332 lines
12 KiB
Solidity
332 lines
12 KiB
Solidity
Elvira II : The Jaws of Cerberus
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Important Note
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This game will not give any warning when you did something wrong
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and this could easily make it necessary for you to restore from
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some earlier saved games. So, keep many copies of your saved game
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and don't lose the following items:
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silver crucifix - needed to keep the vampire away
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10 black candles - needed to place in pentagram at endgame
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box of matches - needed to light the candles
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wirecutters - needed to cut the wires of frankenstein
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bible addressed to the priest - needed to mix the resurrect spell
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chalice in altar room - it contained human blood.
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Mixing of Spells
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The manual did not give full detail as to what ingredient you
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need to use to mix spell, so you might just lose some crucial
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items this way. However some ingredients can be used in various
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spell, so you still need to make some decision. As a word of
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advice, try to mix spell when you are at higher level or under
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influence of the brain boost spell, this way you'll get more
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spells per mixing.
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The following ingredients are safe:
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Level 1
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bless - holy water, crucifix(it is needed but you can still get
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it back)
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healing hand - no ingredients.
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ice dart - no ingredients.
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unseen shield - no ingredients.
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Level 2
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breath underwater - mushroom, bread, food
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glue - glue
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luck - horse shoe, porcelain lucky cat.
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protection - metal headbend
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Level 3
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antidote - yellow flask, red mushroom (inocybe asterosn)
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brainboost - computer diskettes
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courage - wine, gin
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detect trap - glass vase, glass pitcher, wine glasses
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turn undead - a brain
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unholy barrier - book of prayer
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Level 4
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buoyancy - fish bones
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fireball - papers, memo, calendar, newspaper, etc.
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telekinesis - radio
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revive - cheese
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Level 5
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herbal healing - mushroom (lepiota leucothites)
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holy blast - holy water, golden cross, silk from church, prayer
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book, candlestick.
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resist fire - fire extinguisher
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magic muscles - silver candlestick, plate setting, pen, knife,
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wrench.
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Level 6
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detect magic - yellow crystal, quartz
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fear - eye from a witch
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mindlock - padlock, book
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Level 7
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lightning bolt - blue gem, wrench, candelabrum, plate setting.
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summon storm - barometer
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Level 8
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absorb magick - sponge, red crystal, towel
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illusion - mirror
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Level 9
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bind demon - scroll of binding, coil of rope
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nova - gin, bourlon
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cure wounds - holy water
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Level 10
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resurrect - basket of eggs, bible addressed to the priest, heart,
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brain
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Walk through
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Your initial mission was to rescue Elvira from the 3 studio. Each
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studio will have a Elvira hidden somewhere. The first two Elvira
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you find will always attack you. The real one will follow you.
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After finding each Elvira, you will get a certain item which is
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crucial at the end game. After that, you'll need to get the 3
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items enchanted by the Indian janitor at the basement. But first
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you need to get his pipe first. Next, you need to find a holy man
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to draw a pentagram. Then you'll need to summon the Cerberus and
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use the sacred items to destroy it.
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Outside Studio
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Pick up the rock by the road side. Throw it at the door to break
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the window. Enter the guard room. Open the closet and get the
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security key from the dead body. Click on the keyboard, drag the
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security key to the key hole. Enter security code to open the main
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gate.
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Car Park
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Open the back of Elvira's car. Open the tool box and get the
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tools. The wirecutter is inside.
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Level 1
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There is a lift here where you can access the basement and
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level 2. The 3 studio can be access from this level.
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Basement
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There is an Indian janitor here. Talk to him for some information.
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Don't mention the fire water until later on. The room behind him is
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cold, and there is a spirit guarding the copper rod. Cast a fireball
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to warm up the room before attempting to take the copper rod.
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Level 2
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There are many rooms here. Explore the place and try to find the
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radio and the diskette.
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There is a witch inside the custom room, kill it to get its eye.
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Wear Sir Raleigh's costume. This will give you a rapier, the best
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weapon you can get until you find the sword in the catacombs.
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Get the 2 bottles of wine in the director's room. Save them for the
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courage spell.
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Studio 1
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There a 4 level in the catacombs interconnected by passages
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going up and down. The lift cannot be accessed until you
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have reach level 4. Turn on the lift when you are at level 1,
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otherwise you won't be able to use the lift later on.
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A scorpion is guarding the scroll of binding inside a cave.
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There is a pool in a certain cave. Cast breath underwater to go
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down. Drop everything before you go down the water. Kill the
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creature in the water and get the coil of rope at the bottom. It's
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weight will not allow you to surface if you carry too much items
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with you. Alternatively, you can cast buoyancy if you have found
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the fish bones in Studio 3.
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Somewhere in level 3 you will find a dead end with 2 vines which
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you can cut. Cut the longer vine to swing across the gap. You will
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not be able to swing back from there onwards. So, check your
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inventory before you attempt this, if you don't have the radio or
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telekinesis spell with you. Go back to the building and get it first.
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Swing across and explore the place until you find the dead body.
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Cast telekinesis to get the wallet from the web. Open the wallet
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to get the lift key. You can see a large spider across the gap.
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Walk to the rim and cast an ice dart at it, this will make it cross
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over to this side. When it appears. move back all the way and get
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out of this place.
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Find the lift on this level. Open it and go to the other side.
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Close the lift door otherwise you can't use the lift later on. If
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you did not lure the spider across the gap, it will appear here and
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attack you. And you will probably get killed in the process. Follow
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the passage and descend the web. There is an Elvira here. Get the
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tomahawk. Go down and take the lift to level 1. If you did not
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close the door, you must walk all the way out.
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Studio 2
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There are many rooms in the haunted house. Get the barometer
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in the living room, but don't enter the passage where you
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see a lady figure. You need the turn undead to kill the
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undead that is inside.
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Enter the dinning room. Check to make sure you have at least one
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fireball spell with you before you open the cupboard on the wall.
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You will faint and get carried to a room full of dead bodies. Get
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the boot and wear it. There are some wine and food here. Cast a
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fireball to sound the alarm, a guy will appear and attack you. Kill
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him and open the door.
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The kitchen is infront and have many items which you can use. The
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stairs lead down to the labs. Don't talk to the scientist unless
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you have disguise yourself.
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Go to the other lab. There is a frankenstein here, don't click
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on it. If you have cut the wires from his head, you will need to
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restore a saved game or the game cannot be completed. Get the
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brain on the shelf and the test tubes. Use the brain to mix a
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turn undead spell.
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Go back to the kitchen, take the passage out. Cast the turn
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undead spell on the undead that appears. Cast courage if you
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always faint at the sight of it but remember that quite a
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number of courage spells is needed through out the game.
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Go upstair. There is a room fill with fire. If you enter without
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the resist fire spell, you'll be killed. There is nothing in the
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room though.
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In a bed room, you'll fall asleep and a succubi will kill you.
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Cast courage before entering. Get the tunning fork on the bed.
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In the kid's room, get the toy cubes.
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In the room with a dead body on the bed. Pull the bedsheet
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aside, get the wallet and then kill the ghost that appears.
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Get the wallet and take a look at the script. A set of
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photographs will fall out which you can use to disguise
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yourself. Shift the bedsheet to reveal a hidden button under
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the bed. Press it to access the secret passage. There you
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can get the 10 black candles and chalice with human blood. If
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you don't have the silver crucifix, the vampires will kill you
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when you take the candles.
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In the room with 2 wooden boxes. Look inside them to get the
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box of matches. Get the ladder.
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Go upstair. A vampire will run towards you. Use the tunning
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fork to kill it. Use the ladder to go up the roof. Place the
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copper rod at the roof. When you have reach high enough level,
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cast summon storm here to animate frankenstein.
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Go to lab, set right switch to maximum and then pull the left
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switch. The monster will walk towards you. You'll need to
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click its head to cut the wires. There is a door behind it,
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so you need to kill it when it have move enough distance from
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the door. Click on the door to open it, if you can't restore
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and try again. Behind the door is Elvira. The magic bag is
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also here.
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In the room where you find a ghost guarding the door. Stand
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one square infront of it and drop a toy cube. The ghost will
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move forward. Move forward, open the door and enter the
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library. You might want to keep a saved game here so as to
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read the books when you need them. There is a paper containing
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the way to mix a strong poison in the book.
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In the room with the fish tank. There are two ways to get the
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key inside the fish tank.
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1. Cast telekinesis to get the key inside.
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2. Another more interesting way to get the key is to disguise
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yourself as the lab assistant and talking to the scientist.
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To dress up as the lab assistant you need the lab coat and the
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fuzzy wig and the makeup box which you can find in Level 2. Look
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for the scientist inside the room oppposite the frankenstein
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room and ask him to mix a strong poison. Then use the poison in
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the meat in the kitchen and throw the meat into the fish tank and
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get the key.
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After getting the key. Turn and face the picture of the duck. Drag
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it to your inventory. Click on the wall behind the picture to reveal
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a wall safe. Use the key from the fish tank to open it. Get the
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peace pipe.
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Studio 3
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Somebody encounter a vampire here, but i didn't. Maybe I am
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carrying the crucifix or I am lucky?
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Go to level 2 and dress up like a wizard. You need the wizard's cap
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and gown. This allows you to deal with the wizard at the bottom of
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the catacombs.
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There is a dead priest here. Cast the resurrect spell to
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resurrect him. Get the holy water from the basin.
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Move the cupboard to reveal a trap door. The graveyards have
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6 levels. There are many traps along the way. You can avoid
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spike pit trap by clicking on the button and avoid it. Cut
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wire before crossing. Most of the chest you find here are
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trapped, cast detect trap to determine the type of trap
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present.
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Carry enough ingredient to mix at least 6 holy blast spells
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before attempting to rescue Elvira. You might need to cast
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brain boost to increase the number of spells you can mixed.
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Prepare a fair amount of courage spells. There are 2 levels
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where you need to explore under the protection of the spell.
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The bright red potion will increase your spell point.
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I have not figure out the use for the rest of the potions.
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Lets call the surface level 0. So you need to go to level -6
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to find Elvira. At level -4 and -5, there is a ghost that is
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flying around. You can't really kill it, but it can't do
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any harm to you if courage spell is active.
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At level -6. there is magician that will attack you if you
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are not dress up like a wizard. You can pysche out the wizard if
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you disguise yourself as a wizard. Otherwise, cast fireball or
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nova to kill him. Elvira can be found here together with the war
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lance.
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An angle of death might appears after you reached the surface.
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Cast 5-6 holy blast to kill it. A blow from it is sufficient to
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kill you so save before you go up to the church.
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Basement
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Talk to the janitor. Mention fire water. Give him the peace
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pipe, war lance, magic bag and the tomahawk. Talk to him
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and he'll make the 3 items sacred.
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Studio 3 - Church
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Resurrect the priest if you have not done so. Talk to him and
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ask him to draw a perfect pentagram from human blood. Give
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him the blood from the chalice you found in the altar room. He
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will agree and draw the pentagram at the car park.
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Car Park
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Walk to the pentagram, but not into it. Place the 10 black
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candles on the pentagram. Light the candles with the box
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of matches. Use the magic bag. Wait for Cerberus to appear.
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Cast bind demon to hold it. Throw war lance at it. Hack out
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the heart with the tomahack.
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Done! The game is completed.
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VOLUME
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14/1/92
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Special thanks to:
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terence - spielman@pender.ee.upenn.edu |