I’ve finished the game (previous post here), but the actual gameplay was made horribly intense due to a bug, and a very obnoxious final puzzle. Not a difficult-to-find-bug either — it is one that everyone playing the game and trying to win is guaranteed to hit. I think this was a victim of the Aardvark bug-fixing philosophy as mentioned by Bob Anderson:
After 15 revisions of my “Time Trek” game, Rodger took to tossing the cassettes with the new revisions in the trash, rather than fix the production “masters” to quash the bugs.
I don’t know how this particular game would have shipped with this particular bug without the level of apathy Rodger Olson displayed. (Maybe this was a bug not in the Ohio Scientific that got introduced on the Coco?)

From last time, I went back over every room carefully, only finding a handful of extra messages. I did realize the ANTIQUE CHAIR from the den was considered a treasure (I didn’t realize I could carry it, but I was referring to it as a CHAIR, not an ANTIQUE as the game was wanting. Silly me.)

I went back to the desk and drawer that gave me trouble last time, did OPEN DRAWER to receive an empty prompt, and then did LOOK to find there was now a KEY and some SILVER BULLETS visible. I think I did LOOK DRAWER (which just gives A DRAWER, both before and after opening it) and didn’t think to LOOK at the room as a whole again.

The silver bullets and the gun, when both held, mean the GUN is now able to be used on the WOLFMAN. The game decides to spin a random roll to find out if you hit or not, and as I’ve hammered at many times with RNG, this means a player might get in a situation with 10+ rolls where they miss their shot; most adventure games this would mean they’re doing something wrong. (I did have this happen during one of my loops … and I’ll explain why I needed to do some loops in a moment.)

Also, his description is WOLFMAN (WEREWOLF) but you have to use WOLFMAN instead of WEREWOLF, otherwise the parser gets confused.
Killing the wolfman opens the remainder of the top floor.

Going up, straightforwardly, leads to an attic. The attic has an AX and a TRUNK with a BAR OF GOLD, and if a vampire bat comes by and filches a treasure at random (it works like the Pirate of Crowther/Woods, but completely random and you can’t stop it) it ends up here.

North of the wolfman is a bedroom with an extra DOOR. Doing OPEN on the DOOR reveals a skeleton blocking the way.

You can open the jewelry box to find diamonds (treasure) and a watch (not, although I had to test it to find out). The furniture is meaningless other than atmosphere.
You can just GET SKELETON and it will fall out of the way (leaving a SKULL and PILE OF BONES, again useless).

The package of money is another treasure, the flashlight is the method of getting light to the cellar (well, “CELLER”) without having wind blow it out. We’ll go down there in a second, but first south of the WOLFMAN.

The RARE STAMPS makes for a treasure, but it is hooked up to cause the front door to slam and be jammed permanently. The only way out is now through the cellar. (This is the one moment of Aardvark-style geographic interest for the game.) The BLACK BOOK has a combination for the safe (36, 27, 45) which has a KEY (needed to get out of the cellar door) and GOLD COINS (another treasure).

Taking the flashlight down to the cellar, the huge thing blocking our way is FRANKENSTEIN’S MONSTER. You can KILL FRANK but have to specify AXE (if you try the knife from the kitchen, it turns into a bent knife).

It was around this time I decided to start depositing treasures, and around this time I made a horrid discovery. The DROP command of the game is broken. If you drop any item, it drops all items in inventory, and not only that, it doesn’t properly reset the item count. So if you’re holding 6 items, and drop one, your inventory capacity just went down by five. Again, I have no idea how this slipped by given even a minor attempt at playing through will reveal this issue.

Arms full with only two items in inventory.
After a few loops where I fully deciphered what was going on, I ended up only winning by starting out via taking treasures to the entrance one at a time. If you are holding one item, and drop it, no damage is done to your inventory capacity. The ANTIQUE CHAIR, VAN GOUGH PAINTING, GOLD COINS (from the desk) and CRYSTAL BOWL are all available this way. Getting more requires killing the Wolfman which requires both a gun and bullets, so I did that next while only holding those items, then dropping them off after; this damaged my inventory by 1 but this was workable. (This game is for children, eh?)
I then decided to go more gung-ho and tried to carry the rest I needed all at once: PACKAGE OF MONEY, DIAMONDS, BAR OF GOLD, RARE STAMPS, KEY, AXE, FLASHLIGHT. Grabbing the stamps blocks off the front door, but the flashlight + axe can be used to bust through Frankenstein, and then past the monster is the NORTH CELLER with an exit.

The problem is this is still only nine out of ten treasures. I thought maybe the watch or jewelry box itself would count, but no. The items in the NORTH CELLAR come into play here: specifically the shovel, sledgehammer, and stick.
I knew already DIG was a verb and so I tested it dutifully outside and kept getting rebuffed. It turns out digging only works in the south cellar:

Two more DIGs gets the message “AHA!”, and looking reveals a coffin. Opening it up:

I already knew POUND was a verb (yes, this is another one I’ve never seen in an adventure before, I lucked out from the prefix PO being on my list as POKE) and I found via a lot of trial and error that POUND STICK worked. The game asked me “INTO WHAT” so I assumed this was a “make” kind of command and tried STAKE, but no dice.
The stick is already considered a stake. You’re supposed to POUND STICK / DRACULA.

Fortunately I hadn’t broken my inventory too much during this loop and was able to bring the ring over to victory.

I can see why the “for children” tag landed, just considering the puzzles from a bird’s-eye level: kill a wolfman with silver bullets, open a safe with a clearly-visible combination, kill a monster with an axe, kill Dracula with stick and hammer. The actual implementation (especially with the broken DROP command) makes it highly unlikely to be beaten by children or adults without some source-diving.

Dropping the “for children” part, and just considering this as a game, it comes tantalizingly close again to some interesting choices; having the items that don’t get used like the lunch and knife and fire actually work for the atmosphere. This is combined with such an obstinate parser that all value here is nullified, and of course the very last act requires a giant leap of parser finesse.
There’s one more Aardvark game to go but it lands pretty late in 1983; maybe they’ll have finally tweaked their parser by then? In the meantime, coming up: the other mysterious and mostly-undocumented game for the Interact computer, the appropriately titled Mysterious Mansion.
















