Elvira II: The Jaws of Cerberus - Solution
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
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
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
Luck (remember that four-leaf clover)
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
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
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
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
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
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
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:
three cans of hairspray
egg basket from kitchen
all the lab stuff
gin and vodka bottles
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
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
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
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
You should be about level 6 magic by now. Leave behind all
with your junk pile except for:
weapons and armor
precious metal items
keys and pen left in meat locker
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.
Almost every room has a trap
When you get to level 8, launch a brainboost and mix spells
Freezing Blade (pen and knife from meat locker)
Apply the Freezing Blade to the dagger on the second level.
This along with the Bless spell makes the dagger into the
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
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.
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
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
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
chalice of blood
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
show her sincere appreciation.
Walk through and annotated comments on Spider Caves and Catacombs
Beast Location Disarming Strategy
--------- ----------- -----------------------------
Mosquitoes levels A-D Hit them in the head with dagger or
some Ice Darts
Grubs A-D They are slow moving. Clobber them in
head with dagger
Water nymphs A Run Buoyancy and Breathe Underwater.
Stab in head to knock it out.
Ants B-D Ice Darts or stab in abdomen. They
spray acid with armor will deflect, for
Giant scorpion B In side room guarding scroll of
binding. Kill with Lightning bolt or
repeated hits to head.
Director D Stuck in web. Elevator key
in his wallet. Use Telekinesis to
Giant Spider D To get around, fire Ice Dart to attract
it and let it follow you to elevator.
Trap it behind elevator doors, then
return to web to rescue Elvira.
Giant wasp D Fire lightning bolt or Fireballs or
hack away with dagger.
Annotated Spider Caves
Quartz crystal, edible mushrooms Level A, room 1
amethyst, 2 edible mushrooms " A " 2
Emerald, edible mushrooms, magic mushrooms A 3
Emerald, 2 amethysts A 4
Garnet, edible mushroom A 5
Rope, used in final encounter w Cerberus A lake
Emerald, magic mushroom B 1
Amethyst, edible mushroom B 2
garnet, magic mushroom B 3
quartz, edible mushroom C 1
garnet, edible mushroom C 2
garnet, edible mushroom C 3
amethyst, edible , magic mushroom C 4
Hang onto right arm of web and choose Giant spider web cut to
swing across chasm
garnet, 2 edible mushroom D 1
emerald, magic mushroom D 2
quartz, edible mushroom D 3
emerald, edible mushroom D 4
amethyst, edible mushroom D 5
Beast Location Disarming Strategy
---------- --------- -----------------------
Skeleton 1-6 Hit them in knees. Beware, they use
sticky glue to stop you in your tracks
Zombies 1-6 They attack from behind. Blessed
weapons and Ice Darts
Rats 3-6 Ice Darts may discourage
them. If they attack, back
away with dagger.
Ghosts 3-6 Regular weapons useless. If
Courage spell running, you are immune to
Goblins 5-6 Go for chest with dagger. They
throw Fireball spells.
Sorcerer 6 need to be dressed as sorcerer's
him you've been gone because
you had food poisoning.
Traps and countermeasures
Level 1 Alcoves
1 Power point potion Guillotine cut wire
2 rm 2 chest key poison gas Breathe Underwater
3 gold chalice Fireball Resist Fire
Level 1 - rooms
1 healing potion Zombie attacks fight
2 +2 strength potion poison spikes in wear gauntlet
3 small shield hidden under move chest
4 power point potion Fireball Resist Fire
Level 2 - Alcoves
1 magic dagger Destroy Magic spell Mindlock
2 axe poison gas Breathe Underwater
3 healing potion Fireball resist fire
4 Rm 1 chest key Guillotine cut wire
Level 2 rooms
1 deep blue stone +5pp room caves in close chest before leaving
2 movie reel spiked pit trap move sword on wall
3 healing potion zombie attack fight
Level 3 - alcoves
1 Rm3 chest key Fireball resist fire
2 Rm4 chest key poison gas breathe underwater
3 power point potion guillotine cut wire
4 chainsaw destroy magic mindlock
Level 3 - rooms
1 chinese vase no trap
2 yellow lemonade zombie attack fight
3 +2 intelligent potion poison spike in chest wear gauntlet
4 deep red stone +5pp all stats magical- absorb magically reduced
Level 4 - alcoves
1 Rm1 chest key poison gas breathe underwater
2 wooden mallet guillotine cut wire
3 Rm2 key destroy magic mindlock
Level 4 - rooms
1 +2 constitution potion fireball resist fire
2 red stone +5pp zombie attack fight
3 power point potion hidden under chest move chest
herring bones key hidden under move chest
Level 5 - alcoves
1 power drill fireball resist fire
2 key to chest in Rm1 reverse guillotine DO NOT cut wire
3 power point potion destroy magic mindlock
4 wooden stake destroy magic mindlock
5 healing potion poison gas breathe underwater
Level 5 - rooms
1 +2 weapon skill potion posion spike wear guantlet
2 helaing potion zombie attack fight
3 large shield spiked pit trap move dagger on wall peg
Level 6 - alcoves
1 healing potion reverse guillotine DO NOT cut wires
2 power point potion destroy magic resist magic
3 magic dagger + exper two spiked hand trap wear gauntlet
4 Rm2 chest key poison gas breathe underwater
Level 6 - rooms
1 empty spiked pit trap move axe on wall peg
2 gold quartz +5pp cave-in close chest before leaving
3 healing potion poison spike in chest wear gauntlet
4 power point potion zombie attack fight