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Main Content - Cheats
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68%
CPU Usage
512KB
Chip RAM
42
Processes
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



End..........

 

show her sincere appreciation.

==============================================================================
ADDITIONAL CHEATS (from OLLIVision)

Freezer:
C0AC6B - Strength
C0AC6F - Intelligence
C0AC6F - Constitution
C0AC71 - Willpower
C0AC73 - Poison Resistance
C0AC75 - Magic Resistance
C0AC81 - Power
C0AC83 - Hit Points
C0AC97 - Experience