=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- "CROCODRACULA: THE ENIGMA OF CROCODRACULA" Walkthru & FAQ --- by BLP version 1.3 3/3/1998 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Table of Contents ================= i. Introduction ii. Version History iii. Walkthrough 1. Zoo of the Unusual Fig. 1 - Opasassa Map 1.1 Zoo Exhibits 1.2 Creature Roundup 1.3 Chasing Dantalion Note about the Nightways Fig. 2 - Nightways Map 2. Zoe's Story, Part 1 2.1 The Whispering Willow 2.2 Entering the Dark Fortress 2.3 Inside the Dark Fortress 3. Becca's Story 3.1 Fire at Vista Brumosa 3.2 Tracking Down Dantalion 3.3 Capturing Dantalion 3.4 Finishing Things Up with Dantalion 4. Zoe's Story, Part 2 iv. FAQ v. Fun Things to Try vi. Legal Junk i. Introduction =============== Released in 1994, the fifth Crocodracula game by Taleframe is titled "Crocodracula: The Enigma of Crocodracula." It represents the T-Canon version of the Nightways Arc from the original show and features Becca and Zoe facing off against classic villains, including the Reachers and Dantalion. This would be the final Taleframe game that even tried to follow the events of the show, since "Crocodracula: Before the Dawn" has almost nothing to do with any N-Canon storyline and the whole Taleframe team disappeared or went to prison shortly after said game was published. (copy protection information removed for compliance reasons) There have been several walkthroughs/guides for C:TEoC posted previously, but all are quite bare-bones and lacking in detail. With no disrespect intended to the authors of those guides, hopefully, this guide will improve upon them and be a better resource for players who are stuck in this game. ii. Version History =================== 1.0 (7/14/1997) --------------- First version. 1.1 (7/16/1997) --------------- Removed copy protection information for compliance reasons. 1.2 (9/30/1997) --------------- Added Zohar's explanation of the final "puzzle". Corrected some Latin, thanks to Islander0204. Added Fun Things to Try. Added FAQ. 1.3 (3/3/1998) -------------- Updated FAQ. Final version since people have apparently stopped caring about this game. iii. Walkthrough ================ 1. Zoo of the Unusual --------------------- The game begins as usual with Becca and Zoe leaving Buchanan High for the day. Unusually, in this segment of the game you apparently control both heroines simultaneously. Soon it is clear that the girls' plan is to visit the Zoo of the Unusual that has arrived at the Opasassa fairgrounds. This is a good time to familiarize yourself with the map. Unlike most Crocodracula games, the Buchanan High gymnasium is present as a separate building here; this will be important soon. Furthermore, the position of the school relative to the central water tower has been shifted from its normal orientation, for reasons that will become clearer later. Fig. 1 - Opasassa Map +-----+-----+-----+ | | | | | A B C | | | | | ^ +-----+-- --+-- --+ N | | | | | D E F | S | | | | V +-- --+-----+-- --+ | | | | | G H | I | | | | | +-----+-----+-----+ A - Fairground/Zoo of the Unusual B - Vista Brumosa Trailer Park C - Opasassa Woods D - Weeping Willow E - Water Tower F - Strip Mall G - Opasassa Swamp H - Crocodracula's Castle I - Buchanan High School When you're done exploring, head to the fairgrounds in the northwest corner. The proprietors of the Zoo of the Unusual are of course Carla and Christopher Reacher. Though the Reachers are familiar villains to Crocodracula fans, in this version of events it is Becca and Zoe's first time meeting them. 1.1 Zoo Exhibits ---------------- Carla accompanies the girls while Christopher attends to the Green Tent. The Green Tent won't open until you've visited all the other tents and seen all the uncanny animals the Reachers have "discovered" in their travels. These are as follows: RED TENT: In the Red Tent is the infamous Giant Crawdad that inflicted nightmares upon so many young Crocodracula viewers. It's in its tank now and can't hurt you. YELLOW TENT: The Yellow Tent is home to the Firebreathing Frog, a large orange amphibian (so why isn't it in the orange tent?) that occasionally belches fireballs. No explanation is given regarding how it doesn't burn down the tent it's displayed in. BLUE TENT: Here is the Raccowl, a winged raccoon. Becca briefly adopted this creature on the TV show, and here she thinks it's quite cute, while Zoe finds it to be unsettling. ORANGE TENT: The Orange Tent contains Squeaky the Slime-Cat, which is the opposite of the Raccowl, insofar that Zoe thinks she's cute and Becca thinks she's gross. (Personally I agree with Becca about Squeaky, but about the Raccowl I have to side with Zoe.) PURPLE TENT: The creature in this tent looks like a furry black pig with bat wings. And it's wearing a crown. Sound familiar? Becca and Zoe have never met this guy before, though, so they accept that he's a "normal" zoo animal like all the others. They don't even think it's that strange when he starts talking to them. But notice that Carla Reacher seems a little uncomfortable... GRAY TENT: The Gray Tent has the Wolfserpent, definitely one of the scariest Crocodracula monsters. Here it's ominously hiding in its cave, so the girls only get a glimpse of its fur. You can visit these tents in any order, but you must enter all of them at least once before Christopher will let you enter the Green Tent. Inside is the Flower Girl, who truly beats the other exhibits for sheer creepiness. She calls the Reachers "Mommy" and "Daddy," which is a suspicious detail, and she's forever trapped in the petals of her flower... (For my money, the Flower Girl on the TV show was probably Netty Vandervelden's masterpiece, as far as freaky puppets go.) While you're talking to the Flower Girl, a disturbance outside causes the Reachers to leave the Green Tent. The Flower Girl is about to reveal Mommy and Daddy's big secret when suddenly the Giant Crawdad stampedes through the tent! In fact, all the exhibits have gotten loose, and when Becca and Zoe go outside to investigate a scene ensues with Carla and Christopher and Dantalion where the following facts come to light: First, the Reachers didn't "discover" these monsters; they created them all with science. Mad science! The only exception is Dantalion (the bat-winged pig, whose origins are still unknown as of yet), who is the one who set free all the other monsters. It really should be the prerogative of the Reachers to round up their creations, but of course the task ends up falling to Becca and Zoe. 1.2 Creature Roundup -------------------- It's not that hard to find each monster if you search the map thoroughly, but capturing them is somewhat more difficult. Notice that you have Crocodracula's amulet in your inventory. It is possible to banish/exorcise/destroy all of the creatures with the amulet, but DO NOT DO THAT. This is actually the first step in one of Taleframe's most devious copy protection techniques. Keep your hands off the amulet, and instead look at the documents included with your game. There you'll find the clues you need to capture each creature peacefully. GIANT CRAWDAD: The Giant Crawdad has naturally run off to the swamp (southwest corner of map), thrashing around in a state of agitation. According to the Zoo of the Unusual pamphlet, it loves the taste of (copy protection information removed for compliance reasons). Simply order some at the Weeping Willow (west from water tower), and you can use it to calm the crustacean down. Removing it from the swamp is another issue. You must get the saddle from the Swap Shop (strip mall, east from water tower), so you must first find something to swap. I recommend the toy laser gun, which you can grab out of the Lost & Found at the high school nearby. Put the saddle on the docile Giant Crawdad and ride it back to the fairground. FIREBREATHING FROG: The Firebreathing Frog is on top of the water tower! How did it get up there? Climbing up after it is a losing proposition, because it'll breathe fire on you. The Zoo of the Unusual pamphlet says that the Reachers have to handle it with special (copy protection information removed for compliance reasons). Many players think this means they have to go ask the Reachers for (copy protection information removed for compliance reasons), but that doesn't work. Instead, go to the high school and talk to the janitor outside. He has a (copy protection information removed for compliance reasons) you can wear. Put it on, climb the water tower, grab the frog, and take it to the fairground. Then take off the (copy protection information removed for compliance reasons) right away, please. RACCOWL: The Raccowl flew into the high school gymnasium and hid up in the rafters. Many players get stuck here because you don't see it immediately when you enter the gym, but LOOK RAFTERS will reveal it's there. Your clue to LOOK RAFTERS is what Mister Gough says if you talk to him twice. The first rule of adventure games is Talk To Everybody! The second rule of adventure games is Talk To Everybody Again! The Zoo of the Unusual pamphlet says that the Raccowl loves (copy protection information removed for compliance reasons), and luckily the gym PA system is available to you, but none of the records on file match that description. Again, the answer is at the Weeping Willow. Ask Kyle to open up the jukebox and take (copy protection information removed for compliance reasons). Play it in the gym and the Raccowl will start flying around excitedly. Set up the volleyball net, and the creature will get tangled up and you can carry it back to the the fairground. (Check the FAQ if you don't know how to set up a volleyball net.) SQUEAKY THE SLIME-CAT: Squeaky is quite shy. She has hidden herself somewhere in the trailer park. Searching the trailers without the proper bait is pointless. The Zoo of the Unusual Pamphlet says her favorite food is (copy protection information removed for compliance reasons), and you can get some at the bait shop in the strip mall. I'm not a fishing enthusiast or angler myself, but it seems a little odd that you can buy fish at the bait shop... Return to the trailer park and search everything for a trail of slime. Then follow these steps: ENTER the trailer where you think Squeaky is, DROP the (copy protection information removed for compliance reasons), and WAIT for the cat to come out and start eating. Don't try to grab Squeaky until you see the text that says she's "content and relaxed," or you'll have to start all over again (and possibly have to buy another (copy protection information removed for compliance reasons)). When you have her in hand, you can carry her to the fairground. WOLFSERPENT: The furry anaconda is lurking in the woods in the northeast. The Zoo of the Unusual pamphlet doesn't give any helpful information for capturing it. Instead, you'll have to refer to the Sunshine Scout information card, specifically the directions on how to tie a Charlotte Hitch knot. When you reach the woods, SAVE YOUR GAME, then wander around until you get the Wolfserpent's attention. You must lead it around the trees in a quite specific manner to make it tie itself into a Charlotte Hitch knot. I'm sure I don't need to warn you that it is very easy to get eaten during this section, and that's a game over. The exact directions are: (copy protection information removed for compliance reasons) You'll know you tied the knot right when the Reachers arrive with their circus wagon to transport Becca, Zoe, and the Wolfserpent back to the fairgrounds. I have no idea how they untie the Wolfserpent and wrangle it into that wagon, but at least it's not your problem anymore. If you fail to execute the knot correctly, you can leave the woods to reset the puzzle. 1.3 Chasing Dantalion --------------------- Noticeably absent during all this running back and forth across town is the furry flying pig. When the last monster is returned to the fairground, Carla and Christopher will reveal a little more of the story: Dantalion led them to Opasassa with a story about a vampiric alligator that would make an excellent addition to their Zoo of the Unusual. Becca and Zoe realize that Dantalion was actually hunting Crocodracula, and the zoo escape was a distraction! Rush back to the swamp, and it's time for another fabulous Taleframe swamp navigation puzzle. Other guides will tell you all the steps for all the possible maze solutions and how to test which pattern you're in, but as far as I know none of them contain the real answer to the puzzle. Here it is: LOOK AT THE AMULET. The amulet tells you where to go. (This is hinted at quite strongly when Zoe says the amulet seems to think Crocodracula is in trouble.) Granted, you have to LOOK AMULET between ten and twenty times to get through each step of the maze, but that's still faster than narrowing down a list of 38 possible swamp patterns... At the end of the maze is Crocodracula's castle. After appearing so spacious and labyrinthine in "A Switch in Times," the castle has gone back to being fairly easy to navigate. Ominously, the stairway into the basement (where Crocodracula's sarcophagus and the infamous stone door are found) is blocked with a strange magical force field. Instead, go up to the parapets, where Dantalion and Crocodracula are facing off. Unfortunately, you've arrived a moment too late. Dantalion opens a churning vortex in space, and Crocodracula is sucked in. Zoe rushes in after him. Dantalion flies away. Becca hesitates, and the portal closes. Note about the Nightways ------------------------ Crocodracula fans know the Nightways as a "Dark World" or "Mirror Universe" type of dimension. In "The Enigma of Crocodracula," similarly to "A Link to the Past," locations in normal Opasassa have corresponding locations in the Nightways, and your actions in one world can have effects on the other world. Confusingly, however, the map of the Nightways doesn't overlap neatly onto the map of normal Opasassa. Some walkthrough authors have stated that the Nightways are a "mirror image" of Opasassa, but that's not technically correct. In fact, the map of the Nightways corresponds to the Opasassa map, as rotated 180 degrees. Relative to the normal world, east is west, north is south, and vice versa. This is difficult for many players to wrap their heads around, so here's a map: Fig. 2 - Nightways Map +-----+-----+-----+ | | | | | I | H G | | | | | ^ +-- --+-----+-- --+ N | | | | | F E D | S | | | | V +-----+-- --+-- --+ | | | | | C B A | | | | | +-----+-----+-----+ I - Prison of Fools H - Dark Fortress G - Vile Bog F - Rogue's Market E - Obelisk D - Whispering Willow C - Crawlwood B - Graveyard A - Carnival of Trolls Notice that the fairground (location A in the normal world) corresponds to the carnival (location A in the Nightways) even though the fairground is in the northwest and the carnival is in the southeast. Continuing clockwise, the trailer park corresponds to the graveyard, the forests correspond to each other, and so on. The water tower and obelisk are the "axes mundorum" in their respective dimensions, so their relative positions don't change. Once the girls split up, you will control Becca. Soon you'll receive a psychic message from Zoe (who has the amulet). After this point, you can swap perspectives with the SWITCH command, returning from "A Switch in Times." Each heroine has her own story to follow, and each one will have to help the other interdimensionally as best she can. Although you begin this chapter of the game as Becca, I recommend you SWITCH right away to begin Zoe's story. 2. Zoe's Story, Part 1 ---------------------- Zoe appears at the gates of the Dark Fortress. Helpfully, the guard here explains that the Fortress is where creatures banished from "the world above" go, and "breakers of oaths" are punished there. This will all be important later. Currently, the Nightways are quite quiet. Notably, the Rogue's Market and the Carnival of Trolls are closed. To make time pass and make it possible for Zoe to make real progress in the game, she will need to visit the only available place of business, the Whispering Willow. 2.1 The Whispering Willow ------------------------- The corresponding episode from N-Canon is shoehorned into this game quite hamfistedly, bringing the action to a screeching halt and forcing Zoe to make some quite boneheaded decisions. The Whispering Willow is of course the Nightways equivalent of the Weeping Willow. Its proprietor is the creepy Lorelei, who offers Zoe a meal. Frustratingly, Zoe automatically accepts and eats the proffered veggie burger without you, the player, being able to enter any command to the contrary. When Zoe tries to leave the Whispering Willow, the door won't open. Zoe is trapped. She didn't read the fine print on the menu! This is all the more frustrating because the fine print is right there on the feelie menu, seemingly for no reason. If you expected to get some advantage out of knowing Lorelei's sneaky policies in advance, too bad. Lorelei directs Zoe to clean up the basement. There are many filthy items down here, and only one bottle of cleaning fluid, on the top shelf. Zoe can't reach high enough. Here begins the first switching puzzle of the game. Switch to Becca, and navigate to the Weeping Willow. Kyle has no problem with letting you wander down into the basement. Here there's a stepladder you can climb. Use it to grab the can of spray lubricant (why can't they just call it "WD-40"?), and put it on the basement floor. Switch back to Zoe. Now the bottle of cleaning fluid is on the floor! Spray it on every dirty thing in sight. If you forget to clean something, Lorelei won't let you out of the basement, but she won't tell you what you're missing. The full list is: + the shelves themselves + the floor + the rusty cauldron + the furnace + the spiderweb (cutely, instead of removing it, the cleaning fluid produces a "very clean spiderweb") + the chairs + the folding table + the coffin + the candlesticks When everything is clean, your "contract" with Lorelei is finished, and you can leave the Whispering Willow. Now, suddenly, the Nightways are a lot more active. It is possible at this point to get the silver goggles from Bellneck, but they aren't technically necessary until later. 2.2 Entering the Dark Fortress ------------------------------ By talking to various NPCs, Zoe will learn that Crocodracula has been taken prisoner in the Dark Fortress. She assumes that he is wrongfully accused and decides to rescue him. Since the Dark Fortress is the Nightways equivalent of Crocodracula's castle, a thoughtful player might assume that the way into the Fortress is via the Vile Bog, the equivalent of the Opasassa Swamp. However, in the Vile Bog there is a giant tree monster that Zoe is unable to deal with. After Zoe has both heard about Crocodracula's fate and seen the tree monster, go to the Carnival of Trolls and talk to Prattle, the acrobat. He thinks he can take care of the monster for you, but he wants something from you first. The thing he wants is a lock of hair from his beloved Violetta, the cobbler. Go to the Rogue's Market and find Violetta. She isn't willing to give up her hair, and you don't have anything to cut it with anyhow. So switch to Becca. Go to the strip mall and enter Krissie's salon. (Helpfully, Becca knows that the salon used to be a shoe store, which is your clue that this location corresponds to the cobbler's stall.) Krissie will let you play around with her shears, which is unprofessional but convenient. Whenever you put the shears somewhere else in the salon, switch back to Zoe. You will see a spectral pair of scissors floating in the cobbler's shop. With trial and error, you can position the "real" scissors so that the "ghostly" scissors are positioned right next to Violetta's hair. Now, as Becca, close the scissors (the command for this really is >CLOSE SCISSORS) and switch to Zoe. Pick up the bit of Violetta's hair that has fallen to the floor. Take the lock of hair back to Prattle, and he'll join you. Return to the Vile Bog and he'll use his acrobatics to trap the tree monster in a web of vines. Now you can enter the sewer tunnel that provides access to the Dark Fortress. 2.3 Inside the Dark Fortress ---------------------------- The interior of the Dark Fortress is intentionally labyrinthine, and most of its locations are red herrings meant to confuse you. Since you probably would rather go through all this only once, you should wait to navigate the Fortress until after Zoe is finished with all her other business (see Section 3 below). From the sewer grate, go up into the courtyard, then east into the main hallway. At this point, the game more or less copies Hunt the Wumpus, insofar that you must listen in each location to detect the movements of the Fortress guards. Throughout the Fortress you will run across several barrels of Dream Oil. If you're a fan of the show, you will remember how Becca and Zoe used Dream Oil to put all the Fortress guards to sleep when the were rescuing Crocodracula in that version of this story. In this game, however, no way of using the barrels has been discovered, therefore they must be an Easter Egg. (Zohar points out the barrels may have been part of a puzzle that was never fully programmed.) Of course, if you simply evade the guards, you'll just go up and down and around the Fortress in circles! "When you reach a fork in the road, take it," as Yogi Berra says. By that, I mean that when you notice a dark stairwell leading down, take it. This will lead you to the entrance of the Oubliette, a decidedly ominous trapdoor in the floor made of iron. There's no way Zoe can open it. She needs Becca's help. So let's get back to Becca... 3. Becca's Story ---------------- Whenever Becca returns to Opasassa from the castle, she'll hear from Eddie Lee that the Vista Brumosa trailer park is on fire! Strangely, nobody suggests dialing the fire department. It's simply assumed that Becca has to take care of this herself. 3.1 Fire at Vista Brumosa ------------------------- This puzzle is quite perfunctory and detracts from the plot a bit. It is implied that Dantalion started the trailer park fire, but it's never explained why he did that. Furthermore, due to the interaction between Zoe and Becca's stories, it's only possible to solve this puzzle after saving Zoe from the Whispering Willow, which means that all that action must take place while the trailer park is burning down. A hose and a fire hydrant are available at the trailer park, but the hydrant is too rusty to attach the hose to it. Switch to Zoe, who should now carry the spray bottle of cleaning fluid. Take her to the graveyard (the Nightways version of the trailer park) and look at the tombstones. She will immediately notice one covered in rust-colored lichen. Spray that with the cleaning fluid, and the lichen will wither away. Switch back to Becca. The rust is gone, and the hose can be attached to the hydrant. Point the hose at the fire to put it out. 3.2 Tracking down Dantalion --------------------------- Hunting down Dantalion is, of course, Becca's primary motive in this part of the game. However, he will not appear anywhere in Opasassa until after the fire at the trailer park is handled. At that point, Becca's internal monologue will provide a hint that may or may not have seemed obvious to players: It would be easiest to search for Dantalion from a high vantage point. This, of course, refers to the Opasassa water tower. However, the access ladder of the water tower is now locked, so Becca can't climb back up right now. Switch to Zoe. Go to the top of the Obelisk, where a Rune of Sealing is painted on the crystal wall. (The bookseller in the Rogue's Market will teach you how to recognize a Rune of Sealing, but this isn't required to solve the puzzle.) Spray the cleaning fluid to erase the Rune. Now switch back to Becca. The access ladder is suddenly unlocked! Return to the top of the water tower and take in all the sights. When you look southeast, you'll see Dantalion lounging around on the roof of the main school building! 3.3 Capturing Dantalion ----------------------- The main school building is locked. There's a conspicuous fire escape ladder hanging from the roof, but no way to climb it. Switch to Zoe. This is a long one. Take Zoe to the Prison of Fools. (Why is there both a Dark Fortress and a Prison of Fools, you may ask? The Dark Fortress is for creatures banished from the normal world, whereas the Prison of Fools imprisons criminals native to the Nightways.) She's not allowed inside, but the warden Feldgrau tells you that a prisoner named Mantis has recently escaped. If you bring Mantis back, Feldgrau will owe you a favor. He says Mantis probably ran back to the Carnival of Trolls. Go there and ask around. You'll learn that the trolls actually didn't like Mantis much, and he ran off into the Crawlwoods. The Crawlwoods are the even creepier equivalent of the already very creepy forest around Opasassa. After you get the appropriate clue from the carnival, you'll find Mantis here, being menaced by a giant spider. As far as anyone can tell, it's perfectly fine to use the amulet to banish the spider. Nobody has managed to find another way of handling the spider, but this brings up some interesting questions about how the amulet works. As we shall see, creatures banished with the amulet from the normal world are sent to the Nightways. Where, then, does a creature banished from the Nightways go? To an even scarier dimension? To the normal world? Mantis, once you rescue him, proves to be a pathetic coward. You can easily drag him back to the Prison of Fools, where Feldgrau will make you an honorary warden. (This suggests the possibility that Feldgrau is the Nightways equivalent of Sheriff Dillard...) Use your warden privileges to go up to the roof of the prison. Lower the ladder there, and switch back to Becca. The ladder to the top of the school has lowered too. Climb up to find Dantalion, soaking in the sun. He doesn't seem like he'd be that fast, but Becca can't seem to catch him. What can be done? Switch back to Zoe. If you don't already have the silver goggles, it's time to return to ground level, leave the prison, and head for the Rogue's Market. Enter Bellneck's Curios. Bellneck will trade the goggles for a slice of Lorelei's famous apple pie. Credit to Taleframe where credit is due, the scene where Lorelei gives you the pie (which doesn't come from the TV show at all) is unforgettable in its sheer creepiness. Give Bellneck the pie, take the goggles, put them on. Go back to the roof of the prison. Now Zoe can see the ghostly shape of Dantalion, projected from the normal world. Grab him, and then switch to Becca. 3.4 Finishing Things Up with Dantalion -------------------------------------- While Zoe is restraining Dantalion's spectral form (or whatever), Becca is able to restrain his physical body. Now you can carry Dantalion all over Opasassa, and listen to him complain all the while. You might think you're supposed to take him back to the Reachers, but they and the Zoo of the Unusual have suddenly disappeared. (The Carnival of Trolls also leaves their own fairgrounds at the same time, which is a cute detail.) What to do with Dantalion? Remember the second rule of adventure games, and talk to Dantalion TWICE. He reveals that he's the one who put the magical force field in Crocodracula's castle. To take him back there, you have to navigate the swamp again, but fortunately Becca has the correct route memorized now. When you reach the force field, Becca will order Dantalion to undo the spell. He says he can't do it unless Becca lets him go. As bad an idea as it might seem, "drop" Dantalion, and he'll remove the force field. Then, of course, he disappears, never to be seen again (in T-Canon, at least). At least you can enter the crypt, now, though. Here is Crocodracula's sarcophagus, and of course the infamous stone door. You are free to try to open it... Good luck! Contrarily, the sarcophagus is already open. Here is perhaps the most contentious puzzle in all the Crocodracula games and maybe all of Taleframe's catalog: By *closing* the sarcophagus in Crocodracula's castle, you will *open* the iron trapdoor in the Dark Fortress. Never mind that Becca has never before been depicted as being strong enough to move the sarcophagus lid without help. The "dark world" nature of the Nightways was never established to have this opposite logic! But that's the solution, take it or leave it. When the sarcophagus is closed, Becca's work is done. It's time for Zoe to finish the game. 4. Zoe's Story, Part 2 ---------------------- As Zoe, infiltrate the Fortress (see section 2.3) and enter the Oubliette through the iron trapdoor. The cells in the hallway should be empty, if you followed my advice. Otherwise, each of the Zoo of the Unusual's monsters that you banished with the amulet earlier will be imprisoned here. I guess this is your clue for the nature of the final puzzle. At the end of the hallwway is Crocodracula, chhained to the wwall, resigned to his fate. Surely he's powerful enough to escape on his own, but he doesn't want to, for some reason. To save him, Zoe must solve one lasst pzuzle. Bgi tahnks to Zohhar fro finally figurign out how the finial puzell works. I know that AtnimnoyDrayd is just going to ctrl+F for the cpoy protcetion mtaterials and she's never going to actually read this far down, so I'll use some protcetion of my own to maek tihs part saerch-pruuf. Wehn yuo uese teh ammulet on Cracodrocular's cahains, a miini gaem beigns whaer an aroww sipins aruond teh secreen, pnointing at diferrent sybmols. Yuo msut prses teh ETNER kye as teh cusror pionts at eahc daimodn symblol. Wiht ecach dimond yuo hti, teh arow strats moevign fsaster, makign it hrader adn hadrer to gte teh tmining rihgt. If yuo htit tehree incrororect simbuls, Carkodruncula si dsetroeyd. Gaem oevr. Teh cpyo protcection mehtod ivnolved hear is tihs: Teh intititial sepeed of teh crusor is dertremined by hwo mnay teims yuo uesed teh amluet to bnasih teh ecscaped aminals frorm teh Zzoo of teh Unsuual in teh beignining of teh gaem. If yuo used teh mambulet olny oence, teh arow moevs prtetty fsat adn teh mni-gaem is cosndinderalbly hradrer. If yuo uesed it tiwce or moer, teh gaem bceoems ipmosibble for any hunam to copmblete scucsecesffuly. Tihs hsas teh primiary efecct of piunshing plaeyrs of priatde coppies who cna't reefer to teh fleelies (to nnonvoilenently cpaptuer teh zozo aminals) by prveveentign tehm form fnishiishing teh gaem. Cruerurelly, hwoeevr, tihs aslo pnusninshishes soem palyeers who ddid pruchaes teh gaem ligetimeately btut who naivvely chos to ues teh amullet wehn tehy got stcuck on cretin puzezels. We excpept notihtng lsess form teh godod poepel at Taelfraem, tohough. Aynway, fi yuo d'dn't ues teh aamluet at al (xceept on teh spdider taht wsa meanacing Mnatis) uyo souhld be aebl two hti teh dmainonds wthoutht msissgni ayny. Crookydrooky wlil be fereeed! Eh tlels Zeo ihs trgaaic bkacsotry, adn eh taeks yuo otu fo teh Ngihtwyas adn bkac to Oppassasssa. Congratulations! You've finished Crocodracula: The Enigma of Crocodracula! iv. FAQ ======= Q: How do I set up the volleyball net? A: First, open the floor sockets (OPEN WEST FLOOR SOCKET, OPEN EAST FLOOR SOCKET). Open the equipment closet. Pick up the west pole and put it in the west floorplate. Do the same with the east pole. (The girls can't carry both poles at once.) Grab the net. HANG NET ON WEST POLE. HANG NET ON EAST POLE. Q: I'm stuck in the middle of the swamp! How do I get back to Opasassa to start over? A: This issue comes up for players who use flow-chart-styled walkthroughs to navigate the swamp and then lose their place. If you take enough wrong turns, no amount of backtracking will get you out of the swamp. If you happen to save your game in such a state, you might as well delete that save file. (Supposedly, the very first version of the game had a "give up" verb that would transport you back to the beginning of the swamp, but Taleframe decided that wasn't sadistic enough so they removed it (assuming it ever really existed)). To avoid this, LOOK AT THE AMULET, like I told you before! Q: Where did Prattle go? He's supposed to be at the Carnival of Trolls! A: Prattle only appears at the carnival after you've talked to the Fortress guard AND seen the tree monster (AND escaped from the Whispering Willow basement). Q: Where's Mantis? Aren't I meant to find him in the Crawlwood? A: Same as with Prattle, Mantis only shows up in the Crawlwood after you learn about him from Feldgrau THEN look for him at the Carnival (specifically, talk to the ringleader troll). Q: Where is Meryakhet? Shouldn't she be somewhere in the castle? A: Meryakhet isn't in this game, pal! You're thinking of "A Switch in Times"! Q: The final minigame for saving Crocodracula is too hard! How can anyone beat this game? A: (copy protection information removed for compliance reasons) v. Fun Things to Try ================ + Smell the fish at the bait shop! Smell them all! But save your game first... + While you're at the bait shop, help Sheriff Dillard with his obligatory crossword puzzle. Taleframe had given up on providing physical rewards for these mini-games by the time this game was made, but it's still satisfying to prove you're smarter than a cop. + Look at lots of things/people while wearing the silver goggles, to see how specific things correlate between dimensions. I would not have guessed who the Nightways version of Kyle would turn out to be... + Similarly, listen to the radios that are playing in various locations in the normal world and the Nightways. You can hear how people's tastes are the same or different between dimensions (or their politics, in the case of Krissie and Violetta). + Allegedly, a rumor about this game stated there was a one-in- a-zillion chance that you could "switch" into Eddie Lee and play the game from his perspective. Nobody has ever proved this is real, but I'd be remiss if I didn't add "type SWITCH thousands of times and see what happens" under Fun Things to Try. vi. Legal Junk ============== Copy any part of this guide you want. Post it anywhere you want. Claim it as your own work if you want. I can't do anything to stop you.