ELVIRA II - Jaws of Cerberus

Only check with this file if you are completely stumped, need
some extra clues or just want to see the great graphics.

The first part of this file is a complete walkthrough of the game. The second
part is the traps and notes about the catacombs and spider maze. The third part
is the spell list.

WalkThrough
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 or enter anything with the unprotected version. 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 fire-
water 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 a 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
to the Kitchen and drop everything. Put on the armor, go into the hallway, 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 stair-
case 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 doppel-
ganger. 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, she
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 show her sincere
appreciation.Walk through and annotated comments on Spider Caves and Catacombs

Spider Caves
------------

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
                               witch armor will deflect, for a while

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 remove.

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


Annotated Catacombs
-------------------

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 work well.

Rats           3-6            Ice Darts may discourage them. If they attack,
                              back away with dagger.

Ghosts         3-6            Regular weapons useless. If Courage spell active,
                              you are immune to them.

Goblins        5-6            Go for chest with dagger. They
                              throw Fireball spells.

Sorcerer       6              need to be dressed as sorcerer's
                              apprentice. tell
                              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
                          from behind
2 +2 strength potion      poison spikes in  wear gauntlet
                          chest
3 small shield            hidden under      move chest
                          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 magic
                          ally 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
                          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     fightELVIRA II - JAWS OF CERBERUS

Elvira Spells - How to use them, where to get them

Each level within Elvira 2 has its own spells which can be used.
There are spell lists avaialble. This list is to tell you how to
get the ingredients in order to use them.

LEVEL 1

Spell    Type    Ingredients    Location
_______  _______ ____________ ___________________________________
BLESS  Endowment  Holy Water    church (use test tubes from lab)

                  Crucifix      in pocket

HEALING
HANDS   One-shot    -

UNSEEN  Duration    -
SHIELD

ICE DART One-shot   -


LEVEL 2

BREATHE  One-shot Chewing Gum  in pocket
UNDERWATER
                  Cupcakes     Canteen

                  Popcorn      Elvira's dressing room

GLUE    One-shot  Tube of      yellow tin on Kitchen shelf
                  adhesive

LUCK              4 Leaf Clover under sign at front gate

                  horseshoe     Kitchen bucket

                  lucky cats    lavendar Bedroom mantel

                  silver clover Elvira's makeup box
                  charm

Protection Duration Any metal
                  such as:
                    soda can    Canteen
                    bucket    Kitchen
                              Living Room
                    fire-     Office Lobby
                    bucket    Janitor's closet

                    pot or pan  Kitchen

                    movie reels chest in catacombs

                    Frankie's   Laboratory
                    headband


LEVEL 3

ANTIDOTE one-shot   any natural
                    poison including:
                     yellow liquid     Frankie's Lab
                     in flask

                     red mushrooms     spider maze in catcombs

BRAINBOOST          anything that
                    stores info such
                    as:
                      floppy disks     typing pool

COURAGE  duration   any type of
                    alcohol such
                    as :
                      gin & vodka      director's office
                      wine bottles     Dining Room
                                       Meat Locker

DETECT  duration    a piece of
TRAP                shaped glass
                    such as:
                      vase             Dining Room
                      jars             Frankie's Lab
                                       Kitchen
                      wine glass       (see COURAGE)

ENCHANT  endowment   emerald         green crystal in spider caves
WEAPON
                     nail file        Elvira's dressing room

TURN     one-shot    brain in jar     Lab

UNDEAD

UNHOLY              prayer book       in desk drawer in study
BARRIER


LEVEL 4

BUOYANCY duration   remains of        Catacombs, level 4, room4
                    sea creature

FIREBALL one-shot   any combustible   Elvira's dressing room
                    material such as
                    tissues, newspapers

                    Bulletin Board     Seurity hut
                    papers

                    Office Paper       Studio offices

                    wooden mallet      Catacombs

REVIVE  one-shot    any stron smelling
                    item such as:
                       cheese          Meat Locker
                       bleach          basement closet by janitor

TELEKINESES one-shot  magnet           boom box from typing pool

LEVEL 5

HERBAL  one-shot     edible mushrooms  spider caves
HEALING

HOLY BLAST one-shot  two religious
                     items such as:
                      prayer book      in Study desk drawer
                      indian medicine janitor's closet in basement
                      bag
                      holy cloth       Church
                      gold cross       Church
                      candelsticks     Church

MAGIC  duration     three metal objects
MISSILES            of any kind such as:
                       pots & pans     Kitchen
                       knives or       Security Hut
                       weapons
                       keys            in your pocket at start
                       tuning fork     Succubus room
                       Frankie's  Lab
                       headband

RESIST FIRE duration   fire-           Office lobby
                       extinguisher    janitor's closet

LEVEL 6

FEAR   duration     witches eyeball    kill witch in Costume Room

DETECT MAGIC duration quartz crystal Clear crystal in spider caves

MINDLOCK duration     padlock          in study desk drawer
                      nook             computer room

LEVEL 7

LIGHTNING one-shot    amethyst        blue crystal in spider caves
BOLT                  anything fork
                      shaped

MAGIC  duration      any three items
ARMOR                of precious metal
                     such as :
                      candelabra       Dining Room
                                       Church
                      gold cross       Church
                      silver clover    Elvira's dressing room
                      charm
                      chalice         Catacombs, level 1, Alcove 1

SUMMON  one-shot      barometer         Haunted House entryway
STORM


LEVEL 8

ABSORB  duration     towel or           Elvira's dressing room
MAGIC                sponge             bathroom

FREEZING  endowment  two cold items     leave something in meat
BLADE                                   locker for a long time

ILLUSION one-shot    mirror             trachcan in make-up room

TRUE    duration     feathers           pillows from bed in
FLIGHT                                  Succubus room


LEVEL 9

BIND DEMON one-shot  scroll of      kill giant scorpion in spider cave
                     binding

                     rope           bottom of lake in spider cave

CURE WOUNDS one-shot  vial of holy  Church (use test tube from lab
                      water

NOVA  one-shot      any flammable
                    liquid such as:
                     hair spray        Elivra's dressing room
                     bourbon or gin    director's office

LEVEL 10

RESURRECT one-shot  brain              Frankie's lair
                    heart              Frankie's lair
                    skin               Frankie's lair
                    eggs               Kitchen
                    prayer book        church pulpit

DEFEAT one-shot    magic bag          Frankie's lair blessed by
                                      indian chief
                   tomahawk           spider web blessed by indian chief

                   war lance          catacombs level 6 blessed
                                      by chief
                   10 black candles   altar room
                   chalice of blood   altar room
                   matches            storage room
                   pre-mixed bind demon spell



OTHER ITEMS
STUDIO

Elvira's pendant  in pocket            use to cast spells

wallet              "                  useless

spellbook         given to you         mix spells

guard's jacket    security hut         body armor

wire cutters      truck of car         cut Frankie's wires and
                                       immobilize him

scientist disguise makeup room         wear this to fool mad
                                       scientist into thinking you
                                       are his assistant

wizard disguise    makeup room         wear this to fool sorcerer
                                       in level 6 catcombs

curling iron       Elvira's            used with temperature gauge
                   dressing room       in meat locker to set off alarm

white coat         costume room         part of mad scientist disguise

wizard's robe      costume room         part of sorcerer's apprentice disguise

walter raleigh suit costume room        sword on suit is a useful weapon

copper rod          boiler room         set up on roof of house as
                                        lightning rod