ELVIRA II: 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 (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? ELVIRA II: THE JAWS OF CERBERUS is published and distributed by Accolade. This walkthru is copyright (c) 1992 by Beatrice A. Sodero. All rights reserved. [Not to be distributed without permission.]