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Creative Computers CD-ROM, Volume 1 (Legendary Design Technologies, Inc.)(1994).iso
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elvira2.solve.pp
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elvira2.solve
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1994-11-17
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ELVIRA II, Jaws of Cerberus
INTRO
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 to embellish 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. Rumour 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 (tm), it is crucial to save your
games 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 overtly cautious, you may possibly exceed the 48 allotted
_SAVE_ slots. To alleviate running out of save game space, use your
Operating System Commands and copy the old saves over to an auxiliary
directory or diskette, then delete all save games within the CERBERUS
directory. This will wipe the slate clean within the game, but will
still allow 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), PRESS "M" (music) to toggle
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) thus
enabling 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 & 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
Haunted House's Cold Storage Room. The complete Wizard disguise and
the ingredients needed to resurrect the priest.
Do not create spells unless told to do so. Exception to this would be
spells not requiring any ingredients. Important precaution, some of
the real 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. Oh yeah, 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. Actually, only a small portion of the spells were
really 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. Told 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
and a PEN KNIFE (Magic Muscles) and your leather WALLET (empty, what
else is new), a SMALL KNIFE (your Weapon <g>, use later for Magic
Muscles), a SILVER CRUCIFIX (Holy item, use later for Magical Armour)
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 can 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, in there 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 looks 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 Cusinart.
This guy looks sliced, diced and puree'd. 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 towards
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, 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
fou