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Home » PC » Elvira 2 - The Jaws of Cerberus » Elvira 2 - The Jaws of Cerberus solution
Submitted by System on 09/03/2006, 09:50. Print file.
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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,
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