The elegant black marble fireplace has several wooden planks fastened over it. Nothing is getting in or out through this house's chimney.
You examine the door
The door is windowless, unfriendly, and closed.
Look around
This should be a living room, but it's not quite right.

The fireplace is boarded up. The painting that should be hanging over the mantel is lying flat on the floor. The couch and chairs aren't arranged to point at each other, or at a TV or anything���They're lined up in some sort of curling procession. A bookcase is turned at an odd angle, blocking out most of the front windows.

Everything in the room has been placed far away from the front door.

EXITS: UP DOWN OUTSIDE
You examine the bookcase
The shelves of the bookcase are all empty.
You examine the windows
You think you recognize the street outside the house.
Go upwards
It's dark. Your eyes need a moment to adjust.

But there does seem to be something up here: A long thing, stretched across the floor.

You hear Eric's voice downstairs: "I'd come back down if I were
you..."

EXITS: DOWN
You examine the long thing
You squint into the darkness, and slowly you're able to make out the details of whatever is slithering...
details of whatever is slithering...In a blind panic you rush down the stairs.
stairs.## Room
This should be a living room, but it's not quite right.

The fireplace is boarded up. The painting that should be hanging over the mantel is lying flat on the floor. The couch and chairs aren't arranged to point at each other, or at a TV or anything���They're lined up in some sort of curling procession. A bookcase is turned at an odd angle, blocking out most of the front windows.

Everything in the room has been placed far away from the front door.

EXITS: UP DOWN OUTSIDE
Inventory
You are carrying:
a book of crossword puzzles
a janitor's key
an airboat key
Calvin
a crowbar
an amulet (being worn)
a star ball
a business card
You exit
(first opening the windowless door)
You reach out to the door and turn the handle. It tries hard to
resist, and you have to wrench harder and harder, until it gives up
and the lock disengages with a click.

The door opens.

At the end of Ash Street is a tall gray house with peeling paint and dark windows. A rickety fence surrounds the garden; the gate is unlocked, and it creaks softly when a breeze passes.

The front door is open.

EXITS: EAST INSIDE

Mrs. Idlewyld looks deeply disturbed when she sees you emerging from the house, but she regains her composure quickly.
You talk tothe mrs .
"Thanks again, dear girl," Mrs. Idlewyld says. "I hope things turn out well for you." And then she turns her attention elsewhere.
You give the puzzles to Sheriff
"Hey Sheriff! Look what I found!"

A big goofy grin spreads over Dillard's face as you toss him the book. He flips through it; finding the puzzles all unfilled, he slaps it against his thigh. "Becca Drapkin, I can't thank you enough! This is just what I needed to get through the week. I gotta pay you back. Hold on."

He dashes out of the lobby toward the back of the station. Soon he returns with a plastic crate, brimming with hats, shoes, and various oddments.

"Now, don't tell anyone I did this. But I'm gonna let you take one thing���Just one thing���out of the Lost and Found."

"I didn't know the town had a Lost and Found."

"Well, we could probably do a better job of publicizing it. See anything you like?"

You lift a fairly cute scarf and reveal a familiar face: Hunky, Lindsay's favorite stuffed animal. He looks like he's been through a lot.

"That little guy turned up after the big storm last week. I thought I oughta try to clean him up some, but..." Dillard grimaces. "I didn't know what there was I could do."

It looks like there's very little anyone could do: Besides being filthy, Hunky's monkey arms and monkey legs are hanging on by a few threads, and he's missing his left eye. "He belongs to my sister," you mutter, wondering how you'll break it to her.

"Heck! Well, if you're actually picking him up from the Lost and
Found, he doesn't count. You better pick out something else to be your reward."

So you take the scarf, and Dillard returns the crate to the back of
the station. Then he takes a seat and digs into some crosswords.
Inventory
You are carrying:
a cute scarf
Hunky the Monkey
a janitor's key
an airboat key
Calvin
a crowbar
an amulet (being worn)
a star ball
a business card
You examine the scarf
It's green with pale blue polka dots. It's nothing special, but you didn't have to pay for it.

Well, actually, you had to do quite a lot of work to get it.
You examine hunky
Lindsay's favorite toy looks like he's gone through a meat grinder.
You can believe he was outside during a storm, but that doesn't
explain his limbs being almost torn off, or his missing eye. Maybe a neighborhood dog thought he was a chew toy.
Wear scarf
You tie the scarf over your hair. There's no mirror around to check, but it probably looks great.
You go downward
Can't go that way!

AVAILABLE EXITS: NORTH SOUTH EAST WEST UP
You give Monkey to Lindsay
"So, Lindsay," you begin, "Hunky the Monkey had a little adventure,
and he, um. Well, he might not look quite the way you remember him. Because, it was kind of a rough adventure."

Lindsay goggles at you.

"Just, try to keep an open mind, okay?" You take a deep breath and reveal Hunky's ragged form.

Lindsay screams in horror. Before you know what's happening, the screaming turns to bawling. She's thrown her shoebox in the air���

���The beetle spreads its awful wings and flies away, into the darkening
sky. You are doomed. And you made your sister cry.
Go west
At the end of Ash Street is a tall gray house with peeling paint and dark windows. A rickety fence surrounds the garden; the gate is unlocked, and it creaks softly when a breeze passes.

The front door is open.

EXITS: EAST INSIDE

Mrs. Idlewyld does her best to ignore you.
Go inside
This should be a living room, but it's not quite right.

The fireplace is boarded up. The painting that should be hanging over the mantel is lying flat on the floor. The couch and chairs aren't arranged to point at each other, or at a TV or anything���They're lined up in some sort of curling procession. A bookcase is turned at an odd angle, blocking out most of the front windows.

Everything in the room has been placed far away from the front door.

EXITS: UP DOWN OUTSIDE
Go downwards
Dust flies up wherever you move���dust that hasn't been disturbed for a long time.

Soft light trickles in from clouded windows near the ceiling. All around you are white shapes: Sheets draped over unfamiliar forms.

EXITS: EAST UP
Go east
The pipes end here. Another heavy door is built into the west wall.

EXITS: SOUTH WEST

Eric is here, waiting for you.
You talk to Eric
"Eric," you say. "When did you..."

He looks back at you solemnly, and you decide not to ask.
Go north
a yellowed window. The front door is propped open with a brick.

EXITS: SOUTH INSIDE

Your trusty bicycle is parked here.
You put the amulet in the cabinet
You open the cabinet and place the amulet inside. Then you close the door.

You look at Hazel. "Whenever you're ready," she says.

You open the door and pull out the amulet, looking just like it did before.

"Well," Hazel says, frowning slightly, "I guess that's what the amulet looked like three weeks ago."
You put Monkey in the cabinet
You open the cabinet and place Hunky the Monkey inside.

Hazel peers around the cabinet door. "Yikes," she says. "You'd better hope all that damage was done in the last three weeks."

You close the door.

You open the door.

Inside is Hunky the Monkey, looking as fuzzy and peppy as the day he was born. He even has both eyes.

"What'd I tell you?" Hazel says, more proud of herself than she is happy for your success.

You pick up Hunky and give him a little hug. Hazel closes the cabinet door for you.
You look at hunky
Hunky the Monkey is back to his old self! He has a big goofy smile on his face���He doesn't know how grateful he should be.
You go outside
a yellowed window. The front door is propped open with a brick.

EXITS: SOUTH INSIDE

Your trusty bicycle is parked here.
You give Monkey to Lindsay
"Hey, Lindsay. I've got someone here who wants to see you."

behind your back. She squeals in joy and reaches out toward her old friend. You pull him away.

"Hold on. How about you let me take care of your cool bug, and then
you can play with Hunky."

Lindsay nods enthusiastically, pushing the shoebox into your chest so she can grab Hunky with both hands. The two of them rapidly become reacquainted, and soon your sister has more or less forgotten that you exist.

You open the box.

You lift the beetle between two fingers, expecting it to struggle. But it doesn't. It has resigned itself to the unthinkable.
You eat the beetle
You raise the insect to your lips. Your throat constricts, and a tortured, desperate gagging noise comes out.

Lindsay looks up from Hunky the Monkey. For a moment, she can't understand what she's seeing.

You put the beetle in your mouth. You try to ignore its taste and its texture, and you fail.

You swallow the creature as fast as you can���but it struggles, and wriggles, for what seems like an eternity.

Lindsay utters an animal scream of absolute delight.

(Press any key to continue.)+ + +

"And all the scales are gone!"

He nods. "And Muriel has not shown her face?"

"Well, I haven't gone up to her cabin to check..."

"A wise approach. When she does return, I'm sure I'll hear of it." He turns to the window and looks down over the swamp. Wind whistles through the trees.

"The amulet I gave you carries a great responsibility," he says. "My duty, to protect this land from harm. From things that humankind
should remain blissfully unaware of. You shouldn't be expected to face such things."

He turns to face you, as if to illustrate his point. But you're used
to him by now.

"Give me back the amulet," he says. "You can forget all the strange things you've seen, and enjoy a normal life."

You turn the amulet over in your hand. "The thing is, I don't want a normal life. And you helped me; I wanna help you. So, I think I'll
hold onto this���If that's okay with you?"

"If you wish." He looks back at the window, thinking you won't notice his smile.

"It's getting dark. You should head back home, Becca."

"Sounds good. See you later, Mister C."

And you make your way down the stairs, leaving Crocodracula alone in his castle.