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- ELVIRA II - Jaws of Cerberus
-
- Walkthrough
- Only check with this file if you are completely stumped, need
- some extra clues or just want to see the great graphics.
-
- Start of game- Outside gates. Over by the billboard, get the
- shamrock (yes there really is one there). Its the first move
- and you can't complete the game without it. Turn around. To
- the left of the walk, pick up the rock. (they sure don't
- make the start very easy , do they?). Got to the guard's
- house on the right of the screen. Throw the rock through the
- window and enter. Take the guard's uniform (it's really a
- protective vest). get keys from guards uniform. Press
- button on computer terminal to see which of the movie
- studio's contains the ending. (not necessary to do but the
- graphics are nice. Take all the papers from the bulletin
- board especially the pin-up calendar. Well you really don't
- need the calendar but why not look over a pin-up/ Wear the
- guard's jacket. Enter security code to open studio gates (if
- you have a cracked version, does not matter what you enter.
-
- Exit the hut and go through open gate to the parking lot.
- Look at Elvira's car. Open the trunk by clicking on the
- lock. Open the case in the truck and get the wire cutters
- and wrench. Turn to the left and enter through the doors
- into the studio.
-
- In the lobby you can look around at everything including
- the notebook for Elvira. With that set of boobs, don't know
- how the girl ever learned to type. Checking things out adds
- to your experience points even if you don't need the items.
-
- Go to the elevators to the right of the double doors and
- push the enter the code for the elevator (you do have the
- revised version of the game with the new set of codes don't
- you?). Enter elevator, turn around, and push the button for
- the second floor. Get off, turn right, right again and enter
- the first door on the right of the corridor.
-
- This is the computer room. Grab the book on the far side.
- The next room on the right is for makeup. Get the mirror
- from the wastebasket on the left side. Get the makeup case
- at the second mirror from the left.
- Exit the room and go to the next room on the right side of
- the corridor. This is the dressing room. Take the nail
- file, newspaper and tissues, towel, popcorn, three cans of
- hair spray, the silver clover charm, curling iron and makeup
- case.
-
- The door at the extreme end of the corridor is the typing
- pool. Take the disk from the box of floppies and the boom
- box. Going back down the corridor, the next room on your
- right is the dressing room . Get the spirits and seltzer
- spritzer on the book shelf.
-
- Next room on right down the corridor is the costume dept.
- Pass this by for now as you don't have enough power points
- and spells to enter yet.
-
- The last room back down the corridor is the canteen. Get
- the cupcakes in the case and a can of soda. Go back to the
- elevator, enter and press B (basement). Exit the elevator
- and make two right turns.
-
- Move up to the Indian and you can start to talk to him.
- Ask him questions about where Elvira is and what you have to
- do. Just don't make any jokes about firewater or scalps if
- you ever want to talk to him again.
-
- Turn around and on the way back to the elevators, take the
- matches and clorox bottle from the janitors closet on the
- right.
-
- Go back up to the first floor and take the fire
- extinguisher from the wall. You can also enter the bathrooms
- and tinkle and wash your hands if you have to. It has
- nothing to do with the game, however.
-
- Your ready to start casting spells. You've got a lot of
- stuff and it weighs a lot. Spells weigh nothing.
-
- Cast the following spells:
-
- Protection - use the soda can
- Breath Underwater - three of them using the popcorn, gum (you
- had at the start) and the cupcakes
- Healing Hands
- Luck (remember that four-leaf clover)
- Ice Darts(several)
- Unseen shield
-
- Enter stage 2 elevator (the one with the big 2 on its
- entrance. When you enter the stage area, put down the
- wallet, computer disk, wrench, mirror, hair spray, towel and
- seltzer bottle. Turn left, go through the doors.
-
- You are now in the living room of the haunted house. Take
- the helmet and the left gauntlet from the suit of armor on
- the right. Don't put anything on just yet. Suits of armor
- guard the entrance door to the study. Enter and on the
- inside there a desk on the left. Open the drawers and take
- the prayer book and use it to mix an Unholy Barrier spell.
- also take the padlock. On right there is a fish tank with
- some piranhas. Don't touch.
-
- Go back to the living room and take the antique vase from
- the corner shelf. Turn it into a Detect Trap spell. The
- bucket next to the fireplace is used to cast another
- Protection spell. The door to the right of the fireplace
- leads to a library. (later you will go this way and get past
- the poltergeist by dropping kids toys from the bedroom
- upstairs.
-
- Go to the entry and go up the right side of the staircase.
- At the top make a right. Go left at the main hall and left
- again into the first doorway.
-
- You are inside the Nursery. Take the blacks. Go back
- downstairs to the living room. Stand 2 paces back from the
- library door and place a block on the floor. When the
- poltergeist goes for the toy, run past him into the library.
-
- You can't check any book out of the library but keep notes
- on any books that seem useful to you. You need these written
- clues later. Look carefully at what people use as bookmarks.
-
- Go through the living room, back to the entry and straight
- ahead to the door on the far wall. Add kids toys to your
- inventory as you pass through the entry. Turn the seltzer
- bottle into a Detect Trap spell.
-
- In the dining room, take all that you can. You should be
- hungry from now. Turn the wine into a Courage spell, glasses
- into detect rap spells. Stay way from the service window
- until you've taken everything. If you looked in, as we all
- do, you wound up in the meat locker freezing your patties
- off.
-
- Pull the boots off the biker. They are foot armour. Pick
- up the meat and cheese from the freezer shelf. Wine bottle
- are turned into another Courage spell and the bread becomes
- another Breathe Underwater spell. Leave behind your keys and
- pen (they will freeze and be used for another spell later.
- The door is locked automatically. Put on the boots, helmet,
- jacket and gauntlet. Get out your knife (its a weapon).
- Cast an Unseen Shield spell and a Luck spell. Build some
- more ice darts and save the game. Your getting ready for on
- tough mother.
-
- Now the fun begins. Use the curling iron to heat up the
- thermostat. When the alarm goes off a ghoul arrives. Fire
- the Ice Darts and back away. When he dies, go through the
- open door.
-
- Turn right, go downstairs and turn left at the bottom.
- Straight ahead is the Lab. Take the yellow flask, bleach,
- heart, skin, all test tubes you can find and the brain in the
- jar on the left wall. Turn the brain into a Turn Undead
- spell and go upstairs. The door on the right, across from
- the meat locker, leads into the Kitchen. (Food again).
-
- In the hallway between the Kitchen and the Entryway, fight
- the Zombie. Then go the to Kitchen and drop everything. Put
- on the armor, go into the hall way, turn left and Immediately
- case a Turn Undead spell. If you start to faint at the
- sight, try a Courage spell. Warning, its as bad as hearing
- Roseanne Arnold sing the star spangles banner.
-
- Make a Brainboost spell and the following spells:
- Revive - using cheese from the meat lockers and bleach from
- the basement
- Telekinesis - magnet from the boom box
- Glue - tube of adhesive in yellow tin on kitchen shelf
- Protection - use bucket
- Luck (use horseshoe in the bucket
- Several Fireballs - newspapers, tissue, calendar, postcard,
- papers from the security hut.
- Several Magic Missiles - using pots & pans, tins, knives
- Two more Detect Trap spells - using glass jar on the kitchen
- shelf
- Several More Ice Darts
- A few more Unseen Shields
- Two Healing Hands
-
- Keep the meat cleaver as a weapon. Don't use the wire
- cutters fro Magic Missiles (that's latter). Return to the
- entry and drop off any extra items in a junk pile, after
- cleaning out the kitchen. DO keep the crucifix.
-
- The pile should now include:
- Candelabra
- Place settings
- three cans of hairspray
- egg basket from kitchen
- all the lab stuff
- mirror
- gin and vodka bottles
- padlock
- computer book
- towel
- shank of meat from the freezer
-
- Go upstairs. The left staircase takes you to the bathroom
- door. inside, take the towel and sponge. Leave the
- bathroom, go right and go towards the main hall. Door right
- in front is the lavendar bedroom. Oh boy, now we're getting
- good. Enter the room. Put on the armor, beef up your magic
- muscles and pull down the sheet. Use ICE Darts to finish
- your enemy and pick up the script that falls. Pick up the
- pictures that fall on the floor.
-
- Look for the red button under the bed. Push it in and a
- secret room behind the bed opens up. Grab the chalice and
- the ten candles off the altar and leave the secret room
- Turn two lucky cats on the bedroom mantel into Luck spells.
- Leave the bedroom, turn right and stop before the second door
- on the right. Put on your armor, again, invoke a Courage
- spell and step inside. When you regain your consciousness
- (id faint too at the sight of Pew Wee Herman doing his thing
- with a raincoat)_, take the pillow and tuning fork off the
- bed.
-
- Across the hall is the nursery you saw earlier. Find your
- pile of junk you left behind, leave the pillow, towel,
- chalice and sponge on the pile.
-
- Go back to the studio offices and down to the basement.
- Don't bother the chief but get the fire extinguisher from the
- wall and the medicine bag off the back of the boiler room
- door. Just enter boiler room and turn around. Take the
- copper rod off the leg of the left boiler. You can get rid
- of the Yeti who attacks with a Fireball.
-
- Upstairs you need to get ready for the costume room. Put
- on the armor, take up the meat cleaver, cast and Unseen
- Shield and go berserk. You will dispatch the witch and turn
- her eyeball (yuck!) into a Fear Spell.
-
- The light switch is on the wall behind you. Get the
- wizard's robe, white lab coat and sword from sir Walter
- Raligh costume. Go across the hall to the makeup room.
-
- Check the six pictures found in the lavendar bedroom and
- find the one that looks like a sorcerer's apprentice.
- Working with the mirror, stuff in makeup case and wigs on the
- shelf, makeup your disguise to match the picture. Take off
- the disguise and place the pieces in your pocket for future
- use. Find the picture that looks like a lab assistant (very
- geeky). You want to look like that with an assist from
- the lab coat, wig on the lower shelf of the costume room and
- items from the makeup case (mustache, half glasses, eyebrows
- and false teeth). Once your look is in place, raid the other
- offices for paper supplies.
-
- Head towards studio 2 and while in the lobby pick up the
- fire extinguisher
-
- In the entryway of the haunted house add the wizard's
- disguise and the fire extinguisher to the junk pile.
- Turn down the hallway that runs left of the dining room and
- right into the kitchen. Turn left into the gringy hallway
- and left again down the stairs.
-
- Check out the disguise. Entry is on the right and enter
- the office on the right. Dr. Frankenstein is busy. You can
- offer to help him. Thus buttered up, he'll whip you up a
- batch of poison, which is what you need (make sure you have
- the poison formula you found in the library). Once you have
- the poison, leave.
-
- Back in the entryway, remove the costume and use poison on
- the shank of meat. Go to the study. Piranha in study will
- think it is a treat and you can retrieve the key from the
- bottom of the tank. The key opens a safe in the wall hidden
- behind the duck picture. Inside the safe is the chief's
- peace pipe.
-
- Go back upstairs, make a right at the main hallway upstairs
- and take the staircase to the far end of the attic.
- Immediately use the tuning fork. This causes the skylight to
- shatter and kill the vampire.
-
- Go back downstairs and stop in the first door on your left.
- Get the book of matches out of one of the tea chests. Move
- the ladder back up to the attic and use it to climb up onto
- the roof. Stick the copper rod you found in the basement
- onto the side of the chimney. Go back downstairs as the
- storm gathers.
-
- Studio 3.
- ---------
-
- You should be about level 6 magic by now. Leave behind all
- with your junk pile except for:
-
- weapons and armor
- spells
- test tubes
- precious metal items
- crucifix
- mirror
- keys and pen left in meat locker
- pillow
- hair sprays
- gin and vodka
- wizard suit and makeup
-
- Put on the armor and pick up the sword. Keep moving
- straight through studio 3. The bats are nasty but eventually
- you will enter the church. Turn the precious metal into
- magic armor and the religious articles on the altar to your
- right into Holy Blast spell. Take the prayer book from the
- pulpit (don't turn it into a spell -yet). Fill the test
- tubes with holy water from the font and use on of the filled
- vials along with the crucifix to cast a Bless spell. Make a
- supply of Ice Darts and Healing Hands before you close the
- prayer book. Drag the pulpit to the left. Check your armor
- and open the trap door below the pulpit. Create a Protection
- spell and head down. Dispatch the banshees and move the slab
- aside. At the bottom of the pit, you are in the catacombs.
-
- Catacombs
- ---------
-
- Almost every room has a trap
- When you get to level 8, launch a brainboost and mix spells
- for:
- Freezing Blade (pen and knife from meat locker)
- Illusion (mirror)
- Trueflight(pillow)
- Apply the Freezing Blade to the dagger on the second level.
- This along with the Bless spell makes the dagger into the
- ultimate weapon.
- At level 9 mix up some Cure Wounds spells and turn the hair
- spray cans and bottles of booze into Nova spells.
-
- Do not use Telekinesis, Buoyancy or Holy Blast spells in
- the catacombs and hold onto at least one Unholy Barrier.
- Elvira can be found along the far wall of level 6. Wait
- though. Although those jugs look luscious, it is only a
- doppelganger. I know this is hard to do but you have to slay
- her. Wipe that smile off your face. I said slay her, not
- lay her. If you don't she turns into an acid spitting cobra
- that takes all your fireballs. Take the war lance she is
- guarding.
-
- When you slash your way back up the catacombs and get to
- the top, watch out. There is a zombie behind you. Whirl
- around and throw up an Unholy Barrier spell to keep him away.
- Don't move. Don't touch him or try to hit him with a weapon.
- Lob Holy Blasts at him. When they run out, use Fireballs.
- If he's still there throw Ice Darts.
-
- Spider Caves
- ------------
-
- Go back to your junk pile in the haunted house entryway.
- Patch your wounds and heal up by waiting a while. Then take:
-
- all your spells including Buoyancy and Telekineses
- as many weapon type spells as your qualified to make
- weapons and armor
- yellow liquid in flask
- nail file
-
- Head across the hall to studio one. The crystals you will
- find down in the spider caves can be turned into spells and
- the mushrooms have special properties. You will have to kill
- every single worm and maggot in the rooms before you can get
- to the goodies.
-
- When you first enter studio one, look for the elevator near
- the entrance and turn it on or you won't get out later.
-
- Turn crystals into spells as soon as you can
- turn edible mushrooms into Herbal Healing
-
- On level A of the spider caves - run Buoyancy and Breathe
- Underwater before entering the lake. At the bottom of the
- lake along with the water nymph is a discarded rope which you
- will need for the Bind Demon spell.
-
- On Level B is a small side cell. Inside is a giant scorpion
- guarding a binding scroll you need to defeat Cerberus.
-
- On level D you run into a director. Get the elevator key
- from will wallet with a Telekinesis spell.
-
- In the cavern on level D, you see a giant spider in her
- lair across the chasm. Fire an Ice Dart to get her
- attention. When she comes after you, lead her around to the
- elevator. Go straight through both elevator doors and close
- them behind you. Now she is trapped. Climb down her web and
- rescue Elvira. This time, Elvira turns into a giant wasp.
- You knew Elvira was a great piece of tail but ouch. Once the
- coast is clear, pick up the chief's tomahawk before heading
- out.
-
- To leave the caves use a vertical strand of web to swing
- down to level C. GO to the elevator, use the key from the
- director and ride down to level A to get out.
-
- In the haunted house, stop off in the entryway. Pull down
- the a barometer from the wall and turn it into a Summon Storm
- spell. Go to the roof of the house and invoke the storm.
- The surge fires up Frankie's apparatus. Go down to the
- basement. Keep the wire cutters handy. Use them to clip
- Frankie's head wires. Take the metal band, brain, scalp and
- heart. Don't be squeamish.
-
- You now have the brain, heart, scalp, eggs and prayer book
- for a Resurrect spell.
- Binding scroll and rope for Bind Demon spell
- 10 black candles
- magic bag
- tomahawk
- war lance
- chalice of blood
- matches
-
- Go back to the church through studio 3. Tell priest that
- we need help. He will draw a pentacle out in the parking lot
- by the studio entrance. Take all to the basement of the
- studio. Have the Indian chief bless the tomahawk, war lance
- and magic bag. Give him the peace pipe.
-
- Go to the parking lot and lay out the 10 black candles on
- the pentacle. Get ready with the tomahawk, war lance and
- magic bag so you can get them instantly. Click on the
- candles to light them and use the magic bag to summon
- Cerberus. Throw the Blind Demon spell to stop him. The
- instant the lightning dies down, throw the war lance at him.
- He may have seemed to blow up but he's just coughing fire.
- Throw the tomahawk at his heart.
-
- Don't be surprised if Elvira invites you into her bedroom to
- show her sincere appreciation.
-