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- ELVIRA: MISTRESS OF THE DARK
-
- 1 Introduction, Castle, Garden
- 2 Captain, Falcon, Werewolf,
- Dungeon, Cook, Garden Maze
- 3 Crusader's Sword, More Spells
- 4 Battlements, Catacombs, Well/Moat
- 5 Cannon/Chest, Emelda, Endgame
-
-
- ELVIRA, MISTRESS OF THE DARK
- Part 1
-
- INTRODUCTION
-
- ELVIRA, MISTRESS OF THE DARK is a unique embodiment of fantasy
- RPG, adventure, wise-cracking one-liners, and gore. This game plays
- like a "B" movie. The plot: "Damsel in distress hires you to help
- her save her home and the world from evil!"
-
- To truly enjoy this game, I suggest that you try to play it before
- using this walkthru. Explore and map thoroughly, and most of all,
- always save your game before any life-threatening encounter. There
- are subtle variations in achieving completion. This walkthru is
- based on my second go 'round, which avoids most of the gore. If you
- are the blood-thirsty type, go ahead and get killed by the
- different ghouls you meet. This will allow you to see the many ways
- your character looks when dead! The details are especially gruesome
- if you have VGA. Remember, log all the names of your save games,
- otherwise you will have to exit ELVIRA to list them in DOS.
-
- Throughout the game you will find a lot of items in different
- locations: Most of them are useless, some should not be removed,
- and others are important to have in your inventory. If you feel
- that you must take everything in sight, don't forget that the more
- junk you carry around, the easier it is to get tired. I found some
- of the extra stuff to be useful as location markers (good for mazes
- and such), but it is up to you. Always explore each location using
- the "point and click" method. Then, before leaving, check the
- "room" inventory, just in case you overlooked something.
-
- In order to avoid violating the off-disk copy protection, the
- actual recipes used to make specific spells will not be listed. For
- details, please refer to the booklet: "Emelda's Receipts and
- Spelles for ye of Magickal Artes." In this walkthru, you will only
- see the spell names used to complete this particular game.
-
- Your final EXPerience points will vary depending on the number of
- combat sequences and spells used. My highest was 75.
-
- Last but not least, a special "thank you" to Richard Kivisaari, in
- appreciation of the support and feedback.
-
- CASTLE: GATE/COURTYARD
- Congratulations! You have just been hired as a "Ghost-Buster" by
- the current owner of Castle Killbragant. Apparently the lady needs
- some heavy-duty "house cleaning." Since business has been a tad
- slow and your experience is ZILCH, your only possession is a canvas
- bag. Keep in mind that this item might come in handy for carrying
- things.
-
- Wow, check out the front of this place! Quite impressive and
- barely looks creepy. Well, what are you waiting for? Take a look
- inside. Oops, thought you could just walk in, didn't you? Well,
- meet the captain of the guard. Apparently he doesn't look too
- pleased at having unexpected guests drop by, but at least he is in
- a good mood and lets you live...for now.
-
- You are unceremoniously thrown into the castle's dungeon. While
- pondering if you will ever get out alive, the door to your cell
- swings open. Get a load of the silhouette! Guess there might be
- something worthwhile to this job after all, eh? Meeting the
- boss-lady was certainly an eye-popping experience.
-
- Free at last! Getting bailed out by the person you were hired to
- save is not how it is supposed to go. Elvira makes it clear that
- she is not impressed with you getting incarcerated on the first day
- of the job. What an idiot!
-
- After a major tongue-lashing, she gives you some pointers about
- finding a chest which contains stuff to snuff out Emelda, her evil
- ancestor who started all this mess. The first thing to look for is
- Emelda's recipe book. The spells that Elvira gives you were made
- before the book was stolen. Judging by the shape you are in, you
- will definitely need more to get through this thing alive. Don't
- forget weapons are needed. The dagger she lends you is good for
- starters, but you will need some heavy-duty stuff. Lastly, Elvira
- recommends that you start by exploring the castle courtyard.
-
- You are now in the courtyard facing the Blacksmith Shop. Don't
- bother to go in the smithy for now. Instead, go left and get some
- hay outside the Stable entrance. If a guard appears, get rid of
- him. You should partially explore the Stable, but leave quickly
- when things get a little hairy, otherwise you could become werewolf
- chow.
-
- Go to the front entrance and turn right. Notice that the main gate
- is closed? I guess you are locked in for the duration of this game.
- Oh, well, what did you expect? If you like, go left and you will
- find yourself in the castle's Souvenir shop; check out the stuff.
- There you will find an axe and a couple of shields. (OPTIONAL: If
- you wish, take the axe and the large round shield. I didn't
- bother.)
-
- At this time, avoid entering the Main Guardhouse. Remember what
- Elvira said about the captain of the guard being a "total sadist?"
- I recommended that you get some fighting experience before trying
- to tackle this guy.
- CASTLE: FIRST FLOOR/KITCHEN
-
- Time to check out the castle's interior. Go to the front entrance
- and up to the first floor. To your left is the Library. Get the
- black book with the pentangle (it is Emelda's spell book), turn
- around, and go into what resembles the living room. Get the
- monstera plant and the stake. Read the diary (note the reference to
- a ring).
-
- Leave the living room, turn right, and walk toward the hall.
- Bypass the stairs going up. The door left of the kitchen stairs is
- the bar. This room isn't guarded, so go on in. Get the bottle of
- absinthe, but don't drink it! About face and go down the stairs.
- Here is where Elvira cooks up her magic. Give her the recipe book.
-
- To avoid getting burned, get the oven mitts. Put your canvas bag
- into room inventory, place burning coal in bag, then take the bag
- back into your inventory. Turn right, check out the pantry, get the
- two bottles of white wine, and the jars of honey. Are you hungry?
- Go ahead and eat some the stuff left in the pantry.
-
- Go back into the kitchen and click on Elvira to mix up "herbal
- honey." Notice after Elvira whips up your request, your inventory
- now contains another bottle. Consume the stuff to gain knowledge of
- all the names of plants. Since this is the only spell that can be
- conjured up at this time, you might as well leave all the
- ingredients you picked up so far (honey, wine, and monstera leaf)
- in the kitchen. Less stuff to carry around, and in this game,
- things stay where you leave them.
-
- You can try to check out the secret passage, but Elvira's comments
- thwart any attempts. She will go in and tell you that it's too dark
- to see anything (save the game). There's no use hanging around, so
- go upstairs to the main floor.
-
- Go forward down the hall and turn left at the next door: this is
- the Armory. (Note: You may meet a guard wearing a red tunic in the
- hall. If not, you certainly will when you try to enter the Armory.)
- Combat sequences are deadly, but necessary. Almost every guard can
- be beaten without losing points. The more practice, the more
- experience you get.
-
- Once in the Armory, get the long sword, large shield, and
- crossbow. You now have most of your ghoul-busting tools. Important:
- Remember to USE the large shield for protection. If you previously
- picked up the axe and round shield from the souvenir shop, drop
- them. Leave the Armory, go left, and down the stairs to the
- courtyard. Save the game.
-
- GARDEN
-
- Make your way to the Garden Gate where you will meet another guard
- (your fighting weapon should now be the long sword). Go through the
- gate that leads to the garden path. Along the way you will find
- numerous spell ingredients growing everywhere: Help yourself. You
- will pass a locked door on your left. Forget it for now and proceed
- to the arched opening in the hedge. You are now facing a lawn and
- another hedge opening. Turn right, go past the Maze to the end of
- the path, and turn left again toward the garden shed. Go inside and
- examine the old biscuit tin on the table. Remove the packets of
- seeds, look again, and get the small key.
-
- Look around the shed, get the crucifix and the sledge hammer. Take
- a close look at what's left of the gardener. Ugh, boy is he ripe!
- Don't be squeamish: Get those maggots, and make sure you get them
- all.
-
- Turn left and go back through the arched opening in the hedge. Now
- is the time to try opening that locked door. So save your game, and
- use the small key you found in the garden shed. You will have to
- fight a couple of goons wearing monk's robes. Once they are
- defeated, proceed to explore the small enclosed garden, taking
- whatever ingredients you may need, and turn around.
-
- Hey, there's an archer's bull's eye! It's good for target
- practice, but it's too bad you don't have any ammo for your
- crossbow. Drop the small key, turn right, and head back toward the
- courtyard. (Are you still checking out all the vegetation along the
- way?)
-
- In this round, you should have picked up the following items:
- Aconite, Belladonna, Bleeding Heart, Bloode Root, Dandelyon, Deadly
- Nightshade, Dogwood, Elderberries, Firethorn, Flame Flower, Clover,
- Hawthorn, Hellebore (the incorrect "Hellabore" spelling was fixed
- in a program update), Maggots (2), Maidenhair, Mistletoe,
- Mushrooms, Parsley, Plantain, Poppies, Rose, Witch Hazel, Sledge
- Hammer, Small Silver Crucifix, and Small Rusty Key.
-
- CASTLE: SECOND FLOOR
-
- Go back to the castle's front door and zip upstairs. It's time to
- check out the second floor. Go up the stairs on your right, and
- open the door of the first room you are facing. That's funny,
- there's no guard! Check out sleeping beauty. Uh-oh, this one bites!
- Quickly use the stake and it's bye-bye Vampira. Get the dust she
- becomes, open the wardrobe on right, get the bolts, and drop the
- sledge hammer. Save the game and turn around.
-
- The second floor is a square layout with two bedrooms on each
- outside wall, and a bathroom in the center. For ease of clarity I
- will refer to the lady vampire's room as the first room on the
- north wall. Going around in a clockwise direction will bring you
- outside a "pink" bedroom (turn left and enter). Except for the
- vampire's room, you will have to fight evil monks before entering
- all rooms on this floor. Search the "pink" room thoroughly, then
- save the game.
-
- The next bedroom is "green." Remember to explore each room, and
- save the game after each exploration.
-
- The "blue" room is guarded by two murderous thugs swinging -- of
- all things -- maces! Watch out: they are VERY tough. Did you find
- the prayer scroll?
-
- Try the door in the middle (another guard). Good grief, talk about
- your pay-toilets! Did you find the laudanum hidden in the crack?
-
- Why guard an "unfinished" room? Check your points: Are they going
- up after each battle?
-
- Another locked room; don't bother looking for a key: This is
- Elvira's room, and it's strictly off limits unless you are invited.
-
- An orange (brown?) bedroom (who decorated this place anyway?). Are
- you still checking drawers and wardrobes?
-
- After another battle, you find the "purple" room is empty. Before
- going downstairs, check your inventory. In addition to the previous
- stuff collected, you should now have: Vampire Dust, ten Crossbow
- Bolts, a bottle of Laudanum, and a Prayer Scroll. Save the game,
- and go downstairs.
-
-
- ELVIRA, MISTRESS OF THE DARK
- Part 2
-
- CAPTAIN OF THE GUARDS
-
- You're ready to cream that creep at the main gate. First, consume
- those two bottles you have in your inventory. Did you see that? Now
- you have two more scrolls. Forget the prayer scroll; I have a
- feeling this guy is not the religious type. Be prepared to use the
- fire dagger spell. Remember, this guy is a toughie. You will have
- to be real quick on the draw in order to zap him three times.
- Otherwise, be prepared for a lengthy combat sequence. This guy can
- be beaten, but it takes a lot of practice.
-
- You did it! Adios, el Capitan. Check out his desk and examine the
- stuff you find. Can you believe it? This guy had a mother who baked
- him apple pies! Don't forget to read the bulletin board, and take
- note of the warning "not to remove the crown." Get the notice.
- Whoa, there...a key -- a gold key -- with PRIMUS written on it. No
- wonder this guy fought so hard! Leave the notice and save the game.
-
- FALCON
-
- Gee, didn't you get rid of that guy guarding the gate to the
- garden? (NOTE: In this game, each time replacements appear, they
- are a little tougher then their predecessors.)
-
- It's time for target practice. Try hitting the bull's eye a few
- times. Boy, what a lousy shot! You missed the target by a mile.
- Don't worry, just keep on trying, and you will become an expert in
- no time. Practice is important to enable you to properly use the
- crossbow. Before you leave, get the three bolts stuck in the bull's
- eye, and save the game.
-
- Do you recall the square hedge opening across from the arched
- hedge? Now, that's someplace you can improve your skills with the
- crossbow. Hey, get a load of the guy with the falcon, but keep your
- eye on the birdie! As soon as it takes flight, use your crossbow,
- watch the guy fade away, and go to the bird. Look at what's tied to
- its leg: another gold key labeled TERTIUS. Get the bolt (don't
- forget the tail feather), and save the game.
-
- WEREWOLF
-
- Let's go check out the blacksmith shop. This place will have a
- guard, but after snuffing the captain, this guy ain't so tough.
- That fire sure looks hot! Look in the wooden box (did you find the
- crucible?). This container looks like it is good for withstanding
- high temperatures, so place it on the fire. This is a one-shot
- deal: If you goof it, go back to the previously saved game. First,
- put the small silver crucifix in the crucible (it will melt) and
- place a bolt in with it. Voila, a silver-tipped bolt! Save the
- game.
-
- Now, head next door to the stable and get rid of the guard (your
- experience should have increased considerably by now). Before you
- ran out of here the last time, didn't dog-breath mention something
- about using a silver-tipped something or other?
-
- Get ready (quickly) before he tears out your throat. Use the
- silver-tipped bolt. Whew, that was close! Now you can check all the
- stable stalls. Did you get the horsehair? Remove the loose iron
- tethering ring in the last stall, look in the hole, and get the
- gold key labeled SECUNDUS! Drop the iron ring and save the game.
-
- DUNGEON
-
- Well, you can't put it off any longer; you'll just have to go back
- and check out the dungeons below the castle. Using the side
- entrance, you will find yourself in a small vestibule. Before you
- go any further, the floor plan is square with four doors on each of
- the outside wall and three on each of the inside walls.
-
- This is a very noisy area. The architect who designed this place
- probably didn't know how to use a level so all the doors slam shut.
- The best way to approach this maze is to go in a clockwise
- direction like you did when exploring the second floor of the
- castle.
-
- Apparently, they don't feed these guys too well down here, but
- don't let that fool you. The bone brigade will give you their best
- shot. Check each room carefully because most of them are alive with
- creepy-crawlers; collect them all. Are you picking up those
- spider's webs before you enter some of the rooms and corridors?
-
- By now you should have gone straight down the first corridor,
- turned right, gone down the second corridor, then turned right
- again. When you reach the second door on the inner wall (on your
- right side when looking down the third corridor), you might meet
- one of the bones boys wearing red. This guy is tougher than the
- others, but once you get rid of him, go into the room he guarded.
- You should be in another small vestibule. Open the inner door and
- save the game.
-
- A torture chamber! No good castle should be without one. Get the
- bag of salt (useful in the prevention of decapitation). Look at the
- ring in the floor to your right and get it. Check out the mess you
- made. Obviously the guy you dug up isn't going anywhere without
- your help, so get the bones. Hey, here's another gold key labeled
- QUARTUS. Look around: Did you inspect the grisly tools of the trade
- and notice the fire tongs? Don't get them yet unless you want to
- meet the guy who runs (ahem) ran this place. To avoid that, put
- your canvas bag into room inventory, place the fire tongs into the
- bag, and take the canvas bag back into your inventory.
-
- Save the game, and continue to examine each room until you come
- back to where you entered. Before you leave, make sure that you
- have collected the following: five spider's webs, ten spiders, five
- beetles, five earwigs, five centipedes, salt, fire tongs, and
- bones. If you find you're missing some of the ingredients, go
- around a second time. In either case, save the game before
- proceeding to the next part.
-
- COOK
-
- Are you starting to itch? Hurry back to Elvira's kitchen and have
- her mix up some more of her spells using those darn bugs.
-
- At this point, upon entering the castle you should hear a loud
- scream. Elvira will come running and tell you to get rid of some
- lard-bucket who has taken over her kitchen. You have to get rid of
- this tasteless (see Note) cook so that Elvira can continue to whip
- up her spells. Elvira informs you that she is going to lie down for
- a while. (Save the game.)
-
- NOTE: If you want to, go upstairs and enter her bedroom (remember
- the locked room). Elvira will give you a few more clues about the
- cook having no taste in cooking "all her food tastes the same,
- because she doesn't use salt." If you do this, be sure to save the
- game afterward.
-
- Down in the kitchen, get ready to throw the salt at this fiend.
- Watch her melt (what a slug), and Elvira quickly returns.
-
- By now you should have the ingredients for Elvira to conjure up
- the following spells: Alphabet Soup, Mind Locke, Spagetty
- Confusion, Knightyme Pleasure, Fingerlight, and Palmlight.
- Leave all your ingredients in the kitchen. For now, you can put
- all the keys in the canvas bag, and leave it there also. Keep your
- crossbow and bolts, spells, sword, and shield. Drink your soup, and
- before you exit the castle, try to read the inscription written
- above the castle's main door.
-
- GARDEN MAZE
-
- Save the game and amble on back to the Garden to explore the Maze.
- Before entering, a few words of caution. Some of the Gremlins that
- patrol the Maze are thieves. If you get zapped by one of them, you
- may lose an important item in your inventory (now you know why I
- suggested leaving some of your stuff in the kitchen). Worse, if you
- are forced into hand-to-hand combat, they can (and will) drain your
- lifeforce.
-
- Before entering the Maze, use the Knightyme Pleasure spell to get
- total protection against all non-contact magic weapons, and save
- the game. Killing these critters can be done with the Fingerlight
- and Palmlight spells. Use your bolts only when you run out of
- spells. Important: When you exit the maze, you must have at least
- one bolt (I had three).
-
- Explore the maze a few times, mapping it so you'll know where all
- the ingredients can be found. I recommend picking up the
- ingredients after you have killed all the Gremlins and discovered
- their hideout. This way you can use them as markers to find your
- way out.
-
- The Gremlins' Lair is at the end of the Maze. Before entering, you
- may or may not see little red "eyes" through the opening in the
- hedge. If you do, fire two bolts to kill what is left of them. Go
- inside and you will find Elvira's Ring. Further in is a small pool
- with a stone cross. Here you will locate Algae, Black Lotus, Blood
- Lily, Lily Flower, and Water Lily.
-
- On your way back through the Maze, you should add Thistle (2),
- Nettle (1), Fern (2), and Egg (1) to your inventory. Save the game
- after you've exited the maze.
-
-
- ELVIRA, MISTRESS OF THE DARK
- Part 3
-
- CRUSADER'S SWORD
-
- Head back to the castle's front entrance, go upstairs, and down
- the hall past the kitchen stairs. You can check out the room on
- your left, and fight the guard only to learn that it is an empty
- grand hall. The room to explore is the chapel which is directly
- across from the grand hall. Again, fight the guard. Get the book
- with the cover made of a strange animal hide (manicore), and go to
- the altar. Look closely at the gold and silver artifacts but don't
- remove them.
- Notice the shape of the opening in the cross? It looks like
- Elvira's ring would just fit nicely. Place the ring on the cross,
- and get ready for the light show! Hey, look at what's happened to
- the altar. Enter the hole and save the game.
-
- You find yourself in a small chamber with a gold crown sitting in
- the middle of it! Remember the warning about "not removing the
- crown"? Who listens to warnings? Remove the crown but don't leave
- the chamber. Instead, look closely at the wall mural. It depicts an
- angel holding a glowing sword, and a couple of knights, one of whom
- is wearing a crown.
-
- Did you say your prayers? Get out your prayer scroll and use it.
- There goes the wall (so much for works of art!). Look at the
- skeleton of the king sitting there on a throne. He is holding a
- glowing sword, like the one depicted in the mural. Place the crown
- on his head, get the Crusader's Sword, and examine it. That the
- pentangle symbol seems to be quite a popular motif around here.
- Leave the chamber and save the game.
-
- MORE SPELLS
-
- Now, go back to the kitchen. Get your canvas bag and all of the
- previous ingredients you left here for safekeeping, then have
- Elvira mix up some of the following spells: Glowing Pride Thorny
- Splinter, Cat and Dog Broth, Lucky Surprise, Mushroom Tenderness,
- Propitious Surprise, Manicore Flip, Painfree, Wooden Heart, and
- Iced Magicke.
-
- After Elvira mixes up your requests, go back to the secret
- passage. This time when she opens it, place the Glowing Pride
- inside, and it will light up the tunnel. You can try to enter
- again, but Elvira still won't let you; however, when she goes in,
- it won't be dark. Check her right hand when she comes out. Well,
- there you go: another gold key, this time labeled QUINTUS! Save the
- game.
-
-
- ELRIVA, MISTRESS OF THE DARK
- Part 4
-
- BATTLEMENTS
-
- It's time to explore those towers. The layouts of the battlements
- and towers are square, with four main corner towers that you can
- access from the courtyard. Unless you have scouted the battlements,
- you probably would not have noticed four secondary towers. These
- smaller towers are accessible only by walking along the top of the
- walls. The secondary towers are located as follows: one on each
- side of the main gate (remember your first glimpse of the castle;
- you read that sign didn't you?), and one on each of the side walls
- (there are no small towers on the back wall). For the sake of
- clarity, I will refer to each tower as points on a compass with
- "south" being the main gate.
- Enter using the southwest tower and check out the well by climbing
- down the rope. You will see a couple of clumps of vegetation stuck
- to the sides of the well. Get the moss and leave the rope where it
- is. Climbing down into the well water is not necessary at this
- time, but do so if you wish to map. (Save the game first, though!)
- Climb up out of the well and save the game.
-
- Go up the stairs, kill the guard, and travel out through the door.
- You will see one of the secondary towers (west). Get the ivy, go
- in, and kill the guard. Go upstairs. Wow, fully primed cannon! And
- look what it's pointing at: the northwest tower. Examine the
- cannon. You should see a short white rope that resembles a fuse. If
- only you had something with which to light it. (You do, but don't
- light it at this time or you will get an unexpected surprise.)
-
- Go down the stairs and travel toward the northwest tower. Watch
- out for the knight because he's invincible in close contact fights.
- The only way to get rid of him is to use your trusty crossbow. When
- you nail this guy watch what happens closely. He keels over the
- side of the battlement and splash! Well, of course this place has
- a moat! (Save the game.)
-
- Enter the northwest tower. Funny, didn't all the other towers
- allow you to climb the stairs to the top? Keep on traveling east
- across the back wall. You will note that in this part of the game
- there are guards everywhere -- at the courtyard entrances to the
- towers, on the second floor of each tower, and even some that come
- out to attack you on the battlements. (If you still have them in
- your inventory, you can use two bolts on the archers.) Use whatever
- it takes to get rid of them. Keep on traveling toward the northeast
- tower. Go upstairs, watch for the wooden beam, and walk across it.
- From here you can see the moat. I hope you did not remove the well
- rope. If you did, do not use it on the beam to climb down, or
- you'll never get out of the moat. (Save the game.)
-
- Climb down the stairs. Go to the east secondary tower (nothing
- here), continue toward the southeast corner tower, and climb down
- the stairs. Here is the entrance to the catacombs.
-
- CATACOMBS
-
- Before entering the Catacombs, save the game. The three segments
- of catacombs are hexagon in shape (six-sided), each having three
- rooms (crypts) containing two coffins each. All three sections
- intersect in the center (the center is marked by the "hole" in the
- floor). Overall, this area looks like a honeycomb. Note: Each
- segment has an important item to find or task to be performed.
-
- Although the layout is pretty simple, exploration is not! This
- place is well-guarded by a variety of demons: floating skulls,
- green gill-men, and a monstrosity that beats you to death with a
- rock. Consume the Manicore Flip before you start moving around in
- this area, use the crusader's sword, and save the game.
-
- Combat is not easy to avoid, but you can defeat the skulls and
- gill-men without too much trouble. Once you get rid of all the
- gill-men, the skulls do not reappear. The most difficult sequence
- is the fight with the rock creature.
-
- This monster can only be killed using the crusader's sword. This
- particular battle can be very long, and it is probable that you
- will lose some points. Don't worry: That is what the Wooden Heart
- is for. Once you've lopped off the creature's hand, get the rock,
- then quickly strike him on the top of his head. Go in and check the
- coffin on the right, and you'll find the iron key to the underwater
- grate. The way this guy fought, one would have thought the key was
- made of something a little more valuable! Read the inscription on
- the rock. You can't make out what it says? Dumb-dumb, why didn't
- you drink your soup?
-
- The sequence of events may not occur in this order, but if you can
- first, try finding the key to the locked grate in the well. Then,
- look for the dragon's bloode (inspect the hollow eyes of the carved
- stone skulls above the doors). Finally, locate the empty coffin so
- you can lay the bones of the torturer to rest. Should you come
- across the empty coffin first (always open coffins starting on the
- left), place the bones in it, replace the lid, and save the game.
- Do not remove the lid of the coffin on the right unless you have
- the grate key and dragon's bloode. If you have everything, open the
- coffin on right, and things should start getting a little damp.
- (Save the game.)
-
- WELL/MOAT
-
- Go down into coffin until you reach the bottom, turn around, and
- go forward until you reach the locked grate. Unlock the grate and
- go through. You are now in the moat. Go up to get some air, save
- the game, then head back down to the bottom. Turn right, go four
- screens, turn left, and save the game. Do you see the outline of a
- body? Go forward one screen, and wonder no more: Here is where the
- invincible knight fell. Look at the sword, get the gold key
- (SEXTUS), and quickly go up to get some air. Turn around, go one
- screen toward the castle wall, and save the game.
-
- Go down to the bottom, turn left, and go forward four screens.
- Turn left to reenter the grate. Go forward until you see the
- directional "up" arrow change to red. Very quickly click on it to
- go up to the surface, turn, and you will see the well rope. Save
- the game and go up again to get out of the well. You will meet
- another guard (depending on your experience points using the
- crusader's sword is not recommended). I hope you changed back to
- the long sword before leaving the well!
-
-
- ELVIRA, MISTRESS OF THE DARK
- Part 5
-
- CANNON/CHEST
- Go up in the tower (get rid of the remaining guards), go through
- the door to the next smaller tower, and go up to the top. Now that
- you buried the bones of the torturer, you can safely remove the
- tongs from the bag and put them into your personal inventory. Do
- the same with the lit coal by first placing the tongs on the lit
- coal, then using the "lit fire tongs" on the short white rope
- (cannon fuse). Watch the far tower; there she blows!
-
- Go down, save the game, and travel to the northwest tower. I guess
- the cannon cleared the staircase, because now you can go upstairs.
- You should be looking at Elvira's chest (broad grin). Notice the
- six impressive looking locks. Coincidentally, you possess six gold
- keys! Save the game, insert the keys into the locks, and open the
- chest. You will find an old scroll of spiritual mastery and a
- ceremonial dagger: Take both. Should you get grabbed by a creature
- (the guardian of the chest), restore and put keys in the locks as
- follows: PRIMUS, SECONDUS, TERTIUS, QUARTUS, QUINTUS, SEXTUS, and
- save the game.
-
- If you wish, you can go to the top of the tower to get a
- bird's-eye view of the garden maze.
-
- Do you need to stock up on more spells? Go back to the kitchen and
- have Elvira conjure up the following: Brain Ache, Clotted Surprise,
- Demon's Brew, Ice Sponge, Maiden's Turnover, Monstera Pie, and
- Mushroom Tenderness. Consume some of the spells to produce more
- scrolls in preparation for any other encounters.
-
- EMELDA AND ENDGAME
-
- Go toward the southeast tower, kill the guard, and go down to the
- catacombs. (Save the game.) You may or may not meet more of the
- skulls or gill-men, but you will probably encounter Emelda's
- spirit. To avoid her, move quickly when traveling to the center of
- the catacombs, and locate the hole in the floor. Look closely at
- the hole; that rock looks like it might just fit. Place the rock in
- the hole....
-
- There goes the floor! Save the game, go down, and meet Elvira's
- evil ancestor, Emelda. But be careful: She is cunning and will not
- allow you to leave. Your spells have no effect on her and she is
- rapidly draining your lifeforce. Look at the design on the floor.
- It's the same as the one on your crusader's sword. Put the
- crusader's sword in the center (hole) of the pentangle, and that
- will slow Emelda a bit. Now, use the scroll you found in the chest.
- Oh-no, she's still ticking! Use the ceremonial dagger.
-
- Congratulations! Elvira and the rest of the world are forever in
- your debt.