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                                SKID ROW



                                presents



                       ELVIRA: MISTRESS OF THE DARK



                                CLUE BOOK



Table of Contents



INTRODUCTION: How To Use This Clue Book ..................... 1

PART ONE: The Killbragant Transcript ........................ 2

PART TWO: Walkthrough ...................................... 17

PART THREE: Location of Magic Ingredients .................. 25

PART FOUR: Maps ............................................ 28







Page 1 follows:



INTRODUCTION



How To Use This Clue Book



Part One is for players who don't like to be spoon fed.  It

focuses on some of the more difficult puzzles that the

average player will encounter in Elvira, then offers hints &

clues.  Some are straightforward, some are kind of oblique.

All are presented in an interview with this guy named Bob

who answered Elvira's call for help, and nearly succeeded

... until he met an untimely Undeath.



This transcript won't give you everything - it will however,

help you locate obscure items, or negotiate particularly

dangerous areas.  In any case, Part One does offer you a

way to move forward without forcing us to coddle or

condescend, two attitudes which, frankly, disgust us.



Part Two walks you to the final solution in a most expedi-

ent manner.  Only the Weird, the Desperate or the Damned

may use this section.  Elvira has suggested that all others

be hunted down and publicly flogged.



Part Three lists all

important ingre-

dients available

in the game where

each one is located.



Part Four gives you

maps for all key

sections in the

game.







Page 2 follows:



PART ONE



The Killbragant Transcript



Interview With a Vampire



Bob R. (not his real name) is a sales executive with a Van

Nuys telemarketing firm.  A veteran of many encounters

through personal ads.  Bob first met Elvira about a year

ago.  "In the dungeon at Killbragant," he says.  "She wore

black, as I recall."  He agreed to these interviews reluc-

tantly, and only after Elvira's intervention.  "I'd do anything

for her," he confided at one point.  "I'd grovel.  I'd watch

opera."



We met Bob four times over the course of the pre-Hallow-

een season.  Each interview took place only after much

covert maneuvering - plane flights, multiple cabs, waiting

for messages at pay phones, etc.  Bob often expressed a

concern about what he called "ectoterrorist reprisal."  We

met in a host of odd locations.



Once settled, Bob was generally amiable and forthcoming.

But he also showed glimpses of a demonic, almost schiz-

oid hyperintelligence.  He would fidget, slide his watch up

& down, spill things.  Certain details of his sojourn through

Killbragant clearly unsettled him; his narrative would

digress, grow convoluted, oblique.  At times he even spoke

in parables, as if incapable of saying The Thing itself,

whatever it was.  Bob was clearly in the grips of some

primal dread during these instances.



(One last note:  Accolade was good enough to include a clause in the

standard contract which forbade "any form of biting, sucking, making

scary noises, or in any manner placing a condition of bondage upon

the will of the interviewer.")







Page 3 follows:



    October 18



(Bear Country Restaurant, Disneyland)



ACC: You vampires hang out in interesting places.



BOB: Hey, I wasn't a vampire when I started.  I was just a

     guy.  I answered Elvira's ad because I needed the

     cash.  I had certain agencies leaning on me.  Debts.

     So maybe my motivation wasn't pure.  But then I 

     met her.  Saw her assets.  I thought.  Yeah.  It could

     work.  I'm not without a certain paleolithic charm.

     I've dated biker chicks, with some success.



ACC: Point well made.  So how did ... this happen?  The

     fang thing?



BOB: I did OK in the castle, but I got careless.  I wasn't

     ready for Emelda.  Now I'm Undead.  It's a drag,

     man.



ACC: How so?



BOB: I go out with the guys, all I can think about is

     sucking their necks.  It's not too comfortable.  We

     play squash - at night, of course - they say:

     What happened to golf, Bob?  We never see you,

     man.  I tell them sunlight ignites my transmogrified

     cells.  It's like:  What can I say, guys?  I shriek, I turn

     into dust.  They laugh.  I say, What do I gotta do,

     bite someone?  They crack up.



ACC: They don't believe you.



BOB: No.



ACC: What about the fangs?



BOB: Guess I've always been a little long in the tooth.







Page 4 follows:



ACC: OK.  Well, life must be a lot different since you

     became a nocturnal creature consumed by an

     obsessive bloodlust.



BOB: English major?  (laughs)  But let's get to it.  You're

     asking me for hints, clues.  OK.  I still remember 

     walking into Killbragant.  Nice name, I thought.

     Kind of place Jack the Ripper runs around.



ACC: Slaughtering antelope or whatever.



BOB: (laughs) Right.  So I go in, take a few tentative 

     lefts, rights.  This guy steps out.  Dressed in a red

     tunic, got his hand on a sword.  I say: Where's the

     Renaissance festival, man?  Guy growls and starts

     slashing me.  Hey.  Remember this anecdote.  It

     happens about a hundred more times.



     So anyway, I stab him.  He dissolves.  Gives me a

     first clue I'm not dealing with normal Joes.  I get

     the hell out of the castle.  I'm running, I'm looking

     I wander around the Courtyard.  I stumble on some

     kind of weird Souvenir Shop.  Big Deal, right?  Hay.  Horses

     eat it.  So what?  Who needs hay?



ACC: Take a guess.



BOB: You got it.  Before I get any further, let me drop

     some big advice to anyone stuck in Killbragant.  It

     has to do with grabbing stuff.  Do it, man.  Grab

     everything.  Mix every possible spell & potion you

     can.  You'll be in deep cow sauce if you don't.

     (building to a feverish pace)  And speaking of spells

     & potions:  Save strength potions, etc, for situa-

     tions where you really need a kick.  Keep a lot of

     spells at your disposal.  Visit Elvira in the kitchen

     whenever possible.  Search all locations for ingredi-







Page 5 follows:



     ents.  Have I made my point?  And since I'm giving

     general advice, here's more.  Some goons are

     brutal.  Others might as well be freaking ballerinas.

     Dispatch your wimpier goons hand-to-hand.  Save

     spells & potions for the real meats.  With some

     opponents, certain spells are more effective than

     others.  For example, maze creatures are particu-

     larly vulnerable to Palmlight and Fire Wall.  The

     elite guards are tough too ... but nothing a little 

     Thunderflash or a Sizzling Egge can't handle.  And

     you can blow away Emelda's shrieking

     handmaidens with a Propitious Surprise or two.

     One more thing:  Don't forget to eat.



     (slumps in chair)  Whoa.  Somebody call an

     ambulance.



ACC: Impressive.  Are you familiar with Molly Bloom's

     soliloquy?



BOB: Who?



ACC: It's in Ulysses.  (pause)  That's a book.



BOB: Book?  Hey.  I'm a sales guy.



    October 21



(Happy Donuts, South of Market, San Francisco)



ACC: I cut myself shaving before I came here.  You're not

     going to suck my wounds, are you?



BOB: No, no.  (looking around)  Listen, man, you notice 

     any red glowing eyes?  On the way in?



ACC: No.  I did see a couple kids smoking cigarettes

     through their ears.







Page 6 follows:



BOB: (shakes his head)  Urban America.



ACC: Exactly.  So where were we?



BOB: So. I go in the Souvenir Shop, grab a shield, move

     on.  I'm thinking: Bob.  Be a man.  Go in the castle.  I

     get to the Armoury.  I'm poking around, looking at

     things, and it hits me:  I need a crossbow.  I need it

     bad.  I don't know why.



     After getting the Magic Book from an obvious

     location, I head back to the Kitchen.  I dig up

     honey, produce the hay.  Here's hay, I say, and snort

     like a horse.  You know.  Guy humor.  Elvira whips

     up a little Herbal Honey potion.  Suddenly, wham, I

     know everything, I'm a horticultural genius.  I look

     at plants, I say: Whoa, that's hibiscus.  Goldenrod, man

     Pansy.



ACC: (impressed)  Do you still have that ability?



BOB: Yeah.  But it's not a real great skill at Monday Night

     Football parties.  You know too many flowers, it

     makes guys nervous.



ACC: Well, I headed out.  After some checking upstairs

     - lot of crossbow bolts laying around - I wan-

     dered out to this Garden Shed (shudders)  Not a 

     pretty sight, man.  I grabbed what I could.  The

     Herb Garden itself was nearby, but I took a few

     practice shots at a target I found.  Then on to the

     Garden.  Major herbs, man.



     Say, what time is it?



ACC: About 6 AM.







Page 7 follows:



BOB: Hmmm.  Anyway, I went back inside and was about

     to head back upstairs, but thought I'd peek in the

     Living Room first, see if they got a TV, maybe cable.

     Watch some ESPN, yell.  No luck.  But I did find

     this wooden stake and, more importantly, a cup.  I

     wandered back upstairs.  It's like: Got a cup, need

     malted drinkables.  (laughs)  But there's this vampire

     in one of the bedrooms.  Had to dust her.  Literally.



ACC: Seems perfunctory.  Was she threatening you?



BOB: Hey.  Nobody told me this was an Inquisition.



ACC: Sorry.  We retract the question.



BOB: Anyway, that's Undeath, man.  You make your

     coffin, you gotta sleep in it.



ACC: What happened next?



BOB: Well, I wandered around some more, grabbing stuff

     - bibles, bolts - then back downstairs.



     What's that light?



    October 24



(Hilltop Steak House, Boston)



ACC: How's your hand?



BOB: What, you wanna see the dust?  Hey, next time you

     see a beam of sunrise creep across the wall, do me

     a favor - let me know.  (fondles stump)  I got

     enough problems trying to shave and exfoliate with

     no reflection in the mirror.  Now this.



ACC: Sorry.  It was poor time management.  Can you

     remember where you were before you got vapor-

     ized?







Page 8 follows:



BOB: Yeah.  I remember.



ACC: You seem agitated tonight, Bob.



     At this point our witness brings out steaks.  Bob's filet

     barely cooked; he requested it "lightly singed on both sides."

     It looks like a slab of flesh floating in a soup of blood -

     which is, of course, precisely what it is.  I can see a tinge of

     lust in his eyes.  Yellowish tips of canine teeth appear at the

     corners of his mouth.



BOB: (snarls)  Rrrrrrrr.



ACC: Meat does that to me too.



BOB: (seems not to hear)  I split for the Kitchen.  I need 

     spells.  But there's this cook.  Psycho, pal.  Loon

     patrol.  And she's fairly invincible.  But there is a 

     way to waste her.  You like irony?  (hold up salt

     shaker)  The most basic cooking condiment anyone can

     imagine.  Naturally, you won't find it in the Kitchen.

     The cook put it down where a sprinkle in the eye

     can do some good.  (forks his blood rare meat)

     Gruesome?  Hey, it's that kind of place.  Get used

     to it.



ACC: So there's a cook.



BOB: Think of her as something in need of seasoning.

     (salts his steak)  Got it?  Now Elvira shows up.  She

     needs a "light."  If you have one for her, the results

     will be pretty good.  I'm talking key, man.  And

     that's the point, isn't it?  (shouting)  That's what

     you live for.  Keys.  Get those keys.



ACC: Bob -



BOB: (banging wrist stump on table)  You want another

     one?  Bolt a bird, get a key.  But you better find the

     egg.  An amazing egg.  Get it?  A-maze-ing?  Can you







Page 9 follows:



     follow this?  Get to the center of things.  You'd  

     better take a crossbow and magic, or run a lot.  Is

     this too complex for you?  Should I hire an inter-

     preter?  (picks up filet with remaining hand, eats)

     When you find the water, take all items.  Now find

     the nest.  But beware the eyes.  Let me spell it out:

     E-Y-E-S.  And indeed you must spell them out.  Get

     it?  Spell them out?  Am I getting too arcane, too

     esoteric?  (hails waitress)  Nest.  Find.  Take all.

     Including some interesting jewelry - Elvira's "lost"

     ring.  If you build it, he will come.  Open the pod bay doors,

     HAL.  (regains composure)  Geez.  Have I been, you

     know ... raving?



ACC: Only in a linear sense.



BOB: Am I drooling?  (glances where his reflection would

     be in wineglass)  I can never tell.  Anyway, next go

     to the Chapel in the Castle.  I'm not a religious guy,

     but there's a cross there you wouldn't believe .  By

     chance I glance at the ring from the Maze.  I look at

     the cross, the ring, the cross again.  I think.  Whoa.

     Next thing I know, I'm facing the entrance to a

     secret underground chamber and ... Picture this:

     You're facing a wall.  You gotta sneeze.  You got no

     handkerchief.  So you pull this scroll out of the

     bible you're carrying.  USE it - next thing you

     know, you're facing some Joe from centuries be-

     yond.  There's a crown.  You put it where it belongs.

     There's also a sword.  It's holy.  And when some-

     thing's holy, pal, you don't just file it under "H".



     Waitress approaches.



WAITRESS: Finished, sir?







Page 10 follows:



BOB: (gestures to blood on empty plate)  Can I get a 

     doggy bag?



     Waitress leaves.  Quickly.



ACC: I was reading the profile on you in the October

     issue of Telemarketing Today.  Congratulations.  I

     didn't realize you were so successful.  What's your

     secret?



BOB: I bite necks.



ACC: Ah.



BOB: A lot of my clients are blood acolytes.  I'm their

     Master.  So they buy from me pretty exclusively.



ACC: Wow.  The article also mentions your recent divorce -



BOB: No comment.



ACC: OK.  But you talk about Killbragant's battlements

     - you told them, and I'm quoting here.  "They gave

     me hell."  Could you elaborate on that statement?



BOB: Sure.  Battlements.  What the name implies.  Serious

     fighting.  The worst is this Grey Knight - he's an

     archer - and, well, he has another key.  Don't let him

     get in close.  Fight him from a distance with the

     appropriate weapon.  Once you waste him, you'd better

     note where.  Because you won't get the key

     now, you have to get it later.



     Then there's the Dungeon, the Torture Chamber.

     There's a ring on the floor.  That's all I can say on

     the matter, except this: Touch nothing else.  You can

     come back later for other items.  The Burial Cham-

     bers in the Catacombs hold a few interesting little

     tchotchkes too.  But a strict order of progression

     must be followed.  All I can say here is: Find the iron

     key first.  In another chamber, you'll find a coffin







Page 11 follows:



     bereft of proper contents.  Remedy this.  Note: Do

     not open the other coffin in this room until, one,

     you have the iron key, and two, you've made sure

     the well-rope is in the "down" position.



ACC: But what about the monster with the stone?



BOB: Slay him.  Take the stone.  (cackles)  Or maybe

     you'd like to FAX him a proposal.



ACC: So now you can open the other, closed coffin.

     What happens?



BOB: Well, the room will flood.  Swim until you find a 

     place to go up - i.e., the bottom of the Well.  It's a

     good idea to then actually swim up at this point,

     because last time I checked, humans are still air-

     breathing mammals.



     OK, now you go down again, and just swim, baby.

     Here's where you need that iron key ... and here's

     also why you should have noted where you slew

     the Grey Knight.  If you did your homework, the

     Knight's key is yours.  Return to the Well and go up.



     You know, it suddenly strikes me that I'm being

     much too literal.  Geez, I might as well draw you a

     map.



ACC: Could you?  [Editor's Note: See Part Four: Maps]



    October 27



(Moose Call Tavern, Kalispell, Montana)



ACC: OK, the recorder's on.  Let me say for the record

     that we're the only people in here who are not

     wearing hip boots.







Page 12 follows:



BOB: (unfolds sheet of paper)  They're good people.

     Mountain people.  They accept you for what you

     are.



ACC: And what's that?



BOB: A weenie.  (laughs)



ACC: No, I mean, what is that paper?



BOB: Oh.   I wrote a little story.  I think it will clear up

     things.  You know, answer questions.  Create 

     context.  (begins to read)



     We were in a supermarket when Carl first turned into a 

     werewolf.  It was night, of course.  We were stumbling

     through PRODUCE.  Carl was hefting a cantaloupe and felt

     a bristling on the back of his neck.



     Aaaaa.  A caterpillar or something, he said.



     But when he jabbed his hand under his collar, brown fetid fur

     literally burst out.  It was no slow movie transformation.  He

     more or less exploded into wolf.



     I said, Carl.  You won't believe this but you look like a

     werewolf to me right now.



     He looked at his hands.  I am a werewolf, he said.



     I thought.  Now what?  Carl was bulging through his clothes.

     He smelled horrible.



     We made for the doors.  In the car, Carl let out a gruesome

     howl.  I looked at him and said, Whoa, dude.



     He looked back with wide, yellowish, baleful eyes.



     He said, I need a nap.



     I said, Slump down a little, will you?  Here.  Put on this hat.







Page 13 follows:



     I handed him my Nebraska Cornhusker Football cap.  He

     had to unsnap the plastic band to get it over his wolf ears.



     I'm pretty hungry for meat, he said.



     Suddenly we were illuminated by flashing lights.  I pulled

     over and watched the rear view mirror.  The backlit police

     officer approached.  He leaned to the window and said.  Your 

     driver's license.



     I pulled it out.  I suppose you want to search the car for

     contraband, I said.



     The cop looked around me at Carl, who was by now hibernat-

     ing.  He said: That's the hairiest guy I've ever seen.



     He's not always like that, I said.



     The cop scribbled on a ticket, then handed it to me with my

     license.



     Keep your nose clean, he said.  Eat more salads.  Vote.



     I thanked him and sped off.  At the first light, I glanced down

     at the ticket.  The note read: Go to Foundry.  Find

     crucible.  Melt silver cross in crucible.  Dip cross-

     bow bolt.  I got the gory gist, but it seemed premature.  I

     mean, I was beginning to think of Carl as something like a

     pet.  But then he woke up.



     Agrrrdgdaaaah!  he said, drooling with an uncontrollable

     hunger for flesh.



     I said, You gotta see this castle, Carl.



     I headed to Killbragant.  On the way Carl hung out of the

     car, howling and swiping at pedestrians.



ACC: (after a long pause)  That's it?



BOB: What do you mean, "That's it?"







Page 14 follows:



ACC: I don't get it.  Is there a moral or something?  Like,

     what does it mean?



BOB: Hey, I'm a vampire.  I don't have to give explana-

     tions.  What, you want morals from a guy who sucks

     necks?  You want meaning?  (tosses paper to floor)

     This is art.  It doesn't need meaning.



    October 31, Halloween Eve

(Black Angel Cemetery, Council Bluffs, Iowa)



ACC: I'm not too comfortable here, Bob.



BOB: (amused)  Hey, Chill.  You're with me, man.  That

     counts for something around here.  (looks into eyes

     of interviewer)  Are you getting sleepy yet?  Sleepy?

     Sleepy?



ACC: Hey.



BOB: Just kidding, man.



ACC: Well, let's get to business.  We've come to the last

     session.  You've been quoted in the media as

     saying, "There's a certain percussive rush that only

     an artillery fusillade can give you."  Can you be

     more specific?



BOB: Sure.  It goes back to that last day at Killbragant.

     I'm wandering the parapets, mooning around,

     feeling depressed.  But then I step in the Third

     Tower and ... well, you know what's in there.  I

     burned to light that cannon wick.  Yeah, sure, fire's

     scarce in Killbragant.  And when you do find it (in

     an obvious enough place - a hearth kind of place),

     how the hell do you take it?  I spent a lot of time







Page 15 follows:



     running around slaying things before i flashed on

     the answer.  Torture Chamber.  An instrument - 



     Bob is interrupted at this point by a howling cacophony at a

     nearby crypt.  Despite Bob's hopes and my fears, it is merely

     a catfight.  After regaining some composure, we continue.



BOB: What was I saying?



ACC: I don't remember.  I sort of don't care about any-

     thing at this point.



BOB: Relax.  You have immunity.  Even the spirit world

     respects the role of the media.



ACC: Let's move quickly, shall we?  Where's the Fifth

     Key?



BOB: OK.  OK.  Anything to keep you from mewling again.

     The key's behind a key in the Stable.  Which

     stone?  If my buddy Carl were here today, he'd tell

     you.  Of course, he might also rend you into twitch-

     ing gobbets of meat.  Werewolves are funny guys.

     If you don't know how to get one off your back yet,

     you weren't paying attention to art in Montana.



     There is now only one key left to obtain.  The

     Captain of the Guard ... yeah, the toughest

     motherbiter of them all.  You're gonna need armor,

     pal - but first suck up all the strength you can.

     Drop unnecessary items.  Enter Captain's Room

     and weaken him before you go hand-to-hand.  Then

     take the bulletin off the guy's bulletin board.

     Guess what shows up?



ACC: Great.  So now you have all they keys?



BOB: Bingo.  Now you need to find the chest, and -

     Weird fluttering noises distract us.







Page 16 follows:



BOB: (looking around)  Uh ... I can't tell you exactly

     where, but - (makes hand gestures that indicate a

     recently destroyed structure of some kind) - you

     get the idea.  In the chest you'll find what you need.

     Take it ... but don't use it yet. 



ACC: And then Emelda.



BOB: Emelda.  Go to the Catacombs and keep a good eye

     on the floor.  Remember that stone you took from 

     the monster?  It's a key.  Use it, my friend.  Use it

     and pray.



ACC: That's it?



BOB: Yeah.  And may the Force be with you.



ACC: (paging through notes)  In other publications,

     you've been quoted as saying:  "If you meet

     Emelda's handmaidens, they can only be destroyed

     by magic."



BOB: No comment.



ACC: You spoke voluminously of your encounter with

     Emelda himself.  You seemed to indicate that - 

     

BOB: I've got nothing to say about Emelda.



ACC: But what about the Holy Sword of the Crusader?



BOB: (holds up five fingers)  The smart man will play all

     the angles.



ACC: And the contents of the chest?



BOB: Use one, then the other.  But isn't that a bit obvi-

     ous?



ACC: OK, then.  One last thing.  Do you have any advice

     for those who might perhaps, like you, fail Elvira

     and be cast into Undeath as bloodsucking crea-

     tures of the night?







Page 17 follows:



BOB: Yeah I do.  It's this:  Telemarketing is the wave of

     the future.  (laughs hideously)  Or maybe hologra-

     phy, I don't know.



ACC: Thanks, Bob.  You've been a good sport.  Listen,

     how do we get out of here?



BOB: (sprouts wings)  We?



PART TWO



Walkthrough



Ok, we realize that Bob can be oblique to say the least.  So

this section charts the most direct path to the "solution"

for Elvira.  The path takes you from room to room, listing

what you must do in the most efficient "chronological"

order.



Solutions are hidden under the weird red ectoplasm that

Elvira smeared on the pages.  Just slide the enclosed Magic 

Viewer slowly down over the involves quantum physics and the

exact weight of protons, the solutions will appear.



  NOTE: Decisions concerning (1) how to collect magic

  ingredients and (2) when to use them are left to you.

  For general guidelines see Bob's advice on pages 4

  and 5 in Part One.  Choose spells wisely.







Page 18 follows:



Souvenir Shop



Proceed to the Souvenir Shop.  Collect some hay

from outside the stable on the way.  At the Souve-  

nir Shop, take the large (not the small) shield and

USE it.  Once activated, the shield will remain in

use until it is dropped or replaced with a larger

shield.



Armoury



Enter the castle and go to the Armoury.  Obtain a

weapon.  (A sword is best)  Also take the crossbow.



Library



Go to the Library.  Take the magic book.



Kitchen



Go to the Kitchen.  Take honey from the pantry.

Mix honey and hay to make the Herbal Honey spell.

USE spell.  (It allows you to recognize all herbs in

the Gardens)



Upstairs Bedrooms



Go upstairs and search bedrooms for crossbow

bolts.  Don't go into the Vampire's room yet.



Garden Shed



Go to Garden Shed and collect key, hammer and

silver cross.  Also, collect magic ingredients

(poppy maggots, etc) both there and along the way.







Page 19 follows:



Herb Garden



Leave Garden Shed and go to Herb Garden, collect-

ing ingredients (mushrooms, etc)  along the way.

En route to Herb Garden, take opportunity to 

improve bow skills by using Archery Target until

"message of improvement" is received.  You will

have to fight to enter Garden.  Open the Garden

gate with the key you found in the Garden Shed.



Living Room



Return to castle and enter Living Room to get stake

- and of course, more ingredients (fern, etc).



Upstairs (Vampire's Room)



Go upstairs and enter the Vampire's Room.  USE stake

and then obtain vampire's dust and crossbow bolts.



Upstairs (Blue Bedroom)



Go into Blue Bedroom.  Search drawers to find a

bible.  In the bible is a prayer scroll.  (Note about

Upstairs.  You'll find more crossbow bolts in some

of the other rooms.)



Kitchen



Return to the Kitchen and MIX as many spells as

possible.  If the cook is there, she must be de-

stroyed.  You need salt to do this, salt is found in

the Torture Chamber.  When the cook is dead, Elvira

will take her place in the kitchen.  At this point, turn

to face the dumbwaiter.  Give Elvira a Glowing Pride

spell, then wait for her to get the FIRST KEY for you.







Page 20 follows:



Meadow (Outside Herb Garden)



Go to Meadow and kill Falcon with crossbow.  Take

the SECOND KEY, the feather and retrieve your

crossbow bolt.



Maze



Enter the maze and obtain bird's egg.  Make way towards

center of maze.  Do not enter into hand-to-hand combat with

maze creatures.  Either use the crossbow or magic spells to

fight them: otherwise, avoid them altogether.  Find the

lily pond in the center of the maze, and take all items.



Now find the nest, which is nearby.  Maze creatures are

sneaky, notorious thieves.  Take back any items that

might have been stolen from you en route - they will

be in the nest.  You'll also find Elvira's lost ring in the

nest.  If there are "eyes" in the nest when you arrive, cast

a spell on the nest to destroy remaining creatures.



Chapel



Make your way back downstairs to the Chapel.

Insert Elvira's ring in the cross.  Take the prayer

book with the Manticore Hide inside.



Underground Chamber



Enter the Chamber under the altar in the Chapel.

Face the Crusader Wall and USE the prayer scroll.

Put crown on crusader's head and take the holy

sword.  USE the holy sword.







Page 21 follows:



Battlements



Go up to the battlements and fight until you meet

the Grey Knight  (an archer)  who has another key.

Fire a crossbow bolt at him.  He will fall over the

battlements into the moat below.  (Note this

location.  You'll need to find him later in the moat.)



(If necessary: Return to castle to replenish magic

spells and/or make up new ones.)



Dungeon



Enter the Dungeon.  Search for magic ingredients

(earwigs, caterpillars, etc.)  in the jail cells.  Enter the

Torture Chamber and lift the ring on the floor.  Touch

nothing else.  Take the bones and the THIRD KEY.



Catacombs



Enter the Catacombs and explore the various Burial

Chambers.  Find the coffin containing the iron key.

and take the key.  In another chamber find the empty

coffin and put bones in it.  Note: The other coffin in

this same room is the entrance to the moat - but do

not open this coffin until you have the iron key.



Torture Chamber



Return to Torture Chamber.  Take the tongs.



Well Room



Go to the Well Room.  Check to make sure the well

rope is in the "Down" position.







Page 22 follows:



Catacombs



Make way back to catacombs.  If you meet the

monster with the stone, slay him and take the 

stone.  Enter the Burial Chamber where you left the 

bones.



Now you can open the other coffin.  The room will

flood.  Swim down and then swim until you find a

place to swim up  (i.e., the up arrow is highlighted).

This is the bottom of the Well.  Swim up for air or

you will drown. 



Swim down again, then to the grill at the other end

of the tunnel.  Unlock the grill.  Enter the moat.

(find the slain Grey Knight and obtain FOURTH KEY.

Return to bottom of well and go up.  Take the moss

from the Well.



Foundry



Go to Foundry.  Find the crucible in the wooden

box, and take it.  Place silver cross in crucible, then

place crucible in fire to melt the cross.  Dip a

crossbow bolt in the molten silver.



Kitchen



Go back to the Kitchen and USE tongs to take hot

coal from fire.  Then make way immediately to the

Third Tower.



Third Tower



Light cannon wick with coal.  It will fire, blasting 

the Fourth Tower to smithereens.







Page 23 follows:



Stable



Go to Stable.  Kill werewolf with silver bolt and

obtain FIFTH KEY from behind stone in last stall.

(The stone with the ring.)



There is now only one key left to obtain.  This you

must take from the Captain of the Guard.    

  

Armoury



Go to Armoury and get armor. (CONSUME

strength potions before you put it on, or you may

be left immobile.)  Drop unnecessry items CON-

SUME dexterity potions.  Enter Captain's Room 

and attack the captain with magic to reduce his

effectiveness.  Use any magic that increases your

hit points - Palmlight, Fingerlight, Demon's Brew,

anything to weaken him.  Then defeat him in hand-

to-hand combat.  Take bulletin off Captain's bulle-

tin board then take the SIXTH KEY.



YOU SHOULD NOW HAVE ALL THE KEYS.



Destroyed Tower (Fourth Tower)



Go to the destroyed tower ... the one you blew away

with the cannon.  You will find a chest.  Open the

chest using the keys in the correct order.  (This can

be determined by examining each key.)  In the

chest you'll find a dagger and a scroll.  Take them

but do not use them yet.







Page 24 follows:



Catacombs



Go to the Catacombs and find the stone impres-

sion on the floor (located at the "Y" juncture in the

passageway)  where you can insert the stone key

obtained from the monster.  This will open a secret

passageway.  Enter the passageway - but be sure

you've taken all available health potions first!  (You want

to boost your LIF quotient: a good potion for this is

Wooden Heart.)  If you meet Emelda's

handmaidens, they can only be destroyed by magic.



At the end of the corridor, Emelda will confront

you.  If you do nothing, she will drain your Life

Force.  To kill her, place the crusader's sword in the

pentangle, then USE the scroll you found in the

chest.  Finally, stab Emelda with the dagger.



THE GAME IS NOW WON, AND ELVIRA WILL REWARD

YOU WITH A DISPLAY OF GRATITUDE.







Page 25 follows:



PART THREE



Location of Magic Ingredients



This section lists, in alphabetical order, all magic ingredi-

ents and their locations in Elvira, Mistress of the Dark.





INGREDIENT                      LOCATION



Absinthe                        Bar

Aconite                         Herb Garden

Algae                           Center of Maze

Beetles                         Dungeon

Belladonna                      Garden Path

Bird's Feather                  Falcon

Bleeding Heart Flower           Herb Garden

Bird's Egg                      Maze

Black Lotus                     Center of Maze

Blood Lily                      Center of Maze

Bloodroot                       Herb Garden

Centipedes                      Dungeon

Dandelion                       Herb Garden

Dogwood                         Garden Path

Dragon's Blood                  Burial Chamber

                                (hole in skull   

                                above door)

Earwigs                         Dungeon

Elderberries                    Herb Garden 

Fern                            Living Room







Page 26 follows:



INGREDIENT                      LOCATION



Flame Flower                    Backyard Path

Firethorn                       Backyard Path

Four Leaf Clover                Backyard Path

Hawthorn                        Backyard Path

Hay                             Outside Stables

Hellabore                       Herb Garden

Honey                           Pantry

Horsehair                       Stables

Ivy                             Battlements

Laudnum                         Bathroom

                                (Hole in Wall)

Lily                            Center of Maze 

Lily Leaf                       Center of Maze

Maiden Tree Leaves              Backyard Path

Maggot                          Garden Shed

                                (Dead Gardener's

                                 throat)

Manticore Hide                  Chapel

                                (Prayer Book)

Mistletoe                       Backyard Path  

Monsters                        Living Room

Moss                            Well

Mushrooms                       Backyard Path

Nettles                         Maze

Nightshade                      Backyard Path

                                (by Shed)







Page 27 follows:



INGREDIENT                      LOCATION



Parsley                         Herb Garden

Plantain                        Herb Garden

Poppy                           Outside Herb

                                Garden 

Red Wine                        Kitchen (Pantry)

Rose                            Herb Garden

Spider Webs                     Dungeon

Thistle                         Maze

Vampire's Dust                  Vampire's Room

                                (left after vampire

                                killed)

White Wine                      Kitchen (Pantry)

Witch Hazel                     Herb Garden 





                              SKID ROW

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

CONTINUE TRICK:
When you die and are asked if you want to play again, remove the disk from the drive and answer "YES". Then re-insert the disk and you can continue playing from the same spot!

Freezer: 000F37 - Lives