Elvira 2: The Jaws of Cerberus HEX-code Elvira 2: The Jaws of Cerberus Hint Elvira 2: The Jaws of Cerberus Solution Elvira 2: The Jaws of Cerberus Solution Elvira 2: The Jaws of Cerberus Solution #2 Elvira 2: The Jaws of Cerberus Solution #3 Elvira 2: The Jaws of Cerberus Solution #4

See Elvira 2: The Jaws of Cerberus HEX-code, Hint, Solution, Solution #2, Solution #3, Solution #4 here!

HEX-code for Elvira 2: The Jaws of Cerberus


To get more lifes, just change, in SETUP.FOP, byte number 9: for example put
09 and you'll get 3 + 2 x 09 = 21 lifes.
                                        



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Hint for Elvira 2: The Jaws of Cerberus


If you want to take advantage of some of Elvira's special abilities here's
how. Take a look at the list of objects below to see the abilities Elvira can
gain:
                                        
Ability:                Objects required:
Breath underwater       popcorn - gum - cup cakes
Detect traps            anything made from glass
Magic muscles           crockery and cutlery from the kitchen
Revive                  cheese - bleach - meat
Make fireballs          newspaper - tissue - any other scraps of paper.



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Solution for Elvira 2: The Jaws of Cerberus


    Технические требования:  процессор 386 и выше,  2MB  RAM,  6MB  на
жестком  диске,  VGA монитор,  мышь.  Игра поддерживает звуковые карты
"ROLLAND" и "SOUND BLASТER"
    Предупреждение: Эта  игра относится к разряду тех игр,  которые не
дают Вам никакого предупреждения, если Вы сделаете что-то не то, и эта
ошибка  заставит  Вас вернуться в запомненную игру.  Поэтому,  играя в
"Эльвиру 2", советую Вам не стирать файлы с запомненными местами, что-
бы  Вы в любой момент могли вернуться в запомненную игру.  Hиже приво-
дится список вещей,  которые обязательно должны быть при Вас и их ни в
коем случае не надо использовать для приготовления заклинаний.  Silver
crusifix (распятие) - отпугивает вампиров.  10 black  candles  (черные
свечи) - пригодятся в конце игры. Box of matces (коробка спичек) - ими
Вы подожжете свечи.  Wirecutters (плоскогубцы) -нужны для  перерезания
проволок  Франкенштейна Chalise in altar room (сосуд в комнате у алта-
ря) - наполнен кровью.  Bible adressed to the priest (библия священни-
ка) - ингредиент для восстанавливающего заклинания.

    Тот, кто раньше играл в "Эльвиру 1" помнит чем она кончилась. Убив
злую волшебницу Эмельду,  Вы освобождаете Эльвиру.  Теперь,  несколько
веков  спустя,  Эльвира снова нуждается в Вашей помощи.  Действие игры
происходит в наше время,  совмещая фантастику и колдунов  с  обыденной
обстановкой.  Эльвира  находится  в большом доме с привидениями.  Ваша
цель пробраться к ней и передать ей книгу заклинаний.  Лабиринты и пе-
реходы дома очень запутаны, поэтому я привожу карты некоторых из них.

                             ПЕЩЕРЫ

                    1 УРОВЕHЬ

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                                  ВЫХОД

                          2 УРОВЕHЬ

                       Тайник и скорпион
                            
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                      лифт 2

                      3 УРОВЕHЬ

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                            лифт 3

                        4 УРОВЕHЬ

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                                      лифт 4

                         ПОДЗЕМHЫЙ ГОРОД

                     T - люк
                     L - лестница
                     ¦ - механизм
                     - - тайник в стене
                     0 - комната

                           1 УРОВЕHЬ

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L--  ¦ L--- ¦  ¦ L------ ¦¦ L--- L----------¦---- ¦
     L-------  L----------L------------------------

    Итак, Ваша  первоначальная  миссия - освободить Эльвиру из третьей
студии.  В каждой студии есть своя Эльвира, но первые две Эльвиры, ко-
торых Вы найдете,  всегда будут атаковать Вас. И только одна настоящая
пойдет вместе с Вами.  После нахождения каждой из Эльвир,  Вы получите
определенную вещь, которая понадобится Вам в конце игры. Затем Вам на-
до раздобыть три вещи,  заколдованные индейцем- сторожем в подвале. Hо
для начала Вы должны добыть ему трубку ( pipe ).  Потом Вам необходимо
найти святого монаха,  который нарисует Вам  пентаграмму.После  этого,
можете  смело  вызывать  Цербера и используя священные вещи уничтожить
его.
    В самом начале игры Вы стоите на тропинке, ведущей к воротам дома.
Через несколько секунд перед Вами появится Эльвира.  Она расскажет Вам
историю своего похищения и попросит передать ей волшебную книгу. После
этого она исчезнет. С этого момента Вы сможете готовить заклинания и с
этого  самого  момента  начинается Ваши самостоятельные действия.  При
загрузке игры Вам предлагают выбрать Ваш уровень  1-4.  Чем  выше  Ваш
уровень,  тем лучше Вы готовите заклинания, но тем слабее Ваше тело. В
игре Вам придется сражаться с врагами, поэтому я немного опишу тактику
Битв.

                            СРАЖЕHИЯ

    Запомните основное правило:  в начале старайтесь избегать столкно-
вений  с  врагами,  так как они могут закончится для Вас очень плачев-
но.Если Вы уж вступили в драку, то ни в коем случае не отступайте, так
как удар в спину остается за врагом. Вы можете драться четырьмя стиля-
ми.  Самый простой из них - "нормальный".  Кликая на врага курсором,Вы
наносите ему удар. Также Вы можете занять оборонительную позицию и от-
ражать удары врага в момент их нанесения. Существует еще, так называе-
мый, "Волчий стиль", когда Вы комбинируете неожиданные выпады с оборо-
нительными позициями.  В начале каждого  сражения  выберите  иконку  с
изображением меча. Далее Вам предлагается выбрать стиль и занять бое-
вую стойку.  Слева на красной шкале показывается мощность удара врага,
а справа на зеленой - сила Вашего удара. По мере прохождения игры Ваши
боевые характеристики будут улучшаться и уже где- то  с  пятого уровня
драки не будут представлять для Вас никакой трудности.

                        МАГИЯ И ЗАКЛИHАHИЯ

    Магии в этой игре предоставляется немаловажная роль. Ваши магичес-
кие способности  будут  возрастать  вместе с повышением Вашего уровня.
Чем больше Ваш уровень, тем больше заклинаний Вам доступно. В игре нет
никакого описания о том,  какие ингредиенты надо использовать для дан-
ного заклинания, поэтому Вы можете потерять некоторые важные компонен-
ты.  Во  избежание этого ниже приводится список заклинаний и способ их
приготовления.

  ---------T---------------------T-------------------------------¬
  ¦уровень ¦ название заклинания ¦         компоненты            ¦
  +--------+---------------------+-------------------------------+
  ¦   1    ¦      Bless          ¦  Holy water ( святая вода )   ¦
  ¦        ¦  (Благословение)    ¦  Crucifix   ( распятие )      ¦
  +--------+---------------------+-------------------------------+
  ¦   1    ¦ Ice dart (заморозка)¦     ----------***----------   ¦
  +--------+---------------------+-------------------------------+
  ¦   1    ¦ Healing hand        ¦                               ¦
  ¦        ¦ (исцеляющие руки)   ¦     ----------***----------   ¦
  +--------+---------------------+-------------------------------+
  ¦   1    ¦ Unseen shield       ¦                               ¦
  ¦        ¦ ( невидимый щит )   ¦     ----------***----------   ¦
  +--------+---------------------+-------------------------------+
  ¦   2    ¦ Breath underwater   ¦  mushroom, bread, food.       ¦
  ¦        ¦ (подводное дыхание) ¦  (хлеб, грибы, еда)           ¦
  +--------+---------------------+-------------------------------+
  ¦   2    ¦ Glue ( Клей )       ¦    Glue ( клей )              ¦
  +--------+---------------------+-------------------------------+
  ¦   2    ¦ Luck ( Удача )      ¦Horseshoe, porcelain lucky cat ¦
  ¦        ¦                     ¦(подкова, фарфоровый кот удачи)¦
  +--------+---------------------+-------------------------------+
  ¦   2    ¦ Protection          ¦   Metal headbend              ¦
  ¦        ¦    ( Защита )       ¦(металлическая лента на голову)¦
  +--------+---------------------+-------------------------------+
  ¦   3    ¦ Antidote            ¦Yellow flask, red mushroom.    ¦
  ¦        ¦    ( Противоядие )  ¦(красный гриб, желтая бутыль)  ¦
  +--------+---------------------+-------------------------------+
  ¦   3    ¦ Brainboost          ¦  Computer diskettes           ¦
  ¦        ¦(Усиление интеллекта)¦  (дискеты для компьютера)     ¦
  +--------+---------------------+-------------------------------+
  ¦   3    ¦Courage (смелость)   ¦  Wine, gin. ( вино, джин)     ¦
  +--------+---------------------+-------------------------------+
  ¦   3    ¦ Detect trap         ¦Glass vase, glass pitcher,     ¦
  ¦        ¦(Hаходить люки)      ¦wine glasses  (стеклянная ваза,¦
  ¦        ¦                     ¦стеклянный кувшин, бокалы для  ¦
  ¦        ¦                     ¦вина)                          ¦
  +--------+---------------------+-------------------------------+
  ¦   3    ¦Turn undead          ¦  A brain (мозг)               ¦
  ¦        ¦(Лишение бессмертия) ¦                               ¦
  +--------+---------------------+-------------------------------+
  ¦   4    ¦Buoyancy (Плавучесть)¦ Fish bones (рыбьи кости)      ¦
  +--------+---------------------+-------------------------------+
  ¦   4    ¦ Fireball            ¦Papers, memo, calendar, news-  ¦
  ¦        ¦   (Шаровая молния)  ¦paper (бумаги,записки,газета,  ¦
  ¦        ¦                     ¦календарь...все, что горит)    ¦
  +--------+---------------------+-------------------------------+
  ¦   4    ¦Telekinesis          ¦    radio     ( радио )        ¦
  ¦        ¦      ( телекинез )  ¦                               ¦
  +--------+---------------------+-------------------------------+
  ¦   4    ¦Revive (Воскрешение) ¦ Cheese (сыр)                  ¦
  +--------+---------------------+-------------------------------+
  ¦   5    ¦Herbal healing       ¦ Mushroom                      ¦
  ¦        ¦ ( Травяное лечение )¦ (грибы)                       ¦
  +--------+---------------------+-------------------------------+
  ¦   5    ¦Holy blast           ¦Holy water, golden cross, silk ¦
  ¦        ¦ ( Святой взрыв )    ¦from church, prayer book, can- ¦
  ¦        ¦                     ¦dlestick (святая вода,золотой  ¦
  ¦        ¦                     ¦крест,серебро из церкви,книга  ¦
  ¦        ¦                     ¦проповедника,подсвечник)       ¦
  +--------+---------------------+-------------------------------+
  ¦   5    ¦Resist fire          ¦ Fire extinguisher             ¦
  ¦        ¦  ( Защита от огня ) ¦ (огнетушитель)                ¦
  +--------+---------------------+-------------------------------+
  ¦   5    ¦Magic muscles        ¦Silver candlestick, plate set- ¦
  ¦        ¦ ( Волшебные силы )  ¦ting, pen, knife, wrench       ¦
  ¦        ¦                     ¦(серебряный подсвечник,ручка,  ¦
  ¦        ¦                     ¦нож,гаечный ключ,подставка для ¦
  ¦        ¦                     ¦тарелок)                       ¦
  +--------+---------------------+-------------------------------+
  ¦   6    ¦Detect magic         ¦ Yellow crystal, quartz        ¦
  ¦        ¦( Предчувствие магии)¦ (желтый кристалл,кварц)       ¦
  +--------+---------------------+-------------------------------+
  ¦   6    ¦Fear ( Страх )       ¦Eye from a witch (глаз ведьмы) ¦
  +--------+---------------------+-------------------------------+
  ¦   6    ¦Mindlock( Замок ума )¦Padlock, book (замок, книга)   ¦
  +--------+---------------------+-------------------------------+
  ¦   7    ¦Summon storm         ¦ Barometer                     ¦
  ¦        ¦ ( Вызвать шторм )   ¦ (барометр)                    ¦
  +--------+---------------------+-------------------------------+
  ¦   7    ¦Lighting bolt        ¦ Blue gem, wrench, candelbrum, ¦
  ¦        ¦  ( Молния )         ¦ plate setting (синий камень,  ¦
  ¦        ¦                     ¦ гаечный ключ, подставка для   ¦
  ¦        ¦                     ¦ тарелок,канделябры)           ¦
  +--------+---------------------+-------------------------------+
  ¦   8    ¦Illusion ( Иллюзии ) ¦ Mirror (зеркало)              ¦
  +--------+---------------------+-------------------------------+
  ¦   8    ¦Absorb magick ( Вса- ¦Red crustal, towel, sponge     ¦
  ¦        ¦сывающее заклинание )¦(красный кристалл,полотенце,   ¦
  ¦        ¦                     ¦губка)                         ¦
  +--------+---------------------+-------------------------------+
  ¦   9    ¦Cure wouds ( Лечение)¦Holy water (святая вода)       ¦
  +--------+---------------------+-------------------------------+
  ¦   9    ¦Nova ( Обновление )  ¦Gin, bourlon (джинн,бурлон)    ¦
  +--------+---------------------+-------------------------------+
  ¦   9    ¦Bind demon           ¦Scroll of bindig, coil of rope ¦
  ¦        ¦( Связать демона )   ¦свиток связывания,кусок веревки¦
  +--------+---------------------+-------------------------------+
  ¦  10    ¦Ressurect            ¦Basket of eggs, bible adressed ¦
  ¦        ¦  ( Оживление )      ¦to the priest,heart,brain (мозг¦
  ¦        ¦                     ¦сердце,яйца,библия священника) ¦
  L--------+---------------------+--------------------------------
                                        
    Для приготовления  заклинаний Вы должны произвести следующие дейс-
твия.  Кликните на иконке с изображением раскрытой книги.  Перед  Вами
появится список заклинаний. Выберите то, которое Вы хотите приготовить
и кликните на его название мышкой.  Hа появившейся картинке перенесите
в  четыре  пустых  квадрата  нужные для этого заклинания ингредиенты и
кликните курсором на надписи "MIX". Потом, когда Вы кликните на иконку
с книгой, внизу появится символическое изображение этого заклинания и,
кликнув на нем,  Вы сможете его использовать. Hо при произнесение каж-
дого заклинания тратится несколько единиц магической силы, поэтому ис-
пользуйте магию только в самых необходимых случаях.

                        УПРАВЛЕHИЕ

    Чтобы совершить какое-нибудь действие в этой игре, Вы должны клик-
нуть на соответствующей иконке. Иконка "Рот" используется для разгово-
ра с персонажами, попадающимися Вам на пути. Иконка "Книга" предназна-
чается для применения магии.  Кликнув на иконку "Чемодан", Вы  увидите
предметы, находящиеся в Вашей сумке.  Иконка "Меч" дает Вам право выб-
рать стиль сражения. Иконка с изображением пустой комнаты предостовля-
ет Вам отчет о предметах,  находящихся в этом помещении.  Передвижение
осуществляется с помощью стрелок.

                        ПРЕДУПРЕЖДЕHИЕ

     Hекоторые люди,  играя  в эту игру,  совершают ошибки во время ее
прохождения,  а потом расплачиваются за свою невнимательность. Поэтому
я  хочу  предупредить остальных, чтобы они воспользовались опытом дру-
гих, а не учились на своих ошибках.
     Вы наверное уже заметили,  что иногда существует два пути решения
поставленной задачи или составления заклинания.  Эта свобода выбора как
бы добавляет игре реализм.  Как обычно это создает и некоторые пробле-
мы,  например Вы решили использовать вещь в качестве  ингредиента  для
какого-нибудь  заклинания,  а позже оказалось,  что она была нужна Вам
совсем для другой цели. Hо для начала два важных момента:
     1.В первой  аудитории,  когда Вы найдете Франкенштейна,  Вы может
быть захотите оживить его,  но Вам сначала нужно пройти вторую аудито-
рию.  Hе будьте слишком любопытны, Ваш уровень в конечном счете должен
быть равен хотя бы девяти, прежде чем Вы сможете его оживить. Я не хо-
чу портить Вам интерес,  поэтому просто скажу:"HЕ КЛИКАЙТЕ КУРСОРОМ HА
 ЕГО ГОЛОВЕ, КОГДА ВЫ ДЕРЖИТЕ В РУКАХ КЛЕЩИ". Если Вы сделаете это, а
потом посмотрите на его лицо ( полный экран ),  Вы сделаете дальнейшее
прохождение игры невозможным. Так что не надо испытывать судьбу до тех
пор, пока  Ваш  уровень не станет равен девяти и только после этого Вы
можете смело его оживлять.
     2.В первой аудитории, перед тем как отправиться дальше, проверьте
включили ли Вы элеватор и есть ли у Вас радио.

                        ПОЯСHЕHИЯ

    #1.Чтобы оживить  Франкенштейна,  Вы должны достать ( copper rod )
медный прут из подвала и поместить его на крышу как громоотвод.  После
этого произнесите заклинание, вызывающее шторм с грозой (Summon Storm)
( для этого Ваш уровень должен быть равен девяти  ).  Потом  вернитесь
назад в комнату Франкенштейна.  Теперь,  если Вы повернете левый рычаг
вниз, а правый рычаг вверх,  то Франкенштейн встанет и пойдет по  нап-
равлению к Вам.  После того,  как он сделает несколько шагов, кликните
на его голове ( а именно,  на проводах, ведущих к его голове, чтобы их
перерезать ). Для этого Вам понадобятся плоскогубцы ( Wirecutters ) из
машины Эльвиры. Если Вы успеете вовремя перерезать провода, Вам удаст-
ся  открыть  дверь сзади Франкенштейна.  Если же Вы не успеете сделать
это, он убъет Вас.  Если же Вы перережете провода слишком рано,  дверь
не откроется.  ЭТО УЖЕ ПРОБЛЕМА...Поскольку после того, как Вы перере-
жете провода на голове Франкенштейна, он не сдвинется с места. И Вы не
сможете проникнуть в комнату за ним. Вероятнее всего Вам несколько раз
придется вовращаться в запомненную игру, прежде чем Вы сможете выбрать
нужный момент.
    #2.Чтобы достигнуть четвертого уровня в первой аудитории Вы,  рас-
качавшись на веревке,  прыгаете через пропасть.  Пути обратно нет.  Hо
достигнув четверного уровня  и  использовав  телекинез  (  Telekinesis
spell )  (  для  этого Вам нужно радио ),  Вы сможете получить ключ от
подъемника, который находится в сумке у человека-паука. После этого Вы
сможете  покинуть четвертый уровень,  проехав на подъемнике.  Вы также
можете пройти первую аудиторию более длинным путем, но кому это нужно?
    Вам нужен маленький серебряный крест (он Вам дается в начале игры)
поэтому не используйте его для приготовления заклинаний.

                       У Д А Ч И    В А М  ! ! !

     Тем, кому захочется выиграть в этой игре самому,  не надо  читать
оставшуюся часть инструкции.  Тот же, кто хочет быстро дойти до конца,
может садиться за компьютер и начинать. Итак...

                   АЛГОРИТМ  ПРОХОЖДЕHИЯ  ИГРЫ

     1.Возьмите кусок скалы в нижнем правом углу экрана, потом сделай-
те шаг вперед,  поверните направо и пройдя чуть-чуть  вперед,  бросьте
камень в стекло.  После этого Вы сможете войти внутрь комнаты охранни-
ка. Откройте дверь туалета, и подождав немного, когда оттуда вывалится
труп охранника,  снимите  у  него  с пояса ключ.  Подойдите к пульту и
кликните курсором на клавиатуру.  Вставьте ключ в скважину  и  наберите
код - 8765. Теперь главные ворота открыты и Вы можете войти во двор.
     2.Подойдите к машине Эльвиры и откройте багажник. Возьмите короб-
ку с инструментами, откройте ее и возьмите инструменты. Плоскогубцы на-
ходятся внутри.
     3.В здание Вы обнаружите лифт.  Спуститесь в подвал и там Вы най-
дете сторожа-индейца.  Поговорите с ним и Вы получите некоторую инфор-
мацию.  Hе упоминайте огненную воду ( fire water ) до последнего. Сзади
сторожа находится ледяная комната.  Там находится призрак, который ох-
раняет медный прут ( copper rod ). Потратьте заклинание шаровой молнии
( fireball ), чтобы согреть комнату, и берите медный прут. После этого
вернитесь к лифту и поднимитесь на второй этаж.
     4.Hа втором этаже очень много комнат.  Исследуйте все  и  найдите
радио и дискеты.  В раздевалке находится ведьма,  убейте ее и возьмите
у нее глаз.  Hаденьте костюм сэра "Raleigh". Таким образом Вы получите
рапиру ( это самое мощное оружие до тех пор пока,  Вы не найдете меч в
катакомбах ). Возьмите две бутылки вина в комнате директора. Они пона-
добятся  Вам  для  заклинания смелости ( courage spell ).  После этого
вернитесь на первый этаж.  Отсюда Вы сможете попасть в любую  из  трех
аудиторий.

                        ПЕРВАЯ  АУДИТОРИЯ

     5.В катакомбах есть четыре уровня соединенных между собой  лестни-
цами идущими  вверх  и вниз.  К лифту нет доступа пока Вы не достигните
четвертого уровня. Включите лифт когда вы будете на первом уровне иначе
позже Вы не сможете пользоваться лифтом.
     6.Внутри пещеры ( cave ) находится скорпион охраняющий  манускрипт
( scroll of binding ) - обязательно возьмите этот свиток.
     7.В одной из пещер находится озеро ( pool ).  Потратьте заклинание
что бы  дышать  под  водой  ( breath underwater ) и сбросьте с себя все
лишнее перед входом в воду. Убейте существо в воде и возьмите моток ве-
ревки на  дне.  Ее  вес  не  позволит Вам выйти наружу если у Вас будет
слишком много вещей. Иначе вам придется произнести заклинание плавучес-
ти ( buoyncy ) если Вы уже нашли рыбьи кости в третьей аудитории.
     8.Где то на третьем уровне находится тупик с двумя розами ( vine  )
которые Вы можете срезать. Возьмите длинную розу что бы повиснув на ней
перепрыгнуть через провал. Препрыгнуть назад Вы не сможете поэтому про-
верьте перед прыжком есть ли у Вас радио ( radio ) и заклинание телеки-
неза ( telekinesis ) с собой.  В противном случае вернитесь в здание  и
найдите эти вещи.
     9.Перепрыгнув на другую сторону провала постарайтесь  найти  труп.
После этого потратьте заклинание телекинеза ( telekinesis ) что бы дос-
тать бумажник из центра паутины.  Откройте бумажник и достаньте ключ от
лифта. Hа другом конце провала Вы увидите гигантского паука.  Потратьте
заклинание заморозки ( ice dart ) и паук переползет на вашу  сторона  и
начнет приближаться к Вам. Когда он появится двигайтесь обратно и быст-
ро уходите с этого места.
    10.Hайдите лифт на этом уровне. Откройте его и идите на другую сто-
рону. Закройте дверь лифта иначе потом Вы  не  сможете  воспользоваться
этим подъемником.  Если  Вы не завлекли  паука через пролом он появится
здесь и скорее всего убъет Вас.  Идите по проходу вперед  и  спуститесь
вниз по паутине.  Здесь  находится первая Эльвира. Добудьте у нее тома-
гавк. Идите вниз и воспользуйтесь лифтом что бы  добраться  до  первого
уровня. Если  Вы не закрыли двери лифта Вам придется возвращаться назад
тем же путем которым Вы сюда пришли. Идите во вторую студию.

                        ВТОРАЯ  АУДИТОРИЯ

    11.В этом, наводненном призраками, доме очень много комнат. Идите в
гостиную  и возьмите барометр,  но не входите в проходом в котором про-
мелькнет женская фигура.  Для того что бы убить этого зомби Вам понадо-
бится заклинания смертности ( turn undead ).
    12.Войдите в столовую.  Убедитесь в том что у Вас есть хотя бы одно
заклинание шаровой  молнии  (  fireball  )  прежде  чем  Вы попытаетесь
открыть полку ( сupboard ) на стене.  Вы упадете в  обморок и Вас пере-
несут в  комнату  наполненную  труппами.  Возьмите  ботинок  ( boot ) и
оденьте его. Здесь также находится немного еды и вина. Потратьте закли-
нание шаровой  молнии ( fireball ) что бы включить противопожарную сиг-
нализацию. Появится стражник и  атакует  Вас.  Убейте  его  и  откройте
дверь. За дверью кухня в которой находится очень много полезных для Вас
вещей. Лестница ведет вниз в лаборатории. Hе в коем случае не заговари-
вайте с  ученым пока Вы не измените свою внешность.
    13.Пройдите в лабораторию в которой лежит  тело  Франкенштейна,  не
кликайте на  него мышкой.  Если Вы перережете провода на его голове Вам
придется восстанавливаться из запомненной игры.  Возьмите мозг ( brain )
и попробуйте на вкус тюбики ( tubes ).  Используйте мозги для приготов-
ления заклинания смертности ( turn undead ).
    14.Вернитесь в  кухню и загляните в проход.  Используйте заклинание
смертности ( turn undead ) что бы убить зомби который появится в прохо-
де. Используйте заклинание смелости ( courage ) если Вы падаете в обмо-
рок при виде зомби.  Hо помните для прохождения игры  Вам  понадобиться
применить заклинание смелости несколько раз поэтому берегите его.
    15.Поднимитесь вверх по лестнице. Там находится комната заполненная
огнем и если Вы войдете туда не применив защиту от огня ( resist fire )
Вы сгорите.  В этой комнате для Вас нет ничего интересного.  В  спальне
Вам захочется спать и если Вы уснете женщина дьявол убьет Вас. Примени-
те заклинание смелости ( courage ) прежде чем войдете.  Возьмите камер-
тон ( tuning fork ) на столе. В детской возьмите кубики ( toy cubes ).
    16.В комнате с трупом на кровати стяните простыню (  bedsheet  )  в
сторону и возьмите кошелек (wallet ), а затем убейте появившегося приз-
рака. Возьмите кошелек и взгляните на надпись на нем ( script ).  Упав-
ший набор  фотографий  Вы сможете использовать для изменения внешности.
Оттащите простыню ( bedsheet ) и  освободите  спрятанную  под  кроватью
секретную кнопку.  Hажмите на нее и перед Вами откроется секретный про-
ход. Там вы найдете десять черных свечей ( 10 black candles ) и  кувшин
( chalice ) наполненный человеческой кровью. Если Вы потеряли серебряное
распятие ( silver crucifix ) то когда Вы  будете  брать  свечи  вампиры
убьют Вас.
    17.Загляните в два деревянных ящика в другой комнате и возьмите там
коробку спичек. Прихватите с собой лестницу. Идите вверх по лестнице. К
Вам побежит вампир используйте камертон ( tuning fork )  что  бы  убить
его. Используя  приставную лестницу влезьте по ней на крышу.  Поместите
здесь медный пруд ( copper rod ).  Когда Вы достигните высокого  уровня
вызовите шторм с грозой ( summon stоrm ) что бы оживить Франкенштейна.
    18.Вернитесь в  лабораторию  Франкенштейна.  Опустите  левый  рычаг
вниз, а  правый поднимите до отказа вверх.  Монстр встанет и двинется к
Вам. За Франкенштейном находится дверь которую Вам надо открыть и поэ-
тому когда он удалится от двери на достаточную дистанцию  убейте  его.
После  этого попытайтесь открыть дверь.  Если не получится восстановите
запомненную игру и попробуйте снова.  За дверью находится  Эльвира  со
второй вещью - волшебной сумкой ( magic bag ).
    19.В одной  из  комнат  Вы  найдете  призрака-стражника охраняющего
дверь. Встаньте перед дверью и бросьте кубик (  toy  cube  ).  Стражник
двинется вперед  Вы же должны проскочить к двери и проникнуть в библио-
теку. Здесь вы можете сохранить игру и читать книги по мере надобности.
Здесь же на бумаге находится рецепт сильного яда ( в книге ).
    20.В одной из комнат находится бассейн с рыбками. Вы должны достать
ключ со дна бассейна и на это есть два способа:
     1.Используйте заклинание телекинеза ( telekinesis ).
     2.Другой более  интересный способ достать ключ это загримироваться
под ассистента и поговорить с ученым. Что бы стать похожим на ассистен-
та Вы  должны  иметь пальто ( lab coat ) курчавый парик ( fuzzi wig ) и
коробку с косметикой ( makeup ) которая находится на втором уровне. Уче-
ный находится в комнате напротив комнаты Франкенштейна.  Попросите уче-
ного приготовить сильный яд ( strong poison ).  Затем примешайте  его  к
мясу на кухне и бросьте мясо в бассейн, а потом возьмите ключ.
    21.После того как Вы возьмете ключ  повернитесь  и  встаньте  перед
картиной. Снимите  ее со стены и возьмите с собой.  После этого кликните
на место на стене где висела картина и увидите стенной сейф.  Используя
ключ из  бассейна  откройте сейф и возьмите трубку мира ( peace pipe ).
После этого вернитесь в главное здание и идите в третью аудиторию.

                        ТРЕТЬЯ АУДИТОРИЯ

    25.Говорят что здесь есть вампир,  но я его не видел.  Может быть у
меня было  распятие  (  crucifix ) или же я очень счастливый.  Идите на
второй уровень и переоденьтесь как  волшебник.  Вам  понадобятся  шляпа
волшебника (  wisard`s cap ) и мантия ( gown ).  Это позволит Вам найти
общий язык с волшебником на дне катакомб.  Здесь лежит мертвый  священ-
ник. Произнесите заклинание воскрешения ( ressurect ) что бы воскресить
его. Возьмите святой воды ( holy water ) из бассейна.
    26.Отодвиньте полку ( cupboard ) что бы освободить доступ к подъем-
ной двери. Hа кладбищах шесть уровней и по пути встречается много лову-
шек (  trap  ).  Вы можете избегать ям ловушек с острыми шипами на дне.
Для этого нажимайте на кнопку и  быстро  пробегайте  вперед.  Обрезайте
проволоку прежде чем пересечь ее.  Большинство ящиков которые Вы будете
находить содержат капканы поэтому используйте заклинание нахождения лю-
ков и ловушек ( detect trap ) что бы определить тип ловушки.
    27.Вы должны нести достаточно ингредиентов что бы приготовить  хотя
бы шесть  святых  вспышек ( holy blast ) прежде чем отправитесь спасать
третью Эльвиру.  Может быть Вам даже придется использовать  катализатор
мозга ( brain boost ) что бы увеличить количество смешиваемых заклина-
ний. Также  приготовьте  достаточное количество  заклинаний  смелости
( courage  ).  По  крайней мере на двух уровнях Вам придется ходить под
защитой заклинания смелости.
    28.Давайте назовем  поверхность  нулевым уровнем.  Вы должны спасти
Эльвиру которая находится на шестом уровне.  Hа четвертом  и  на  пятом
уровне вокруг Вас будут кружиться призраки которых Вы не сможете убить.
Hо если Вы примените заклинание смелости они также не причинят Вам  ни-
какого вреда.
    29.Hа шестом уровне находится маг который нападет на Вас если Вы не
одеты как волшебник. Если Вы в одежде волшебника тогда Вы сможете дема-
терилизовать мага и убить его. В противном случае убейте его заклинани-
ем шаровой  молнии  (  fireball  ) или заклинанием обновления ( nova ).
Здесь Вы также найдете Эльвиру с копьем войны ( war lance ).
    30.После того  как  Вы  достигните поверхности на Вас нападет ангел
смерти. Убейте его шестью святыми вспышками ( holy blast ). Его дыхание
умерщвляет Вас, поэтому сохраняйтесь прежде чем идти в церковь.
    31.В основном здание спуститесь на лифте в подвал и  поговорите  со
сторожем-индейцем. Упомяните  в разговоре огненную воду ( fire water ).
Дайте ему трубку мира ( peace pipe ). После этого отдайте ему волшебную
сумку ( magic bag ), томагавк ( tomohawk ), и копье войны ( war lance).
Поговорите с ним и он сделает эти три предмета священными.
    32.Оживите священника в церкви если Вы еще не сделали это.  Погово-
рите с ним и попросите нарисовать его хорошую пентаграмму из человечес-
кой крови ( human blood ). Дайте ему сосуд ( chalice ) с кровью который
вы нашли в алтаре ( altar room ).  Он согласится и нарисует пентаграмму
в автомобильном парке ( car park ).
    33. Подойдите к пентаграмме в авто парке , но не заходите во внутрь
ее. Поместите десять черных свечей ( 10 black candles ) в середину пен-
таграммы. Подожгите свечи используя коробку спичек ( box of matches  ).
Используйте магическую сумку ( magic bag ). Теперь ждите появления адс-
кого пса Цербера. Используйте связывающее заклинание ( bind demon ) что
бы удержать  его.  Бросьте  в него копье войны ( war lance ).  Вырубите
сердце демона томагавком...

               В С Е  ! ! !   И Г Р А   П Р О Й Д Е H А  ! ! !

     И опять добро восторжествовало.  Мужественный юноша в который  раз
спасает девушку своей мечты.  История стара,  как мир, но игра по-моему
вышла довольно-таки интересная и реалистичная.

                               *  *  *



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Solution for Elvira 2: The Jaws of Cerberus


 HINTS, INVENTORY CONTROL, AND SPELL MAKING

 In this walkthru, always take useful items into your inventory, unless
advised otherwise. The useful items are shown in UPPER case followed by a
simple description or spell name(s), usually in parenthesis. Items that are
shown in lower case were not used in this walkthru. These unused items may
also be taken into inventory and used later for markers in mazes and such, but
use discretion or you will quickly become exhausted from carrying around the
extra load.

 It will be easier if you organize your inventory into separate piles,
especially when spell making (more so when using BRAINBOOST) which will enable
you to quickly grab the immediate items needed to make spells at your current
level before BRAINBOOST runs out. The hallway area between all three Studio
Doors can be very handy to stash your stuff until needed. There are three
actual locations in this hall so I split the items accordingly:

 LOCATION 1 closest to Lobby Door: All items required by the Indian for the
Cerberus ritual.

 LOCATION 2 between Doors 1 and 2: All spell items that can be created up to
and including Level 6. If you wish, you can also put the complete Lab
Assistant's Disguise in this area.

 LOCATION 3 in front of Door 3: All items used to create spells at Level 7
or higher, excluding specific cold items which are stored in the Haunted
House's Cold Storage Room; the complete Wizard's disguise; the ingredients
needed to resurrect the priest.

 Do not create spells unless told to do so. Exceptions to this would be spells
not requiring any ingredients. Important precaution: Some of the really vital
Spells use items that are one-shot deals. Make sure all items used to create
the less critical spells are not needed later; otherwise, you will be unable
to finish the game. When concocting spells, make as many as possible
while under the influence of BRAINBOOST: this max's out the number of spells
created.

 Finally, although I have indicated throughout this walkthru many spells that
can be created, only a small portion of the spells are actually used.

 FRONT GATE, SECURITY OFFICE, PARKING LOT

 Elvira told you to meet her in front of her Movie Production Company. It's
been hours, so where the heck is she? Come to think of it, all the time
you've been out here, no one has entered or left. Better go over to the
Security Office; maybe they can page her or something. What gives? Both the
Front Gate and the Security Office are locked up tighter than Fort Knox.

 Wow, get a load of that manifestation! Elvira's testing out Astral Projection
or something. Her spirit tells you that she's desperate. Something about being
held captive in one of her Studios by a big ugly dog. Look: she left you her
prized SPELL BOOK*, but unfortunately, no key or even a hint on how to get in.
Well, she gave you the run of the place, old you to help yourself and all
that, so what are you waiting for? Get cracking!

 Your inventory at the start of this game also includes: used GUM -- edible,
but don't you dare eat it (Breathe Underwater), your car KEYS, a PEN KNIFE
(Magic Muscles), your leather WALLET -- empty (what else is new?), a SMALL
KNIFE -- your Weapon (use later for Magic Muscles), a SILVER CRUCIFIX (Holy
item, use later for Magical Armor), and ELVIRA'S PENDANT (the trinket you
found wedged in the back seat of your car, needed to whip up spells).

 If only there was something that could be used to pick locks. Really, who are
you kidding? Those gates don't even have a key hole! Look around the Studio's
front entrance for something useful to open the Security Office Door. Use that
ROCK (over to the right of the path) to break the glass on the door. Inside
you'll find a way to open the Main Gate. Pick up a FOUR-LEAF CLOVER for
Luck (it couldn't hurt).

 Anyone home? What decent security guard would abandon his/her post? By the
look of things, they must have used this place to film one of their slasher
flicks. Special Effects went heavy on the ketchup and splashed fake blood
everywhere (ick!). Look at the stuff posted on the bulletin board (boring!).
Take all the PAPER items (Fireballs) pinned there. Paper should come in handy
when creating spells that require combustible substances. Explore the desk to
your left. Hey, a master control console and a computer terminal! Too bad the
control panel needs a key.

 Turn and open the door on the right of the bulletin board. Oops! Fake blood,
my foot; the guard must've had a run-in with a Cuisinart. This guy looks
sliced, diced, and pureed. Ah, but he has a key! Don't be squeamish: get the
key and use it in the control console (you will need your Code Wheel to
proceed further). Turn on the computer monitor. It looks like it is used for
surveillance. Did you notice the Security Jacket and Cap on the way in? Try
them on before you leave.

 The key did the trick: the front gates are now open. The parking lot looks
empty except for one car. Check out the car. Nice plates (remind me not to
bend over). Open the trunk and grab the WIRE CUTTERS (useful tool) and WRENCH
(Magic Muscles). Turn left and walk toward the Reception Area.

 LOBBY

 Boy, this place sure is deserted; not even a receptionist on duty. Funny, if
no one left, where is everyone? Explore the Lobby (nothing of interest in this
area except the FIRE EXTINGUISHER (Resist Fire)). Leave the extinguisher
hanging there until you start stashing your inventory in the hallway ahead.

 That surprise encounter with the Security Guard has weakened your kidneys, so
you might as well use the bathroom. Idiot...the symbol wearing the dress is
Ladies! Oh well, too late. Wash and dry your hands after you flush the toilet.
Did you remember to put down that seat? Nothing found here. Might as well
check out the Gents. Still have the urge? Well, go ahead (at least this time,
you are in the right room). Nothing in here either, but do you notice how your
points go up with each action you do. Exit the Men's Room.

 Back in the Lobby to your immediate right is the Office Elevator. Open the
doors and walk in. Elvira's portrait is everywhere; too bad this poster is
fastened to the wall: it would have made a nice souvenir. Turn around and
press the "B" button. The Basement is as good a place as any to start. Thank
goodness that Security Guard's jacket fits because it sure is cold down here.
Feels like someone's left the air conditioning on full blast (brrrr).

 The far door opens to the Maintenance Room (save the game). That Indian guy
sitting the floor must be the janitor. From over here he looks like he's on
his pow-wow break. Walk closer and TALK nicely to him. Ask about Elvira and
what you need to do to rescue her, but don't irritate him with stupid
questions. If you make him sulk, restore to your previously saved game.

 The conversation with the Indian Janitor should have filled in the details
about Elvira's situation. She is being held captive in one of her own Studios
by the three-headed Demon Cerberus (remember the Dog?). In order to rescue
Elvira you must destroy the beast. To do this, your quest requires that you
find an INDIAN PEACE PIPE, an INDIAN MAGIC BAG, a WAR LANCE, and a TOMAHAWK.
All these have to be brought back to the Indian for his blessing. Also
mentioned was something about finding a HOLY MAN (Priest) to help you.

 Enough with the questions, already...start exploring! Did you take the
Maintenance Room FIRE EXTINGUISHER (Resist Fire), the POSTER, and the wall
CALENDAR (Fireballs)? Ignore the Indian Medicine Bag since it is not of the
magical variety.

 Open the boiler room door. Whoa...talk about Hell freezing over! (Save the
game.) Leave the COPPER PIPE for now. Well if you insist, take the rod, but
make sure you saved first. (The pipe is used later with Summon Storm, and
you must be at Level 4 to survive the ice creature.) Turn around and get the
brass KEY (Magic Muscles) hanging next to the door.

 Before leaving the Maintenance Room, don't forget to open the door to your
right. Aw, it's just the Janitor's Closet, but look at all the useful goodies:
a large BROOM and FLOOR MOP (weapons), a GALVANIZED BUCKET (Magic Muscles),
and a bottle of strong smelling BLEACH (Revive). Forget the sink plunger and
detergent. It's time to explore the 2nd Floor.

 2ND FLOOR OFFICES

 Going Up! So far, so good: no major surprises other than that poor Security
Guard. There sure are a lot of rooms on this floor! Let's check out the first
one to the right.

 HINT: Temporarily use the elevator as an inventory drop point when cleaning
out the 2nd Floor Offices.

 The Computer Room. Just think, if you had applied for that Computer position,
you probably would have been stuck in this room for the whole game. Forget the
hi-tech equipment and grab the metal SPOON (Magic Muscles), all the PAPER
ITEMS (Fireballs), and the large desk DIARY (Mindlock).

 Oh, goody! A Canteen, and I bet you are so hungry you could eat a horse:
forget it, better save the CAKES (Breathe Underwater) and SODA POP
(Protection) until later.

 The Makeup Room. Couldn't resist checking your reflection, could you? You
handsome devil! Trying on this stuff can't improve upon perfection, but maybe
a disguise or two might come in handy later. Leave the makeup and accessories
here until you manage to kill the Wardrobe Witch. Did you find the HAND MIRROR
(Illusion) in the waste bin? Save the game and go to the Costume Room.

 Lordy, what an ugly Witch! If you don't get out of here quickly, you'll
be finished before you start. So, forget the Costume Room for now and go
directly to Elvira's Dressing Room.

 What a mess: remind me not to ask Elvira for her cleaning lady's name. Check
out this place because it's a veritable gold mine of spell ingredients: two
full HAIRSPRAY cans (Novas); a pair of SCISSORS (Magic Muscles); a NAIL FILE
(Enchant Weapon); an old NEWSPAPER, a box of TISSUES, a POSTCARD, and a NOTE
(Fireballs); a box of POPCORN (Breathe Underwater); and a TOWEL (Absorb
Magick). Look in Elvira's Makeup Box.

 Ouch! That CURLING IRON sure is hot! It might come in handy to warm things
up. Did you get the SILVER LUCKY CHARM (Magical Armour)? Now, what are you up
to? It's doubtful that you could ever pass for a female, so forget about
trying on Elvira's satin undies. Put down that lipstick! Quit wasting time,
and go check out the Director's Office.

 Now, this is class. What a nice office! Get the GLASS ASHTRAY and SODA SIPHON
(Detect Traps), and grab the bottles of GIN and BOURBON (Novas). Please! No
drinking on the job. Go to the Typing Pool.

 I guess this is where all the Academy Award winning scripts are typed, but
look: more spell goodies! Get the POSTCARD, a staff NOTICE, and a CALENDAR
(Fireballs);  a RADIO/CASSETTE PLAYER (Telekinesis); and inside the disk box
is one DISKETTE (Brainboost).

 Time to whip up a few easy spells: LUCK (Clover), ICE DARTS, HEALING HANDS,
and UNSEEN SHIELD (No Ingredients). You should be at LEVEL 3.

 Think you are up to doing some major damage to that old witch, but afraid
that you are not at a high enough level? Aw, come on and give it a shot. Save
the game, enter the Costume Room, hit her with a couple of ICE DARTS, and back
out quickly (save the game). Repeat the same actions two or three more times.
If she pulverizes you, restore the game, and wait until you are at Level 4,
then do her in with a Fireball.

 Congratulations! You are quicker than you look. Better get used to the gore,
because this is just the beginning. Gee, is this room ever dark! Then, turn
around and flip the light switch. That's better! Look at all the neat
costumes: an ELIZABETHAN PERIOD Costume (get the Sword and drop the costume);
a Military Uniform (not used); a LAB TECHNICIAN'S COAT (needed in the Haunted
House), a WIZARD'S ROBE (needed in Catacombs); an Army Camouflage Jacket (not
used); and a Killer Bee Outfit (not used). Get the WITCH'S EYE (Fear).

 Go back to the Office Elevator and press "1." Time to organize your
inventory. It will take two or more trips to haul your booty over to the
Studio Hallway. Sort it as suggested, or use you own system. I'll wait. Hold
onto your SODA CANS (Protection); BLEACH (Revive); Curling Iron (Heat things
up); the FENCING SWORD (make this your weapon for now), and keep a couple of
paper items (Fireballs -- very handy when you reach Level 4).

 You've made it through the easiest part of the game! Now, for some scary fun:
let's explore Studio 2's Haunted House.

 STUDIO 2: HAUNTED HOUSE (MAIN LEVEL)

 How the heck did Cerberus get past all this Electronic Security? (Use your
Code Wheel to access Door 2.)

 Take a look at this set: a complete Haunted House that looks too much like
the real thing. Get back here, scaredy-cat! Did Elvira's comment frighten you?
Go inside.

 Hey, this place ain't so bad. As a matter of fact, it looks better than your
own apartment. Explore the first floor hall and note the BAROMETER (Summon
Storm) on the wall to the right of the staircase. Leave it there until you're
ready to use it. The rest of the stuff found in this hall has no useful value
in this walkthru.

 Enter the room left of the Moose Head. You are now in the Parlour. Walk
toward the Suits of Armour, and take the HELM and GAUNTLET from the suit on
the right (can be used to protect valuable body parts and later used for Magic
Muscles). Walk around the room, and take the three pieces of GLASSWARE (Detect
Trap) in the corner cabinet.

 Did you notice the apparition floating in front of the closed door? It will
not let you pass. Stumped? Elvira to the rescue with a clue! She mentioned
that it is harmless, but you will need something to con this childish ghost
away from its post. So ignore the poltergeist for now and go to the door
flanked by the Armor.

 You have just entered a small Study. Remove the Bird Picture from the wall in
front of you and open the wall panel to reveal a locked wall safe. On your
left is a desk, open all the drawers and take the PADLOCK (Mindlock) and the
PRAYER BOOK (Unholy Barrier). Turn around and go to the Fish Tank. See the KEY
at the bottom of the tank? It opens the safe, but be careful: some of those
fish are VERY hungry, and it isn't recommended that you put your hand in there
unless you want to be fitted for a hook.

 Exit the small Study and Parlour and enter the main hall. Walk straight ahead
toward the door on the opposite wall. On your way, did you look to your left?
This is a small paneled corridor that connects to the Kitchen. No use trying
to walk toward that Shadow: Elvira just isn't there and you might meet
something you wouldn't like. Enter the Dining Room.

 Looks like you stumbled upon an intimate dinner party that nobody bothered to
show up for. (Save the game.) If you must check out the main course, be
prepared (use Courage); it's not a pretty sight. Otherwise, ignore the COVERED
PLATTER (Blood), and help yourself to the two SILVER CANDLESTICKS (Magical
Armor); six crystal GLASSES (Detect Trap); six cutlery PLACE SETTINGS
(Lighting Bolts); and the two bottles of TABLE WINE (Courage). You notice the
small doors on the wall to your left. Go over and open them.

 EEEEK! What a chicken...you faint from the sight. Where are you? It's really
cold in here! After coming to your senses you notice that you are not alone:
looks like you just found the dinner guests. Quick! You'd better find a way
out of this walk-in Cold Storage Room before you become a lifetime member of
the Popsicle-Pete Fan Club.

 Turn around. Notice the locked door with shelves of food on either side? That
gadget on the wall to the left is a Temperature Sensing Gauge and Alarm
System. After glancing at all that carnage, who could even think of eating?
Besides, this food can be used for better things: smelly CHEESE (Freezing
Sword or Revive); a joint of MEAT (edible but save for piranha); two bottles
of cold FINE WINE (Novas); BREAD (Freezing Blade or Breath Underwater). Did
you try on the HEAVY BOOTS (may protect feet)?

 HINT: Once removing cold items from this area, they tend to warm up.
Returning items to the cold storage room will cool them again. Remember this
when making FREEZING BLADE.

 Elvira hints that in order to get out of here, you'd better start heating
things up a bit (so, use that curling iron). A distant bell starts ringing,
suddenly the door bursts open and again you encounter your ghoulish host. Use
PROTECTION (Soda Cans) and your Fencing Sword, then fight in fierce mode.

 Got him! Exit the cold Storage Room taking the MEAT with you. Leave the
BREAD, CHEESE, and FINE WINE bottles here until you reach Level 8. Those boots
sure are heavy but fit fine. Walk across the small hall to the opposite door
and enter. Did you notice the basement stairs?

 The Kitchen, although not modern, is fully equipped. What a wonderful antique
stove, "Large enough to cook a ..." (ahem). Look at all the COPPER UTENSILS
(Magic Muscles), and edible goodies: SUGAR, HONEY-2, PASTA, FLOUR, and dried
FRUIT. Don't eat the basket of EGGS (Resurrection). Notice the assortment of
KNIVES and the large MEAT CLEAVER (Magic Muscles) hanging on the wall? The
sharp knife and cleaver can also be used as weapons. Look inside the metal
TINS (Protection). The cream-colored one contains a tube of GLUE (Glue). Did
you inspect the Metal PAIL (Magic Muscles) and find the HORSE SHOE (Luck or
Magic Muscles)?

 The door with the soiled apron hanging on a hook leads to a small hall
connecting the Cold Storage Room and the Basement. The other door is the way
out. Save the game and exit through the other door. You are now in the small
paneled Hallway (the one you noticed on your left when entering the Dining
Room). You've got a slight problem: how to get past the Mealy-mouth Dead
Thing without getting whacked? Restore the game if he did you in, and then
pick the door to the basement first. Here you will find a way to defeat that
rotting mess.

 A jail cell? I wonder who (or should I say what?), is supposed to be kept
behind bars? There are two Laboratories down here. Save the game, and pick the
one with the Frankenstein Monster to explore. If you accidentally choose the
Lab with the Scientist and are not disguised as his assistant, don't talk or
touch anything (just back out quickly). If you don't, he will throw you out
and lock the door for the rest of the game. Go to the Lab with the Monster.

 It appears that ol' Franki is standing in front of another door, but this guy
is so big, it is impossible to move him without some assistance. He is wired
up to the control panel, so DON'T cut the wires on his headband (if you do,
restore the game). Try to juice up the power by flipping the switch and moving
the bar up, maybe he will move on his own. Too bad: the control panels are
wired to a separate external power source, which derives its electrical energy
from lighting. Explore the room.

 This place smells like a mortuary. No wonder! Look at all the jars of pickled
body parts: a HEART (Resurrection); a BRAIN (Turn Undead), an ARM
(Resurrection), and numerous other bits and pieces. While you are here, take a
few empty TEST TUBES (handy for carrying liquids), and the flask of BROWNISH
POWDER (Antidote). Go back upstairs to the Kitchen and save the game.

 Create a few more spells: more UNSEEN SHIELD, HEALING HANDS, and ICE DARTS;
COURAGE (Table Wine); and TURN UNDEAD (Brain in jar).

 Time to try out a couple of those spells. You have no choice: you must use
COURAGE and TURN UNDEAD to get rid of the rotting corpse in the paneled
hallway. That was easy. Go upstairs and explore the second floor.

 STUDIO 2: HAUNTED HOUSE (2nd Floor)

 Assuming you picked the left set of stairs to ascend, the first room you will
enter is a Bathroom. The Bathroom contains a lot of worthless junk, but a
couple of things can be used: a TOWEL and SPONGE (Absorb Magick). Save the
game and exit to 2nd floor Hall.

 This Hall is broken up in the center by a balcony overlooking the front
entrance to the house. A set of stairs on either side lead down to the main
floor Hall. The second floor connects seven rooms, five of which are along the
main corridor. At the far end of one side of the Hall, there is another set of
stairs which leads up to the Attic.

 Climbing up on either side, you will end up facing a door -- one is the
Bathroom which you already entered, and the other directly opposite is a
burning room. This area requires RESIST FIRE spell to enter, but since there
is nothing of value in this location, why waste spells? Travel toward the
Attic Stairs, and go into the room on your right.

 This is the Storage Room. It contains a couple of tea CRATES (inside one is a
box of MATCHES), a rolled up carpet, and a LADDER (good for climbing). (Save
the game if you insist on exploring the Attic.)

 Disturbing the Count was fatal (Restore the Game). Did you notice that he was
impervious to the Holy objects in your inventory? Better find an alternate way
to get rid of this bloodsucker. What? No Garlic? How about Sunlight? If only
you could break that dirty window pane.

 Past the Storage Room, the next room along the Hall (to your right) is a soft
Violet-colored Bedroom -- quite pretty. Unfortunately, this bedroom is
occupied by yet another corpse. Save the game, go to the bed, and remove the
sheets to uncover the dead Scriptwriter. In his hands are a couple of items:
SCRIPTS (Fireball) and some KEYS (Magic Muscles). Oh-oh, be prepared to fight
his spiritual alter-ego. Use Fencing Sword. Take the SCRIPTS, and looky-here,
something fell out: PHOTOS. Now you know how to correctly disguise yourself.
If you haven't created the LUCK spell, you can use the LUCKY porcelain cats
found on the mantelpiece.

 Move the sheets again to uncover a hidden "BUTTON" under the bed. Hey,
look: a secret passage! (Save the game.) You should have your SILVER CRUCIFIX
before entering this area.

 The passage leads you to a Satanic Chapel probably used for Black Masses.
Take the ten BLACK CANDLES and the GOLD CHALICE containing BLOOD (both will be
used in the ritual to summon Cerberus). Before you leave, look up.
Those vampires are of the hybrid variety, not as strong as the Count, so the
crucifix temporarily protects you. Don't disturb them or they will wake up.
Exit the Black Chapel, the Violet Bedroom, and turn right.

 The Green Bedroom is unoccupied and contains nothing of value. There's one
more bedroom on this side of the hall. Before you enter this room, you should
be under the influence of the COURAGE spell (table wine). I suggest that you
avoid this area for the time being and enter the opposite bedroom (on your
left).

 The Child's Nursery houses a crib, rocking horse, and other toys. Remember
the childish ghost guarding the closed door in the Parlour? Take the three
colored building BLOCKS, the TEDDY BEAR (Fireball), and the children's BOOK
(Fireball or Mindlock). Go back down to the Parlour, and save the game.

 Using one of the BLOCKS, throw it toward the apparition. Did you notice that
the ghost moved slightly towards you? (Restore the Game) To be able to enter
the closed door you must step back a bit before throwing a BLOCK, move quickly
to open the door, and enter the room.

 It's just a small Library. But talk about hauntings! This place looks like
"Ghost Central." Books are flying everywhere. All I can say is read all of the
books: they will clue you in on the details concerning various Demons,
Resurrecting dead people, Reanimation, Science, and Chemistry. You'll probably
get a chuckle if you pick up some of the not-quite bestsellers that also
occupy the shelves. You must find a slip of paper which will fall out of one
the Chemistry Books. This paper contains a list of chemicals needed by the
Scientist to create a very strong POISON (Meat).

 Now, go back to the Makeup Room. It's time to try out one of the disguises.
Before you leave the Studio Hallway, lighten your load, take off the Security
Hat and Jacket (don't forget the heavy boots -- these should be left near Door
3), and drop some of the higher level spell ingredients for later use. (Save
the game.)

 Using the photo of the Lab Assistant as a reference, put on the correct wig,
glasses, teeth, and mustache. Don't forget the Lab Coat. To save your having
to come back here, take all the stuff that makes up the Wizard's Outfit.
Save the game, hop back down to the Basement (forget talking to the janitor
-- he's told you everything he knows), and enter the Boiler Room. Use a
FIREBALL and grab the 4' COPPER ROD (used on roof with SUMMON STORM).

 Now, return to the Basement Lab with the Chemical List (save the game),
and ask the Scientist if you can assist him. He will now talk to you. Ask
him to whip up a bottle of poison. When done, he will promptly kick you out.
Drop the Lab Assistant disguise (you no longer need it) and go up to the
small Study.

 Poison the meat and put it in the Fish Tank. Bye-bye fishies! Get the key and
use it to open the wall safe. Inside, you will find the Indian's PEACE PIPE.
Save the game, go back to the Studio Hall, and dink around a bit (organize
your spell components or something) until you reach Level 6.

 I know: you are itching to mix up more goodies. Gather only the ingredients
needed to create spells at Level 6. Create BRAINBOOST first (you should get
3). Now, go ahead and have a blast -- make all the spells you can before
Brainboost wears off.

 In addition to FEAR (2); REVIVE (2); LUCK (2); and BRAINBOOST (2 left if you
already used one). You can, if you are quick, end up with: GLUE (11) MAGIC
MUSCLES (16); BREATHE UNDERWATER (44); ANTIDOTE (7); TELEKINESIS (5); FIREBALL
(86); ICE DARTS (58); UNSEEN SHIELD (18); PROTECTION (25); and HEALING HANDS
(18).

 STUDIO 2: HAUNTED HOUSE (Succubus, the Count, Roof)

 Back to the Haunted House. Let's get some rest. Go up to the second floor and
back to the Bedroom with the Lovely Succubus. Before entering, use COURAGE.
(Save the game.) What a dream (or should I say nightmare?)! Look around, grab
the FEATHER PILLOW (Trueflight) and the TUNING FORK (is it live or is it
Memorex?) under it. Go back to the Storage Room and get the Ladder. Go to the
Attic stairs and save the game.

 Up you go. I know: you still haven't found garlic (don't worry, there isn't
any in this game). Be very quick and use the TUNING FORK to break the dirty
window above the casket. The Count will awake as soon as you reach the Attic,
but watch him fry in the sunlight. Use the ladder and climb up to the roof.

 Funny, I thought it was sunny out here? Oh well, either I'm in a timewarp or
this game is! Found nothing to take? Don't leave yet. Use the 4' COPPER ROD
and insert it in the holder next to the chimney. Go back down to the Studio
hallway.

 STUDIO 3: CHAPEL, PRIEST, CATACOMBS

 Time to start moving most of the loot over to the Chapel in Studio 3 (Code
Wheel time). Moving will take 3 or more trips. Open the gate, move quickly,
and watch out for those darn cemetery bats (use Fencing Sword, if necessary);
eventually they will give up.

 Okay, you are still at Level 6, but did you notice how quickly your points
started to rise? Time to explore the Chapel. Ugh! That poor priest is
missing a few pieces. To tempt the return of this guy's spirit, use the
inscribed Bible found in the pulpit. The dead Father will definitely need some
replacement parts, like some of that pickled stuff in the Lab (Heart, Franki's
Brain, and some skin -- arm or scalp), and that basket of eggs if he is to be
resurrected.  Hold on, I'm jumping ahead of the game.

 Let's get some more points so we can activate Frankenstein. Start by sliding
the Pulpit over to the left to reveal a secret trap door. Open it (save the
game) and climb down.

 Before the Banshees have a chance to scream their warning, dispose of them
using your Fencing Sword. I knocked off the one on the right first. Push the
lid off of the Catacomb entrance and save the game. Descend down the dirt
shaft, watch out for the groping dead things. Your points should be kicking
you up to Level 7 by now. I had to do battle with a Skeleton first (use the
Fencing Sword). Don't explore the Catacombs yet, just climb up and enter the
Chapel again. (Save the game.)

 Place all the resurrection items in the location closest to the dead Priest,
then move over to the part of the Chapel where you left all your spell items
(PEACE PIPE and MATCHES should have been left in the Studio Hallway
near Lobby). Use BRAINBOOST again and start whipping up some more spells. Do
as many as you can. Okay, head back over to Studio 2 and create SUMMON STORM
(Barometer).

 STUDIO 2: HAUNTED HOUSE (Electrical Storms, Reanimation)

 Go back to the roof (the COPPER ROD should still be there), use SUMMON STORM,
and stand back. Once the electricity drains down the rod, take the COPPER ROD
(Magic Muscles), and go back down to visit the Frankenstein Monster.

 Now that the equipment's juiced up, start moving the control bar UP. Save
the game and throw the switch! After Elvira makes her brief appearance, be
prepared to watch Franki move. Let him move 4 steps towards you before
snipping the wires on his headband (you did remember to kept the wire cutters
in your inventory?). Snip on the left side, but do it quickly before he makes
his fifth step. Now disconnected, you can safely remove his HEADBAND
(Protection) and SCALP to reveal another BRAIN (Resurrection). Open the door
behind him and save the game.

 It's Elvira and she's tied to a stake. Sorry, mistaken identity! Start
hacking at this Skeletal impostor. Before you forget, get the INDIAN MAGIC
BAG. Remember to take the HEART and ARM* (Resurrection) and the rest of the
glass TEST TUBES (hold liquids or detect traps). Use either arm or scalp for
Resurrection. Go back to the Chapel and save the game.

 Before descending back to the Catacombs, leave all the stuff required to
resurrect the priest in the location next to him. Take a couple more tubes of
HOLY WATER (Bless, Cure Wounds); the complete WIZARD Disguise; the HELM,
GAUNTLET, and HEAVY BOOTS; the PILLOW (Trueflight); the MIRROR (Illusion); and
all FINE WINE and HAIRSPRAY (Novas). In the Catacombs your points will rise
rapidly, and so will the need to use whatever spells available at your current
level. Some of the items that I suggested you take with you will enable you to
make some of the higher level spells at a later time (use BRAINBOOST when
reaching Level 9). (Save the game.)

 This part of the quest is quite interesting (for a short while), but quickly
becomes a chore. So I will point out some of the key factors and requirements.

 HINT: SAVE, SAVE, SAVE before each encounter or action!

 The Catacombs have a variable factor that make no two games alike; therefore,
it's impractical to give directions on which hole to use when descending or
ascending.
                                        
 The maps are constant but a majority of the holes are created when a Skeleton
burrows up from the lower levels. I suggest that you refer to the Catacombs
Map File (available in LIBrary 9 -- Computer RPGs) for a pictorial
representation of all levels, showing where items and traps are found.
There are six levels to the Catacombs and, I'm sorry to say, no shortcuts.

 On each level you will see wall levers that open and close barred entrances.
Going up or down in certain areas can put you in a dead-end portion of the
Catacombs (sounds like fun, eh?). It is all very confusing without referring
to a map.

 And if that is not enough, there are traps everywhere. Some are at ground
level and can be avoided; others must have wires snipped (told ya those wire
cutters would come in handy). Some of the rooms are booby-trapped with various
gimmicks; in certain cases, leaving a room with the trunk still open will
activate cave-ins.

 Wall niches are also everywhere. Most contain potions to revive or boost
certain attributes, while others contain keys to chests, or special weapons
and the like. You will need Detect Trap to avoid disasters. Certain traps can
be deactivated with the wire cutters, while others require the gauntlet/helm,
and still other require Telekinesis.

 The traps are one thing, but the creatures you meet in this area of the game
are...well, let's say another story. There are two varieties of Skeletons (in
armor, no less), Zombies, Giant Rats, Blue Ghost Things (they really annoyed
me), Green Imps, etc. Most can be dispatched with just a weapon, but some need
to be zapped with Fireballs or Novas, and then there are those you just can't
get rid of (those darn Blue Guys).

 The purpose of the Catacombs is to descend down to Level 6 to retrieve the
INDIAN WAR LANCE. But should you be lucky enough to make it this far, you will
encounter a Necromancer who will "glue" you to the spot, erase all memory of
your spells, then finish you off. You did remember to bring the WIZARD
disguise, didn't you? If not, quickly do him in with a couple of Novas.

 Elvira, at last I found you! Oh, no, Not again! This time her image
transforms into a vicious snake. You can dispose of it with the large sword
you found on your way down. Get the INDIAN WAR LANCE. It's too bad that the
game designers didn't think of using that hole in the rock as a quicker exit
outta here -- you know, like connecting it to the locked door in the Chapel
(near the Font)?

 Are you beginning to realize that to get out of here, you must go back up
through those blasted Catacombs (snarl)? Like I said before, the maps come in
handy. It shouldn't be as bad as the first time since you have dealt with most
of the creatures (except those *#$%@ Blue things). A zillion hours later,
you finally make it back to the Chapel. Before ascending the stairs save
the game. What? Another battle? This time it's with the Angel of Death. Oh,
gawd, why me? Make sure you using HOLY BLAST and whack this thing with a NOVA
or two (you can also use LIGHTNING BOLT instead or with NOVA).

 Leave all the Resurrection ingredients next to Father Callaghan,including
the inscribed Bible (Pulpit). Go back to the Studio hallway, leave the LANCE,
and save the game. After all this, do you think you can handle what's
behind Door 1? (Code Wheel, please.)

 DOOR 3: SPIDER MAZE

 Elvira isn't kidding about having to be strong when entering this area.
Although the Spider Maze is just as forebidding as the Catacombs, it is
definitely better designed. Referencing the Spider Maze maps is highly
recommended.

 Now that you are much stronger, defeating the creepy-crawlies should be a lot
easier than before. (Oh, come on. I know you peeked, made it about two steps,
and wham! Right?)

 Like the Catacombs, the Maze is peppered with all sorts of helpful spell
goodies (Mushrooms and Crystals), and a multitude of not so helpful
inhabitants.

 I think the worst insect found in this area is the Mosquito (annoying and
everywhere). The Grubs, Ants, and Water Nymphs are a close second.

 Using your large sword will get rid of these things; I also recommend
Fireballs.

 The layout of the Spider Maze is four levels going upward. As you enter this
area, you immediately notice an Elevator. Unfortunately, it also needs a key
to open. But before you move on, make sure that you powered the thing.

 Level one is where you start. Upon exploration, you will find in the center
of the maze a shaft that seems to have a blockage of some sort near the top.
At the bottom of this shaft is a waterfall that drains into a small lake. You
will need BREATHE UNDERWATER to swim to the bottom of the lake and retrieve
the ROPE (Bind Demon). Watch out for those Nymphs! If you didn't get the FISH
BONES (Buoyancy) from the Catacombs, try dropping all of your inventory before
diving down. Make sure you have a small (Dagger) or buoyant weapon (Mop or
Broom).

 REMEMBER: SAVE, SAVE, SAVE!

 Since the Elevator is locked, the only way to the top in this place is
locating the ramps. On the second level, you need to defeat the Scorpion
guarding the SCROLL OF BINDING (Bind Demon). Find the ramp up to Level 3 and
make your way around to another ramp going down, then up again. If you made
the right turns, you should be in front of the Shaft with two threads (cut the
one on the right) and swing over to the hole opposite you. Here is another
ramp going up to the 4th Level.

 Another winding journey around Level 4 brings you again to the Shaft. This
time you meet up with the Director (poor guy, to get this far and end up like
this) Using TELEKINESIS, get the Director's wallet, and look inside: it's the
key to the Elevator! (Save the game.) Oh, no. It's the grand-daddy of all
Spiders? How are you going to be able to get its attention? Try using an ICE
DART or two. Move quickly and have the spider follow you. Head directly to
the Elevator. Open the Door and get in. Close the door, but don't descend.
Turn around, open the opposite door, and exit (remember to close the door
behind you). The spider won't bother you any more.

 Make your way back to the shaft. Climb down to the giant web (the Blockage),
turn around. Elvira? Hey, is it really you? Yep, you found her and into your
inventory she goes. Did you find the TOMAHAWK? That's it: you've got all the
stuff the Indian mentioned. Now, how the heck do you get outta here? Climb
down one more time and make your way back to the Elevator. Open and close the
door (of course, I mean with you inside, silly), and press "1." That's it!
Exit the Elevator (open the other side, if you are facing a blank wall). Walk
out of the Spider Maze and pay a visit to the Indian. Along the way, remember
to pick up the LANCE, MAGIC BAG, and PEACE PIPE.

 INDIAN BLESSING, PRIEST, CERBERUS, ENDGAME GAME

 Yep, he's still on his break. (Save the game.) Okay, give the Indian the
artifacts for his blessing, and start to talk to him. The game should go into
auto-mode and show a pretty impressive Blessing Ceremony. Once done, take all
the items, except the Peace Pipe (it's now with its rightful owner). Pay a
visit to the Dead Priest. In my game after I resurrected the Priest, I had to
go back to the Library in the Haunted House and reread the Book on Demonology.
To eliminate backtracking, just visit the Library before going to the Chapel.
Remember to take a BLOCK with you to distract the Ghost. Learn anything new?
Go back to the Chapel and save the game.

 Time to resurrect the dear Father. Use EGGS, INSCRIBED BIBLE, BRAIN, ARM or
SCALP, and HEART...thar he blows! Father Callaghan is eternally grateful and
wants to do something to show his thanks. Talk to him about the Demon Cerberus
and mention that the Indian referred you. Get the Priest to draw the Pentacle
by giving him the Chalice filled with Blood. He tells you to meet him in the
parking lot (more space, you know), then disappears (never to be seen by you
again?). Go to the parking lot and save the game.

 True to his word, the Pentacle is complete and waiting to be used. Place the
BLACK CANDLES, light them, and start organizing yourself. Make sure that the
INDIAN LANCE, TOMAHAWK, and MAGIC BAG are at the top of your Inventory. Make
the BIND DEMON spell (Rope and Scroll). AND make sure that your weapon is now
the LANCE. (Save the game: this is the last save allowed.)

 NOTE: I noticed that sometimes after the candles were lit, they appeared to
be unlit. Don't worry, as long as you did light them before the saved game,
using MAGIC BAG will show them lit again.

 Okay, you saved for the last time, right? Let's send Cerberus back to
wherever. Use MAGIC BAG and watch the action. This animated sequence takes a
few moments but it's well worth it! You have to wait until Cerberus stops
climbing out of its hole. Once he stops, use BIND DEMON. This will hold him
(and you) for a moment. As soon as your action buttons reappear, throw the
LANCE. Brains are flying everywhere (ick!). Oh wait, he's still got two more
heads! Again, keep your eyes on the action buttons and USE TOMAHAWK as
quickly as possible (the head on the left spews fire once or twice just before
your buttons are reactivated). Hack, hack..._B_O_O_M_!_

 Now that Cerberus has gone to doggy heaven, Elvira is up to her old self
again.

 The Late Night Queen of Schlock is trying to con you into a love tryst by
offering you the lead part in her next production: "Hercules does Hell!" Does
this mean another sequel?



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Solution #2 for Elvira 2: The Jaws of Cerberus


 INTRODUCTION

 This introduction was put together based on the comments within the game and
the Guide Book. Somehow things didn't quite mesh, so I took the liberty of
embellishing the walkthru storyline to fill some of the gaps. I'm not quite
sure if the character you play is Elvira's boyfriend or what, so bear with
me....

 It's been almost a year since Elvira returned from her ancestral home in
England, and once again she is involved in yet another sticky-wicket. This
time it's BIG trouble. Apparently, the Grande Dame of Horror is once again
being held captive -- this time by a very large Doggy and GUESS WHO is
supposed to save her?

 Decisions, decisions. After reviewing the game's four character selections,
you are unequivocally certain that the two roles requiring intense physical
stuff is not your bag. Rumor has it the ol' throwing arm hasn't been the
same since it got caught embracing that Linebacker's better half. That leaves
you with two possibilities, both of which look like they require more brains
than brawn. Hopefully, selecting to play a Private Eye will deter any further
comments about "lacking in both departments."

 NOTES

 This game requires unbelievable tenacity to complete: "patience" is the
keyword. In this walkthru I selected the Private Eye role so you could start
out with almost equal stats. I'm assuming that this character may decrease the
need to use all of the minor spells, and may also lessen the amount of combat
time (gawd, let's hope so!).

 As in ELVIRA: MISTRESS OF THE DARK, it is crucial to save your game
before encounters or making spells. Suggestions will be given when you should
save, but as usual, it is up to the game player. If you are overly cautious,
you may possibly exceed the 48 allotted SAVE slots. To alleviate running out
of saved game space, use your Operating System Commands, copy the old saves
over to an auxiliary directory or diskette, then delete all saved games within
the CERBERUS directory. This will wipe the slate clean within the game while
will still allowing you to copy back old saves, if required.
                                        
 Oh yes, if you haven't yet figured out how to turn off the music and/or sound
effects, PRESS "S" (sound effects) and/or PRESS "M" (music) to toggle them on
or off.

 Again, I wish to thank Richard Kivisaari for his help in verifying the text
and maps.

 HINTS, INVENTORY CONTROL, AND SPELL MAKING

 In this walkthru, always take useful items into your inventory, unless
advised otherwise. The useful items are shown in UPPER case followed by a
simple description or spell name(s), usually in parenthesis. Items that are
shown in lower case were not used in this walkthru. These unused items may
also be taken into inventory and used later for markers in mazes and such, but
use discretion or you will quickly become exhausted from carrying around the
extra load.

 It will be easier if you organize your inventory into separate piles,
especially when spell making (more so when using BRAINBOOST) which will enable
you to quickly grab the immediate items needed to make spells at your current
level before BRAINBOOST runs out. The hallway area between all three Studio
Doors can be very handy to stash your stuff until needed. There are three
actual locations in this hall so I split the items accordingly:

 LOCATION 1 closest to Lobby Door: All items required by the Indian for the
Cerberus ritual.

 LOCATION 2 between Doors 1 and 2: All spell items that can be created up to
and including Level 6. If you wish, you can also put the complete Lab
Assistant's Disguise in this area.

 LOCATION 3 in front of Door 3: All items used to create spells at Level 7
or higher, excluding specific cold items which are stored in the Haunted
House's Cold Storage Room; the complete Wizard's disguise; the ingredients
needed to resurrect the priest.

 Do not create spells unless told to do so. Exceptions to this would be spells
not requiring any ingredients. Important precaution: Some of the really vital
Spells use items that are one-shot deals. Make sure all items used to create
the less critical spells are not needed later; otherwise, you will be unable
to finish the game. When concocting spells, make as many as possible
while under the influence of BRAINBOOST: this max's out the number of spells
created.

 Finally, although I have indicated throughout this walkthru many spells that
can be created, only a small portion of the spells are actually used.

 FRONT GATE, SECURITY OFFICE, PARKING LOT

 Elvira told you to meet her in front of her Movie Production Company. It's
been hours, so where the heck is she? Come to think of it, all the time
you've been out here, no one has entered or left. Better go over to the
Security Office; maybe they can page her or something. What gives? Both the
Front Gate and the Security Office are locked up tighter than Fort Knox.

 Wow, get a load of that manifestation! Elvira's testing out Astral Projection
or something. Her spirit tells you that she's desperate. Something about being
held captive in one of her Studios by a big ugly dog. Look: she left you her
prized SPELL BOOK*, but unfortunately, no key or even a hint on how to get in.
Well, she gave you the run of the place, old you to help yourself and all
that, so what are you waiting for? Get cracking!

 Your inventory at the start of this game also includes: used GUM -- edible,
but don't you dare eat it (Breathe Underwater), your car KEYS, a PEN KNIFE
(Magic Muscles), your leather WALLET -- empty (what else is new?), a SMALL
KNIFE -- your Weapon (use later for Magic Muscles), a SILVER CRUCIFIX (Holy
item, use later for Magical Armor), and ELVIRA'S PENDANT (the trinket you
found wedged in the back seat of your car, needed to whip up spells).

 If only there was something that could be used to pick locks. Really, who are
you kidding? Those gates don't even have a key hole! Look around the Studio's
front entrance for something useful to open the Security Office Door. Use that
ROCK (over to the right of the path) to break the glass on the door. Inside
you'll find a way to open the Main Gate. Pick up a FOUR-LEAF CLOVER for
Luck (it couldn't hurt).

 Anyone home? What decent security guard would abandon his/her post? By the
look of things, they must have used this place to film one of their slasher
flicks. Special Effects went heavy on the ketchup and splashed fake blood
everywhere (ick!). Look at the stuff posted on the bulletin board (boring!).
Take all the PAPER items (Fireballs) pinned there. Paper should come in handy
when creating spells that require combustible substances. Explore the desk to
your left. Hey, a master control console and a computer terminal! Too bad the
control panel needs a key.

 Turn and open the door on the right of the bulletin board. Oops! Fake blood,
my foot; the guard must've had a run-in with a Cuisinart. This guy looks
sliced, diced, and pureed. Ah, but he has a key! Don't be squeamish: get the
key and use it in the control console (you will need your Code Wheel to
proceed further). Turn on the computer monitor. It looks like it is used for
surveillance. Did you notice the Security Jacket and Cap on the way in? Try
them on before you leave.

 The key did the trick: the front gates are now open. The parking lot looks
empty except for one car. Check out the car. Nice plates (remind me not to
bend over). Open the trunk and grab the WIRE CUTTERS (useful tool) and WRENCH
(Magic Muscles). Turn left and walk toward the Reception Area.

 LOBBY

 Boy, this place sure is deserted; not even a receptionist on duty. Funny, if
no one left, where is everyone? Explore the Lobby (nothing of interest in this
area except the FIRE EXTINGUISHER (Resist Fire)). Leave the extinguisher
hanging there until you start stashing your inventory in the hallway ahead.

 That surprise encounter with the Security Guard has weakened your kidneys, so
you might as well use the bathroom. Idiot...the symbol wearing the dress is
Ladies! Oh well, too late. Wash and dry your hands after you flush the toilet.
Did you remember to put down that seat? Nothing found here. Might as well
check out the Gents. Still have the urge? Well, go ahead (at least this time,
you are in the right room). Nothing in here either, but do you notice how your
points go up with each action you do. Exit the Men's Room.

 Back in the Lobby to your immediate right is the Office Elevator. Open the
doors and walk in. Elvira's portrait is everywhere; too bad this poster is
fastened to the wall: it would have made a nice souvenir. Turn around and
press the "B" button. The Basement is as good a place as any to start. Thank
goodness that Security Guard's jacket fits because it sure is cold down here.
Feels like someone's left the air conditioning on full blast (brrrr).

 The far door opens to the Maintenance Room (save the game). That Indian guy
sitting the floor must be the janitor. From over here he looks like he's on
his pow-wow break. Walk closer and TALK nicely to him. Ask about Elvira and
what you need to do to rescue her, but don't irritate him with stupid
questions. If you make him sulk, restore to your previously saved game.

 The conversation with the Indian Janitor should have filled in the details
about Elvira's situation. She is being held captive in one of her own Studios
by the three-headed Demon Cerberus (remember the Dog?). In order to rescue
Elvira you must destroy the beast. To do this, your quest requires that you
find an INDIAN PEACE PIPE, an INDIAN MAGIC BAG, a WAR LANCE, and a TOMAHAWK.
All these have to be brought back to the Indian for his blessing. Also
mentioned was something about finding a HOLY MAN (Priest) to help you.

 Enough with the questions, already...start exploring! Did you take the
Maintenance Room FIRE EXTINGUISHER (Resist Fire), the POSTER, and the wall
CALENDAR (Fireballs)? Ignore the Indian Medicine Bag since it is not of the
magical variety.

 Open the boiler room door. Whoa...talk about Hell freezing over! (Save the
game.) Leave the COPPER PIPE for now. Well if you insist, take the rod, but
make sure you saved first. (The pipe is used later with Summon Storm, and
you must be at Level 4 to survive the ice creature.) Turn around and get the
brass KEY (Magic Muscles) hanging next to the door.

 Before leaving the Maintenance Room, don't forget to open the door to your
right. Aw, it's just the Janitor's Closet, but look at all the useful goodies:
a large BROOM and FLOOR MOP (weapons), a GALVANIZED BUCKET (Magic Muscles),
and a bottle of strong smelling BLEACH (Revive). Forget the sink plunger and
detergent. It's time to explore the 2nd Floor.

 2ND FLOOR OFFICES

 Going Up! So far, so good: no major surprises other than that poor Security
Guard. There sure are a lot of rooms on this floor! Let's check out the first
one to the right.

 HINT: Temporarily use the elevator as an inventory drop point when cleaning
out the 2nd Floor Offices.

 The Computer Room. Just think, if you had applied for that Computer position,
you probably would have been stuck in this room for the whole game. Forget the
hi-tech equipment and grab the metal SPOON (Magic Muscles), all the PAPER
ITEMS (Fireballs), and the large desk DIARY (Mindlock).

 Oh, goody! A Canteen, and I bet you are so hungry you could eat a horse:
forget it, better save the CAKES (Breathe Underwater) and SODA POP
(Protection) until later.

 The Makeup Room. Couldn't resist checking your reflection, could you? You
handsome devil! Trying on this stuff can't improve upon perfection, but maybe
a disguise or two might come in handy later. Leave the makeup and accessories
here until you manage to kill the Wardrobe Witch. Did you find the HAND MIRROR
(Illusion) in the waste bin? Save the game and go to the Costume Room.

 Lordy, what an ugly Witch! If you don't get out of here quickly, you'll
be finished before you start. So, forget the Costume Room for now and go
directly to Elvira's Dressing Room.

 What a mess: remind me not to ask Elvira for her cleaning lady's name. Check
out this place because it's a veritable gold mine of spell ingredients: two
full HAIRSPRAY cans (Novas); a pair of SCISSORS (Magic Muscles); a NAIL FILE
(Enchant Weapon); an old NEWSPAPER, a box of TISSUES, a POSTCARD, and a NOTE
(Fireballs); a box of POPCORN (Breathe Underwater); and a TOWEL (Absorb
Magick). Look in Elvira's Makeup Box.

 Ouch! That CURLING IRON sure is hot! It might come in handy to warm things
up. Did you get the SILVER LUCKY CHARM (Magical Armour)? Now, what are you up
to? It's doubtful that you could ever pass for a female, so forget about
trying on Elvira's satin undies. Put down that lipstick! Quit wasting time,
and go check out the Director's Office.

 Now, this is class. What a nice office! Get the GLASS ASHTRAY and SODA SIPHON
(Detect Traps), and grab the bottles of GIN and BOURBON (Novas). Please! No
drinking on the job. Go to the Typing Pool.

 I guess this is where all the Academy Award winning scripts are typed, but
look: more spell goodies! Get the POSTCARD, a staff NOTICE, and a CALENDAR
(Fireballs);  a RADIO/CASSETTE PLAYER (Telekinesis); and inside the disk box
is one DISKETTE (Brainboost).

 Time to whip up a few easy spells: LUCK (Clover), ICE DARTS, HEALING HANDS,
and UNSEEN SHIELD (No Ingredients). You should be at LEVEL 3.

 Think you are up to doing some major damage to that old witch, but afraid
that you are not at a high enough level? Aw, come on and give it a shot. Save
the game, enter the Costume Room, hit her with a couple of ICE DARTS, and back
out quickly (save the game). Repeat the same actions two or three more times.
If she pulverizes you, restore the game, and wait until you are at Level 4,
then do her in with a Fireball.

 Congratulations! You are quicker than you look. Better get used to the gore,
because this is just the beginning. Gee, is this room ever dark! Then, turn
around and flip the light switch. That's better! Look at all the neat
costumes: an ELIZABETHAN PERIOD Costume (get the Sword and drop the costume);
a Military Uniform (not used); a LAB TECHNICIAN'S COAT (needed in the Haunted
House), a WIZARD'S ROBE (needed in Catacombs); an Army Camouflage Jacket (not
used); and a Killer Bee Outfit (not used). Get the WITCH'S EYE (Fear).

 Go back to the Office Elevator and press "1." Time to organize your
inventory. It will take two or more trips to haul your booty over to the
Studio Hallway. Sort it as suggested, or use you own system. I'll wait. Hold
onto your SODA CANS (Protection); BLEACH (Revive); Curling Iron (Heat things
up); the FENCING SWORD (make this your weapon for now), and keep a couple of
paper items (Fireballs -- very handy when you reach Level 4).

 You've made it through the easiest part of the game! Now, for some scary fun:
let's explore Studio 2's Haunted House.

 STUDIO 2: HAUNTED HOUSE (MAIN LEVEL)

 How the heck did Cerberus get past all this Electronic Security? (Use your
Code Wheel to access Door 2.)

 Take a look at this set: a complete Haunted House that looks too much like
the real thing. Get back here, scaredy-cat! Did Elvira's comment frighten you?
Go inside.

 Hey, this place ain't so bad. As a matter of fact, it looks better than your
own apartment. Explore the first floor hall and note the BAROMETER (Summon
Storm) on the wall to the right of the staircase. Leave it there until you're
ready to use it. The rest of the stuff found in this hall has no useful value
in this walkthru.

 Enter the room left of the Moose Head. You are now in the Parlour. Walk
toward the Suits of Armour, and take the HELM and GAUNTLET from the suit on
the right (can be used to protect valuable body parts and later used for Magic
Muscles). Walk around the room, and take the three pieces of GLASSWARE (Detect
Trap) in the corner cabinet.

 Did you notice the apparition floating in front of the closed door? It will
not let you pass. Stumped? Elvira to the rescue with a clue! She mentioned
that it is harmless, but you will need something to con this childish ghost
away from its post. So ignore the poltergeist for now and go to the door
flanked by the Armor.

 You have just entered a small Study. Remove the Bird Picture from the wall in
front of you and open the wall panel to reveal a locked wall safe. On your
left is a desk, open all the drawers and take the PADLOCK (Mindlock) and the
PRAYER BOOK (Unholy Barrier). Turn around and go to the Fish Tank. See the KEY
at the bottom of the tank? It opens the safe, but be careful: some of those
fish are VERY hungry, and it isn't recommended that you put your hand in there
unless you want to be fitted for a hook.

 Exit the small Study and Parlour and enter the main hall. Walk straight ahead
toward the door on the opposite wall. On your way, did you look to your left?
This is a small paneled corridor that connects to the Kitchen. No use trying
to walk toward that Shadow: Elvira just isn't there and you might meet
something you wouldn't like. Enter the Dining Room.

 Looks like you stumbled upon an intimate dinner party that nobody bothered to
show up for. (Save the game.) If you must check out the main course, be
prepared (use Courage); it's not a pretty sight. Otherwise, ignore the COVERED
PLATTER (Blood), and help yourself to the two SILVER CANDLESTICKS (Magical
Armor); six crystal GLASSES (Detect Trap); six cutlery PLACE SETTINGS
(Lighting Bolts); and the two bottles of TABLE WINE (Courage). You notice the
small doors on the wall to your left. Go over and open them.

 EEEEK! What a chicken...you faint from the sight. Where are you? It's really
cold in here! After coming to your senses you notice that you are not alone:
looks like you just found the dinner guests. Quick! You'd better find a way
out of this walk-in Cold Storage Room before you become a lifetime member of
the Popsicle-Pete Fan Club.

 Turn around. Notice the locked door with shelves of food on either side? That
gadget on the wall to the left is a Temperature Sensing Gauge and Alarm
System. After glancing at all that carnage, who could even think of eating?
Besides, this food can be used for better things: smelly CHEESE (Freezing
Sword or Revive); a joint of MEAT (edible but save for piranha); two bottles
of cold FINE WINE (Novas); BREAD (Freezing Blade or Breath Underwater). Did
you try on the HEAVY BOOTS (may protect feet)?

 HINT: Once removing cold items from this area, they tend to warm up.
Returning items to the cold storage room will cool them again. Remember this
when making FREEZING BLADE.

 Elvira hints that in order to get out of here, you'd better start heating
things up a bit (so, use that curling iron). A distant bell starts ringing,
suddenly the door bursts open and again you encounter your ghoulish host. Use
PROTECTION (Soda Cans) and your Fencing Sword, then fight in fierce mode.

 Got him! Exit the cold Storage Room taking the MEAT with you. Leave the
BREAD, CHEESE, and FINE WINE bottles here until you reach Level 8. Those boots
sure are heavy but fit fine. Walk across the small hall to the opposite door
and enter. Did you notice the basement stairs?

 The Kitchen, although not modern, is fully equipped. What a wonderful antique
stove, "Large enough to cook a ..." (ahem). Look at all the COPPER UTENSILS
(Magic Muscles), and edible goodies: SUGAR, HONEY-2, PASTA, FLOUR, and dried
FRUIT. Don't eat the basket of EGGS (Resurrection). Notice the assortment of
KNIVES and the large MEAT CLEAVER (Magic Muscles) hanging on the wall? The
sharp knife and cleaver can also be used as weapons. Look inside the metal
TINS (Protection). The cream-colored one contains a tube of GLUE (Glue). Did
you inspect the Metal PAIL (Magic Muscles) and find the HORSE SHOE (Luck or
Magic Muscles)?

 The door with the soiled apron hanging on a hook leads to a small hall
connecting the Cold Storage Room and the Basement. The other door is the way
out. Save the game and exit through the other door. You are now in the small
paneled Hallway (the one you noticed on your left when entering the Dining
Room). You've got a slight problem: how to get past the Mealy-mouth Dead
Thing without getting whacked? Restore the game if he did you in, and then
pick the door to the basement first. Here you will find a way to defeat that
rotting mess.

 A jail cell? I wonder who (or should I say what?), is supposed to be kept
behind bars? There are two Laboratories down here. Save the game, and pick the
one with the Frankenstein Monster to explore. If you accidentally choose the
Lab with the Scientist and are not disguised as his assistant, don't talk or
touch anything (just back out quickly). If you don't, he will throw you out
and lock the door for the rest of the game. Go to the Lab with the Monster.

 It appears that ol' Franki is standing in front of another door, but this guy
is so big, it is impossible to move him without some assistance. He is wired
up to the control panel, so DON'T cut the wires on his headband (if you do,
restore the game). Try to juice up the power by flipping the switch and moving
the bar up, maybe he will move on his own. Too bad: the control panels are
wired to a separate external power source, which derives its electrical energy
from lighting. Explore the room.

 This place smells like a mortuary. No wonder! Look at all the jars of pickled
body parts: a HEART (Resurrection); a BRAIN (Turn Undead), an ARM
(Resurrection), and numerous other bits and pieces. While you are here, take a
few empty TEST TUBES (handy for carrying liquids), and the flask of BROWNISH
POWDER (Antidote). Go back upstairs to the Kitchen and save the game.

 Create a few more spells: more UNSEEN SHIELD, HEALING HANDS, and ICE DARTS;
COURAGE (Table Wine); and TURN UNDEAD (Brain in jar).

 Time to try out a couple of those spells. You have no choice: you must use
COURAGE and TURN UNDEAD to get rid of the rotting corpse in the paneled
hallway. That was easy. Go upstairs and explore the second floor.

 STUDIO 2: HAUNTED HOUSE (2nd Floor)

 Assuming you picked the left set of stairs to ascend, the first room you will
enter is a Bathroom. The Bathroom contains a lot of worthless junk, but a
couple of things can be used: a TOWEL and SPONGE (Absorb Magick). Save the
game and exit to 2nd floor Hall.

 This Hall is broken up in the center by a balcony overlooking the front
entrance to the house. A set of stairs on either side lead down to the main
floor Hall. The second floor connects seven rooms, five of which are along the
main corridor. At the far end of one side of the Hall, there is another set of
stairs which leads up to the Attic.

 Climbing up on either side, you will end up facing a door -- one is the
Bathroom which you already entered, and the other directly opposite is a
burning room. This area requires RESIST FIRE spell to enter, but since there
is nothing of value in this location, why waste spells? Travel toward the
Attic Stairs, and go into the room on your right.

 This is the Storage Room. It contains a couple of tea CRATES (inside one is a
box of MATCHES), a rolled up carpet, and a LADDER (good for climbing). (Save
the game if you insist on exploring the Attic.)

 Disturbing the Count was fatal (Restore the Game). Did you notice that he was
impervious to the Holy objects in your inventory? Better find an alternate way
to get rid of this bloodsucker. What? No Garlic? How about Sunlight? If only
you could break that dirty window pane.

 Past the Storage Room, the next room along the Hall (to your right) is a soft
Violet-colored Bedroom -- quite pretty. Unfortunately, this bedroom is
occupied by yet another corpse. Save the game, go to the bed, and remove the
sheets to uncover the dead Scriptwriter. In his hands are a couple of items:
SCRIPTS (Fireball) and some KEYS (Magic Muscles). Oh-oh, be prepared to fight
his spiritual alter-ego. Use Fencing Sword. Take the SCRIPTS, and looky-here,
something fell out: PHOTOS. Now you know how to correctly disguise yourself.
If you haven't created the LUCK spell, you can use the LUCKY porcelain cats
found on the mantelpiece.

 Move the sheets again to uncover a hidden "BUTTON" under the bed. Hey,
look: a secret passage! (Save the game.) You should have your SILVER CRUCIFIX
before entering this area.

 The passage leads you to a Satanic Chapel probably used for Black Masses.
Take the ten BLACK CANDLES and the GOLD CHALICE containing BLOOD (both will be
used in the ritual to summon Cerberus). Before you leave, look up.
Those vampires are of the hybrid variety, not as strong as the Count, so the
crucifix temporarily protects you. Don't disturb them or they will wake up.
Exit the Black Chapel, the Violet Bedroom, and turn right.

 The Green Bedroom is unoccupied and contains nothing of value. There's one
more bedroom on this side of the hall. Before you enter this room, you should
be under the influence of the COURAGE spell (table wine). I suggest that you
avoid this area for the time being and enter the opposite bedroom (on your
left).

 The Child's Nursery houses a crib, rocking horse, and other toys. Remember
the childish ghost guarding the closed door in the Parlour? Take the three
colored building BLOCKS, the TEDDY BEAR (Fireball), and the children's BOOK
(Fireball or Mindlock). Go back down to the Parlour, and save the game.

 Using one of the BLOCKS, throw it toward the apparition. Did you notice that
the ghost moved slightly towards you? (Restore the Game) To be able to enter
the closed door you must step back a bit before throwing a BLOCK, move quickly
to open the door, and enter the room.

 It's just a small Library. But talk about hauntings! This place looks like
"Ghost Central." Books are flying everywhere. All I can say is read all of the
books: they will clue you in on the details concerning various Demons,
Resurrecting dead people, Reanimation, Science, and Chemistry. You'll probably
get a chuckle if you pick up some of the not-quite bestsellers that also
occupy the shelves. You must find a slip of paper which will fall out of one
the Chemistry Books. This paper contains a list of chemicals needed by the
Scientist to create a very strong POISON (Meat).

 Now, go back to the Makeup Room. It's time to try out one of the disguises.
Before you leave the Studio Hallway, lighten your load, take off the Security
Hat and Jacket (don't forget the heavy boots -- these should be left near Door
3), and drop some of the higher level spell ingredients for later use. (Save
the game.)

 Using the photo of the Lab Assistant as a reference, put on the correct wig,
glasses, teeth, and mustache. Don't forget the Lab Coat. To save your having
to come back here, take all the stuff that makes up the Wizard's Outfit.
Save the game, hop back down to the Basement (forget talking to the janitor
-- he's told you everything he knows), and enter the Boiler Room. Use a
FIREBALL and grab the 4' COPPER ROD (used on roof with SUMMON STORM).

 Now, return to the Basement Lab with the Chemical List (save the game),
and ask the Scientist if you can assist him. He will now talk to you. Ask
him to whip up a bottle of poison. When done, he will promptly kick you out.
Drop the Lab Assistant disguise (you no longer need it) and go up to the
small Study.

 Poison the meat and put it in the Fish Tank. Bye-bye fishies! Get the key and
use it to open the wall safe. Inside, you will find the Indian's PEACE PIPE.
Save the game, go back to the Studio Hall, and dink around a bit (organize
your spell components or something) until you reach Level 6.

 I know: you are itching to mix up more goodies. Gather only the ingredients
needed to create spells at Level 6. Create BRAINBOOST first (you should get
3). Now, go ahead and have a blast -- make all the spells you can before
Brainboost wears off.

 In addition to FEAR (2); REVIVE (2); LUCK (2); and BRAINBOOST (2 left if you
already used one). You can, if you are quick, end up with: GLUE (11) MAGIC
MUSCLES (16); BREATHE UNDERWATER (44); ANTIDOTE (7); TELEKINESIS (5); FIREBALL



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Solution #3 for Elvira 2: The Jaws of Cerberus


Important Note

This game will not give any warning when you did something wrong and this
could easily make it necessary for you to restore from some earlier saved
games. So, keep many copies of your saved game and don't lose the following
items:

silver crucifix - needed to keep the vampire away
10 black candles - needed to place in pentagram at endgame
box of matches - needed to light the candles
wirecutters - needed to cut the wires of frankenstein
bible addressed to the priest - needed to mix the resurrect spell
chalice in altar room - it contained human blood.

  * Mixing of Spells
  * Walk through
      * Outside Studio
      * Car Park
      * Level 1
      * Basement
      * Level 2
      * Studio 1
      * Studio 2
      * Studio 3
      * Basement
      * Studio 3 - Church
      * Car Park

-----------------------------------------------------------------------------

Mixing of Spells

The manual did not give full detail as to what ingredient you need to use to
mix spell, so you might just lose some crucial items this way. However some
ingredients can be used in various spell, so you still need to make some
decision. As a word of advice, try to mix spell when you are at higher level
or under influence of the brain boost spell, this way you'll get more spells
per mixing.
The following ingredients are safe:

Level 1

bless - holy water, crucifix(it is needed but you can still get it back)
healing hand - no ingredients.
ice dart - no ingredients.
unseen shield - no ingredients.

Level 2

breath underwater - mushroom, bread, food
glue - glue
luck - horse shoe, porcelain lucky cat.
protection - metal headbend

Level 3

antidote - yellow flask, red mushroom (inocybe asterosn)
brainboost - computer diskettes
courage - wine, gin
detect trap - glass vase, glass pitcher, wine glasses turn undead - a brain
unholy barrier - book of prayer

Level 4

buoyancy - fish bones
fireball - papers, memo, calendar, newspaper, etc.
telekinesis - radio
revive - cheese

Level 5

herbal healing - mushroom (lepiota leucothites)
holy blast - holy water, golden cross, silk from church, prayer book,
candlestick.
resist fire - fire extinguisher
magic muscles - silver candlestick, plate setting, pen, knife, wrench.

Level 6

detect magic - yellow crystal, quartz
fear - eye from a witch
mindlock - padlock, book

Level 7

lightning bolt - blue gem, wrench, candelabrum, plate setting.
summon storm - barometer

Level 8

absorb magick - sponge, red crystal, towel
illusion - mirror

Level 9

bind demon - scroll of binding, coil of rope
nova - gin, bourlon
cure wounds - holy water
                                        
Level 10

resurrect - basket of eggs, bible addressed to the priest, heart, brain

-----------------------------------------------------------------------------

Walk through

Your initial mission was to rescue Elvira from the 3 studio. Each studio will
have a Elvira hidden somewhere. The first two Elvira you find will always
attack you. The real one will follow you. After finding each Elvira, you will
get a certain item which is crucial at the end game. After that, you'll need
to get the 3 items enchanted by the Indian janitor at the basement. But first
you need to get his pipe first. Next, you need to find a holy man to draw a
pentagram. Then you'll need to summon the Cerberus and use the sacred items to
destroy it.
Outside Studio

Pick up the rock by the road side. Throw it at the door to break the window.
Enter the guard room. Open the closet and get the security key from the dead
body. Click on the keyboard, drag the security key to the key hole. Enter
security code to open the main gate.
Car Park

Open the back of Elvira's car. Open the tool box and get the tools. The
wirecutter is inside.
Level 1

There is a lift here where you can access the basement and level 2. The 3
studio can be access from this level.
Basement

There is an Indian janitor here. Talk to him for some information. Don't
mention the fire water until later on. The room behind him is cold, and there
is a spirit guarding the copper rod. Cast a fireball to warm up the room
before attempting to take the copper rod.
Level 2

There are many rooms here. Explore the place and try to find the radio and the
diskette.

There is a witch inside the custom room, kill it to get its eye. Wear Sir
Raleigh's costume. This will give you a rapier, the best weapon you can get
until you find the sword in the catacombs.

Get the 2 bottles of wine in the director's room. Save them for the courage
spell.
Studio 1

There a 4 level in the catacombs interconnected by passages going up and down.
The lift cannot be accessed until you have reach level 4. Turn on the lift
when you are at level 1, otherwise you won't be able to use the lift later on.


A scorpion is guarding the scroll of binding inside a cave.

There is a pool in a certain cave. Cast breath underwater to go down. Drop
everything before you go down the water. Kill the creature in the water and
get the coil of rope at the bottom. It's weight will not allow you to surface
if you carry too much items with you. Alternatively, you can cast buoyancy if
you have found the fish bones in Studio 3.

Somewhere in level 3 you will find a dead end with 2 vines which you can cut.
Cut the longer vine to swing across the gap. You will not be able to swing
back from there onwards. So, check your inventory before you attempt this, if
you don't have the radio or telekinesis spell with you. Go back to the
building and get it first.

Swing across and explore the place until you find the dead body. Cast
telekinesis to get the wallet from the web. Open the wallet to get the lift
key. You can see a large spider across the gap. Walk to the rim and cast an
ice dart at it, this will make it cross over to this side. When it appears.
move back all the way and get out of this place.

Find the lift on this level. Open it and go to the other side. Close the lift
door otherwise you can't use the lift later on. If you did not lure the spider
across the gap, it will appear here and attack you. And you will probably get
killed in the process. Follow the passage and descend the web. There is an
Elvira here. Get the tomahawk. Go down and take the lift to level 1. If you
did not close the door, you must walk all the way out.
Studio 2

There are many rooms in the haunted house. Get the barometer in the living
room, but don't enter the passage where you see a lady figure. You need the
turn undead to kill the undead that is inside.

Enter the dinning room. Check to make sure you have at least one fireball
spell with you before you open the cupboard on the wall. You will faint and
get carried to a room full of dead bodies. Get the boot and wear it. There are
some wine and food here. Cast a fireball to sound the alarm, a guy will appear
and attack you. Kill him and open the door.

The kitchen is infront and have many items which you can use. The stairs lead
down to the labs. Don't talk to the scientist unless you have disguise
yourself.

Go to the other lab. There is a frankenstein here, don't click on it. If you
have cut the wires from his head, you will need to restore a saved game or the
game cannot be completed. Get the brain on the shelf and the test tubes. Use
the brain to mix a turn undead spell.

Go back to the kitchen, take the passage out. Cast the turn undead spell on
the undead that appears. Cast courage if you always faint at the sight of it
but remember that quite a number of courage spells is needed through out the
game.

Go upstair. There is a room fill with fire. If you enter without the resist
fire spell, you'll be killed. There is nothing in the room though.

In a bed room, you'll fall asleep and a succubi will kill you. Cast courage
before entering. Get the tunning fork on the bed.

In the kid's room, get the toy cubes.

In the room with a dead body on the bed. Pull the bedsheet aside, get the
wallet and then kill the ghost that appears. Get the wallet and take a look at
the script. A set of photographs will fall out which you can use to disguise
yourself. Shift the bedsheet to reveal a hidden button under the bed. Press it
to access the secret passage. There you can get the 10 black candles and
chalice with human blood. If you don't have the silver crucifix, the vampires
will kill you when you take the candles.

In the room with 2 wooden boxes. Look inside them to get the box of matches.
Get the ladder.

Go upstair. A vampire will run towards you. Use the tunning fork to kill it.
Use the ladder to go up the roof. Place the copper rod at the roof. When you
have reach high enough level, cast summon storm here to animate frankenstein.

Go to lab, set right switch to maximum and then pull the left switch. The
monster will walk towards you. You'll need to click its head to cut the wires.
There is a door behind it, so you need to kill it when it have move enough
distance from the door. Click on the door to open it, if you can't restore and
try again. Behind the door is Elvira. The magic bag is also here.

In the room where you find a ghost guarding the door. Stand one square infront
of it and drop a toy cube. The ghost will move forward. Move forward, open the
door and enter the library. You might want to keep a saved game here so as to
read the books when you need them. There is a paper containing the way to mix
a strong poison in the book.

In the room with the fish tank. There are two ways to get the key inside the
fish tank.

1. Cast telekinesis to get the key inside.

2. Another more interesting way to get the key is to disguise yourself as the
lab assistant and talking to the scientist. To dress up as the lab assistant
you need the lab coat and the fuzzy wig and the makeup box which you can find
in Level 2. Look for the scientist inside the room oppposite the frankenstein
room and ask him to mix a strong poison. Then use the poison in the meat in
the kitchen and throw the meat into the fish tank and get the key.

After getting the key. Turn and face the picture of the duck. Drag it to your
inventory. Click on the wall behind the picture to reveal a wall safe. Use the
key from the fish tank to open it. Get the peace pipe.
Studio 3

Somebody encounter a vampire here, but i didn't. Maybe I am carrying the
crucifix or I am lucky?

Go to level 2 and dress up like a wizard. You need the wizard's cap and gown.
This allows you to deal with the wizard at the bottom of the catacombs.

There is a dead priest here. Cast the resurrect spell to resurrect him. Get
the holy water from the basin.

Move the cupboard to reveal a trap door. The graveyards have 6 levels. There
are many traps along the way. You can avoid spike pit trap by clicking on the
button and avoid it. Cut wire before crossing. Most of the chest you find here
are trapped, cast detect trap to determine the type of trap present.

Carry enough ingredient to mix at least 6 holy blast spells before attempting
to rescue Elvira. You might need to cast brain boost to increase the number of
spells you can mixed. Prepare a fair amount of courage spells. There are 2
levels where you need to explore under the protection of the spell.

The bright red potion will increase your spell point. I have not figure out
the use for the rest of the potions.

Lets call the surface level 0. So you need to go to level -6 to find Elvira.
At level -4 and -5, there is a ghost that is flying around. You can't really
kill it, but it can't do any harm to you if courage spell is active.

At level -6. there is magician that will attack you if you are not dress up
like a wizard. You can pysche out the wizard if you disguise yourself as a
wizard. Otherwise, cast fireball or nova to kill him. Elvira can be found here
together with the war lance.

An angle of death might appears after you reached the surface. Cast 5-6 holy
blast to kill it. A blow from it is sufficient to kill you so save before you
go up to the church.
Basement

Talk to the janitor. Mention fire water. Give him the peace pipe, war lance,
magic bag and the tomahawk. Talk to him and he'll make the 3 items sacred.
Studio 3 - Church

Resurrect the priest if you have not done so. Talk to him and ask him to draw
a perfect pentagram from human blood. Give him the blood from the chalice you
found in the altar room. He will agree and draw the pentagram at the car park.

Car Park

Walk to the pentagram, but not into it. Place the 10 black candles on the
pentagram. Light the candles with the box of matches. Use the magic bag. Wait
for Cerberus to appear. Cast bind demon to hold it. Throw war lance at it.
Hack out the heart with the tomahack.

Done! The game is completed.
				      VOLUME
				      14/1/92

Special thanks to:
        terence - spielman@pender.ee.upenn.edu



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Solution #4 for Elvira 2: The Jaws of Cerberus


Front of Studio

  How do I open the studio gates?
    The control panel is in the security hut
    It's located on the desk, but you can't use it without a key
    The key is in the guard's pocket
    The guard is in the closet

Security Hut

  How do I get into the security hut?
    You don't have a key, so you'll have to break in
    Maybe if you threw a rock through the door glass
    Pick up the rock on the front path and throw it through the door glass
  I can't find the rock.  Where is it?
    Return to where you stood at the beginning of the game and face the gate
    The rock is very dark, so look long and hard
    It's on the lower right edge of the path
  What else do I need to do in the security hut?
    It's a cold night.  Would be nice if you had a jacket to wear
    Maybe you could recycle those memos and notes on the bulletin board

Parking Lot

  There's nothing in the car.  Am I missing something?
    Yes
    Did you check the trunk?
    Click on the trunk door to open it and take the contents
    Don't miss the wire cutters

Second Floor Offices

  That witch in the costume room is vicious!  What do I do?
    A man of experience can handle anybody
    She's actually pretty frail if your Exp. points are at Level 4 or higher

  I'm getting overloaded with stuff and can't carry it all.  What can I do?
    Turn things into spells as soon as you can.  Spells are weightless
    Find a central place to start a junk pile, and then carry what you need
    The hallway between the three studios is a good place for your personal heap

Basement
                                        
  The Indian janitor won't talk to me anymore.  What now?
    Did you insult him?
    If you did, you're hosed.  He's going to sulk for a long, long time.

  How about that Yeti in the boiler room?
    I think he'd make a wonderful rug, don't you?
    You'll need to throw a Fireball spell to get what you need from this room
    Fireballs are Level 4 spells.  Come back later when you reach Level 4.

Studio 1:  The Kiss of the Spider

  I get two steps into the web and die.  What's the trick?
    No tricks here.  It's just no place for rookies or wimps
    Your penknife is not an adequate weapon
    Come back when you reach Level 6, are stronger and have a serious weapon
  What's with the elevator?  How do I get it to go anywhere?
    It won't work without a key
    The key is somewhere at the top of the cave, but you have to walk there
    The upside is that the elevator brings you quickly back to the bottom level
    Remember to turn the elevator switch ON near the cave entrance
  Why can't I pick up the red, poisonous mushrooms in the rooms?
    They're not yours yet
    You must kill every worm and maggot in the room first
  Help!  I'm at the lake on Level A, and I can't swim!  What do I do?
    You need the Buoyancy and Breathe Underwater spells to survive the lake
    Good News.  To mix Breathe Underwater, you need anything edible
    Bad News.  The Buoyancy spell ingredients are in the catacombs in Studio 3
  Why should I go into the lake and risk hypothermia, malaria and drowning?
    Because there's something at the very bottom that you really, really need
    Like a rope
  How do I cross the chasm on Level C?
    You can swing across it on a vertical strand of the web
    Cut the strand on the right side of the cavern and swing across
  What do I do about the dead director in the web on Level D?
    There's something of importance in his pocket
    Like the key to the elevator
    What?  You can't reach it.  You'll need a Telekinesis spell to get it
    The main ingredient for the spell is in the upstairs studio offices
    It's the boom box in the typing pool, which contains a large magnet
  How do I get the giant spider to leave her lair?
    You'll need to attract her attention
    Firing an Ice Dart at her might do it
  How do I kill the giant spider?
    You don't
    You can, however, trap her in another part of the caves
    Make her follow you around to the elevator.
    Go through the elevator, closing both doors behind you, thus trapping her
    The path on the other side of the elevator leads you to her lair
  Elvira is NOT what she appears to be.  What happened?
    It Cerberus' idea of a little joke
    I'm obviously being held in another studio
    Kill her, and don't forget to grab the tomahawk on your way out
  I'm on my way out of the Spider Caves.  Is there anything I missed?
    Not if you've collected the following
    Rope
    Binding spell
    Red mushrooms
    Lots of spells based on jewels
    Elevator key
    Edible mushrooms
    Tomahawk

Studio 2:  The Haunted House

  How do I get to Elvira's shadow in the hallway?
    There's a zombie in the way, right?  You'll need to get past him first
    The most effective weapon is a Turn Undead spell
    You'll need a brain (no, your own won't do; there's not enough there).
    There's a brain in a specimen jar in the basement of the house
    After all this, you discover that Elvira's shadow is only an illusion
    The real things . . . uh, thing . . . is stashed away somewhere else
  How do I get past the poltergeist guarding the library door?
    It's really just a kid at heart.  You should appeal to its instinct to play
    You could distract it with some toys, for instance
    Use the blocks on the floor of the nursery upstairs to lure the spirit away
    Be quick in entering the library before the spirit returns to guard the door
  How do you get the key from the fish tank?
    You'll have to get rid of the fish first
    Like, maybe, poison them
    There's a great poison recipe stuck between a book's pages in the library
    You'll need help mixing it up.  The Mad Scientist in the basement may help
    Poison the meat shank from the meat locker and feed it to the fish
    Reach into the tank and get the key
  What does the key to the fish take open?
    The safe in the study
    The safe is hidden behind the duck picture on the wall
    Insert the key in the safe, turn handle and click on safe
  How do I get out of the freezer when the door's locked from the outside?
    You'll need to get someone to come let you out
    Maybe if you set off the freezer alarm
    Get Elvira's butane curling iron from her dressing room
    Heat up the thermostat with the curling iron
    When the head ghoul shows up to investigate, put him on ice and leave
    If you only have a penknife select Berserk mode and hack away
  How can I get the Mad Scientist to cooperate with me?
    He hates everyone, but at least he talks to his assistants
    Maybe if you disguised yourself as a lab assistant
    There's a picture of his assistant inside the dead writer's script
    The dead writer is on the bed in the lavender bedroom upstairs
    Go to the makeup room and dress yourself up to look like the picture
    You need the white lab coat from the costume room to complete the disguise
  The Mad Scientist still won't talk to me.  What now?
    Make sure you've got all the elements of your disguise on straight
    Including the teeth, mustache, eyebrows, wig, half glasses and lab coat
    Did you ask if you could help?  He likes it when you kiss up to him
  I've always wanted to be a Mad Scientist.  How can I make Frankie go?
    You can do it, but it takes a lot of electricity to get the apparatus going
    For instance, you could harness the energy from an electrical storm
    Get the copper rod in the boiler room located in the studio office basement
    Get the ladder from the storage room upstairs
    Place the ladder against the skylight in the attic
    Don't know how to get rid of the vampire?  See clues under ATTIC section
    Put the copper rod on the chimney.  How do I get some lightning?
    Invoke the Summon Storm spell to draw lightning down the rod into the house
    Return to the basement and raise the lever on the right
    When the gauges on the left move into the red, throw the other switch . . .
    And watch him go!
  Ok, Frankie's not moving!  What happened?
    Did you already mess with his head before hitting him with the juice?
    Reload a file which you saved prior to messin' with Frankie, then juice him
  Ok, I've got Frankie moving!  Quick, how do I stop him?
    You'll need to cut off his power supply
    With the wire cutters in your inventory, click the pointer on his wires
  What happened to Elvira?
    She turned into a mass of decayed flesh, and you had to terminate her
    At least you've got the Chief's magic bag, right?
  What's with the dead guy on the bed in the lavender room?
    Fire a few Ice Darts at his wight, and he'll rest more peacefully
    Don't forget to get the script from him
  Anything else of interest here?
    Did you look under the bed?
    Push the red button and see what happens.
    Enter the Black Chapel behind the bed; take black candles & gold chalice
    Don't mess with the vampires hanging from the rafters in the secret room
    Carry your silver cross, unless you want to be attacked by the vampires
  The succubus is beautiful!  But how can I survive her attention?
    The key is not to be afraid of her
    Turn on a Courage spell before entering the room
  How do I get past the vampire?
    Remember that sunlight is very bad for a vampire's health
    If you break the skylight, you could shed a little light on the subject
    Force won't do it; there's got to be another sound method
    There's a tuning fork under the pillow in the succubus room
    Use the fork the instant you get to the top of the attic stairs
  How do I get up to the roof?
    You could fly, I suppose.  But a ladder might be easier
    There's one in the storage room across the hall from the lavender room

Studio 3:  It Came From Beyond the Grave

  That stupid bat won't let up.  How do I get rid of it?
    You could try to kill it, or . . .
    Just hurry up and get inside the church!
  What do I do about the dead priest behind the pew?
    You'll need a lot of experience before you can resurrect him
    If you don't have the experience, just leave him alone until you do
    If you're a Level 10 magician, you've got what it takes to do the job . . .
    . . . as long as you also have a Resurrect spell ready to go
    The spell requires Frankie's brain and scalp; the heart in the lab (more)
    . . . the eggs from the kitchen; and the prayer book from the church pulpit
  What do I say to the priest to make him cooperate?
    Actually, once you ask him for his help . . .
    . . . and tell him about Cerberus . . .
    . . . and ask him to draw you a pentacle in blood . . .
    . . . geez, he'll be glad to do what he can
    Did you give the priest the gold chalice from the Black Chapel?
    Before talking to the priest, did you ask the Indian how you could help?
    Did you read THE STUDY OF DEMONOLOGY in the house library's Humor section?
  Where are the $%^& Catacombs?
    There's a trap door in the church floor
    It's under the pulpit
    Drag the pulpit to the left, open the door, and go below
    Then go through the second trap door, and climb to the bottom of the pit
  Every time I take something out of an alcove, I die.  What gives?
    Every room and alcove in the Catacombs is rigged one way or another
    You'll need to use spells such as Breathe Underwater, Resist Fire . . .
    . . . or cut trip wires using your wire cutters
  I don't have enough magic & hit points to make it through.  What do I do
    There are lots of objects down here that will help keep you going
    The various potions can help you recover your health & magic power
    A dagger in an alcove on Level 2 restores powers points each time it's used
    There are also 2 shields and another dagger that'll improve your durability
  About the sorcerer . . . how do I get past him?
    He might be more cooperative if he thought he knew you
    Or that you were a fellow initiate of the Wizard's Guild
    Find a photo of a wizard in the dead writer's script in the lavender room
    Take it to the studio office makeup room and create a disguise to match
    You'll also need the Wizard's robe from the costume room
    Wear the disguise before you approach the Sorcerer.
    When he asks where you've been, tell him you've had food poisoning
  I just saw Elvira - and she disappeared.  Where'd she go?
    Tricked again, eh?  Too bad.
    Don't leave here without the lance.  And keep looking for me.  I'll turn up

The Defeat of Cerberus

  I found Elvira!!  Now what do I do?
    Well, you could go back to my dressing room and celebrate . . .
    But don't forget that the Top Dog's still running loose in the neighborhood
    The directions for getting rid of him are in the library book called (more)
    . . . THE STUDY OF DEMONOLOGY in the Humor section
  Defeating Cerberus seems complicated.  What's needed to do the job?
    A Resurrect spell (see STUDIO 3:  IT CAME FROM BEYOND THE GRAVE section)
    A Bind Demon spell, using the scroll of binding & rope from the caves
    The Chief's magic bag, tomahawk and war lance (be sure he's blessed them)
    10 black candles from the Black Chapel hidden behind the lavender room
    Matches from the tea chest in the storage room
  The chief won't bless the bag, tomahawk and lance.  Now what?
    Still miffed at you for insulting him?
    Or did you just forget to bring him his peace pipe?
  Ok, I've got everything I need.  Now what?
    You'll need some help from a holy man
    The dead priest, for example
    Use the Resurrect spell to get his attention
    Tell him about Cerberus and ask him to draw you a pentacle
    When you get out to the parking lot, the pentacle will be all laid out
  Nice pentacle.  What do I do first?
    Lay out the 10 black candles on the junctions of the pentacle
    With the matches in your inventory, click on the candles to light them
  The candles are going.  What then?
    Have the blessed items INSTANTLY available in the inventory window
    You won't have time to go scrolling around looking for them
  Ok, my inventory is organized.  Now what?
    Use the magic bag to summon Cerberus
    When he shows up, use the Bind Demon spell
    When the lightning binding him dies down, throw the lance at his middle eye
    When he starts to cough up fire, throw the tomahawk at his heart
    If you do this right, that should be the end of the game!

CREDIT Elvira II hints written by Sarah Reeder/Adapted by Mark Ybarra



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