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Tips, Tricks & Walktroughs

( collected from all over the net ) Found a better or missing one ? Please mail it to me.


1 Introduction, Castle, Garden
2 Captain, Falcon, Werewolf,
Dungeon, Cook, Garden Maze
3 Crusader's Sword, More Spells
4 Battlements, Catacombs, Well/Moat
5 Cannon/Chest, Emelda, Endgame

Part 1


ELVIRA, MISTRESS OF THE DARK is a unique embodiment of fantasy
RPG, adventure, wise-cracking one-liners, and gore. This game plays
like a "B" movie. The plot: "Damsel in distress hires you to help
her save her home and the world from evil!"

To truly enjoy this game, I suggest that you try to play it before
using this walkthru. Explore and map thoroughly, and most of all,
always save your game before any life-threatening encounter. There
are subtle variations in achieving completion. This walkthru is
based on my second go 'round, which avoids most of the gore. If you
are the blood-thirsty type, go ahead and get killed by the
different ghouls you meet. This will allow you to see the many ways
your character looks when dead! The details are especially gruesome
if you have VGA. Remember, log all the names of your save games,
otherwise you will have to exit ELVIRA to list them in DOS.

Throughout the game you will find a lot of items in different
locations: Most of them are useless, some should not be removed,
and others are important to have in your inventory. If you feel
that you must take everything in sight, don't forget that the more
junk you carry around, the easier it is to get tired. I found some
of the extra stuff to be useful as location markers (good for mazes
and such), but it is up to you. Always explore each location using
the "point and click" method. Then, before leaving, check the
"room" inventory, just in case you overlooked something.

In order to avoid violating the off-disk copy protection, the
actual recipes used to make specific spells will not be listed. For
details, please refer to the booklet: "Emelda's Receipts and
Spelles for ye of Magickal Artes." In this walkthru, you will only
see the spell names used to complete this particular game.

Your final EXPerience points will vary depending on the number of
combat sequences and spells used. My highest was 75.

Last but not least, a special "thank you" to Richard Kivisaari, in
appreciation of the support and feedback.

Congratulations! You have just been hired as a "Ghost-Buster" by
the current owner of Castle Killbragant. Apparently the lady needs
some heavy-duty "house cleaning." Since business has been a tad
slow and your experience is ZILCH, your only possession is a canvas
bag. Keep in mind that this item might come in handy for carrying

Wow, check out the front of this place! Quite impressive and
barely looks creepy. Well, what are you waiting for? Take a look
inside. Oops, thought you could just walk in, didn't you? Well,
meet the captain of the guard. Apparently he doesn't look too
pleased at having unexpected guests drop by, but at least he is in
a good mood and lets you live...for now.

You are unceremoniously thrown into the castle's dungeon. While
pondering if you will ever get out alive, the door to your cell
swings open. Get a load of the silhouette! Guess there might be
something worthwhile to this job after all, eh? Meeting the
boss-lady was certainly an eye-popping experience.

Free at last! Getting bailed out by the person you were hired to
save is not how it is supposed to go. Elvira makes it clear that
she is not impressed with you getting incarcerated on the first day
of the job. What an idiot!

After a major tongue-lashing, she gives you some pointers about
finding a chest which contains stuff to snuff out Emelda, her evil
ancestor who started all this mess. The first thing to look for is
Emelda's recipe book. The spells that Elvira gives you were made
before the book was stolen. Judging by the shape you are in, you
will definitely need more to get through this thing alive. Don't
forget weapons are needed. The dagger she lends you is good for
starters, but you will need some heavy-duty stuff. Lastly, Elvira
recommends that you start by exploring the castle courtyard.

You are now in the courtyard facing the Blacksmith Shop. Don't
bother to go in the smithy for now. Instead, go left and get some
hay outside the Stable entrance. If a guard appears, get rid of
him. You should partially explore the Stable, but leave quickly
when things get a little hairy, otherwise you could become werewolf

Go to the front entrance and turn right. Notice that the main gate
is closed? I guess you are locked in for the duration of this game.
Oh, well, what did you expect? If you like, go left and you will
find yourself in the castle's Souvenir shop; check out the stuff.
There you will find an axe and a couple of shields. (OPTIONAL: If
you wish, take the axe and the large round shield. I didn't

At this time, avoid entering the Main Guardhouse. Remember what
Elvira said about the captain of the guard being a "total sadist?"
I recommended that you get some fighting experience before trying
to tackle this guy.

Time to check out the castle's interior. Go to the front entrance
and up to the first floor. To your left is the Library. Get the
black book with the pentangle (it is Emelda's spell book), turn
around, and go into what resembles the living room. Get the
monstera plant and the stake. Read the diary (note the reference to
a ring).

Leave the living room, turn right, and walk toward the hall.
Bypass the stairs going up. The door left of the kitchen stairs is
the bar. This room isn't guarded, so go on in. Get the bottle of
absinthe, but don't drink it! About face and go down the stairs.
Here is where Elvira cooks up her magic. Give her the recipe book.

To avoid getting burned, get the oven mitts. Put your canvas bag
into room inventory, place burning coal in bag, then take the bag
back into your inventory. Turn right, check out the pantry, get the
two bottles of white wine, and the jars of honey. Are you hungry?
Go ahead and eat some the stuff left in the pantry.

Go back into the kitchen and click on Elvira to mix up "herbal
honey." Notice after Elvira whips up your request, your inventory
now contains another bottle. Consume the stuff to gain knowledge of
all the names of plants. Since this is the only spell that can be
conjured up at this time, you might as well leave all the
ingredients you picked up so far (honey, wine, and monstera leaf)
in the kitchen. Less stuff to carry around, and in this game,
things stay where you leave them.

You can try to check out the secret passage, but Elvira's comments
thwart any attempts. She will go in and tell you that it's too dark
to see anything (save the game). There's no use hanging around, so
go upstairs to the main floor.

Go forward down the hall and turn left at the next door: this is
the Armory. (Note: You may meet a guard wearing a red tunic in the
hall. If not, you certainly will when you try to enter the Armory.)
Combat sequences are deadly, but necessary. Almost every guard can
be beaten without losing points. The more practice, the more
experience you get.

Once in the Armory, get the long sword, large shield, and
crossbow. You now have most of your ghoul-busting tools. Important:
Remember to USE the large shield for protection. If you previously
picked up the axe and round shield from the souvenir shop, drop
them. Leave the Armory, go left, and down the stairs to the
courtyard. Save the game.


Make your way to the Garden Gate where you will meet another guard
(your fighting weapon should now be the long sword). Go through the
gate that leads to the garden path. Along the way you will find
numerous spell ingredients growing everywhere: Help yourself. You
will pass a locked door on your left. Forget it for now and proceed
to the arched opening in the hedge. You are now facing a lawn and
another hedge opening. Turn right, go past the Maze to the end of
the path, and turn left again toward the garden shed. Go inside and
examine the old biscuit tin on the table. Remove the packets of
seeds, look again, and get the small key.

Look around the shed, get the crucifix and the sledge hammer. Take
a close look at what's left of the gardener. Ugh, boy is he ripe!
Don't be squeamish: Get those maggots, and make sure you get them

Turn left and go back through the arched opening in the hedge. Now
is the time to try opening that locked door. So save your game, and
use the small key you found in the garden shed. You will have to
fight a couple of goons wearing monk's robes. Once they are
defeated, proceed to explore the small enclosed garden, taking
whatever ingredients you may need, and turn around.

Hey, there's an archer's bull's eye! It's good for target
practice, but it's too bad you don't have any ammo for your
crossbow. Drop the small key, turn right, and head back toward the
courtyard. (Are you still checking out all the vegetation along the

In this round, you should have picked up the following items:
Aconite, Belladonna, Bleeding Heart, Bloode Root, Dandelyon, Deadly
Nightshade, Dogwood, Elderberries, Firethorn, Flame Flower, Clover,
Hawthorn, Hellebore (the incorrect "Hellabore" spelling was fixed
in a program update), Maggots (2), Maidenhair, Mistletoe,
Mushrooms, Parsley, Plantain, Poppies, Rose, Witch Hazel, Sledge
Hammer, Small Silver Crucifix, and Small Rusty Key.


Go back to the castle's front door and zip upstairs. It's time to
check out the second floor. Go up the stairs on your right, and
open the door of the first room you are facing. That's funny,
there's no guard! Check out sleeping beauty. Uh-oh, this one bites!
Quickly use the stake and it's bye-bye Vampira. Get the dust she
becomes, open the wardrobe on right, get the bolts, and drop the
sledge hammer. Save the game and turn around.

The second floor is a square layout with two bedrooms on each
outside wall, and a bathroom in the center. For ease of clarity I
will refer to the lady vampire's room as the first room on the
north wall. Going around in a clockwise direction will bring you
outside a "pink" bedroom (turn left and enter). Except for the
vampire's room, you will have to fight evil monks before entering
all rooms on this floor. Search the "pink" room thoroughly, then
save the game.

The next bedroom is "green." Remember to explore each room, and
save the game after each exploration.

The "blue" room is guarded by two murderous thugs swinging -- of
all things -- maces! Watch out: they are VERY tough. Did you find
the prayer scroll?

Try the door in the middle (another guard). Good grief, talk about
your pay-toilets! Did you find the laudanum hidden in the crack?

Why guard an "unfinished" room? Check your points: Are they going
up after each battle?

Another locked room; don't bother looking for a key: This is
Elvira's room, and it's strictly off limits unless you are invited.

An orange (brown?) bedroom (who decorated this place anyway?). Are
you still checking drawers and wardrobes?

After another battle, you find the "purple" room is empty. Before
going downstairs, check your inventory. In addition to the previous
stuff collected, you should now have: Vampire Dust, ten Crossbow
Bolts, a bottle of Laudanum, and a Prayer Scroll. Save the game,
and go downstairs.

Part 2


You're ready to cream that creep at the main gate. First, consume
those two bottles you have in your inventory. Did you see that? Now
you have two more scrolls. Forget the prayer scroll; I have a
feeling this guy is not the religious type. Be prepared to use the
fire dagger spell. Remember, this guy is a toughie. You will have
to be real quick on the draw in order to zap him three times.
Otherwise, be prepared for a lengthy combat sequence. This guy can
be beaten, but it takes a lot of practice.

You did it! Adios, el Capitan. Check out his desk and examine the
stuff you find. Can you believe it? This guy had a mother who baked
him apple pies! Don't forget to read the bulletin board, and take
note of the warning "not to remove the crown." Get the notice.
Whoa, there...a key -- a gold key -- with PRIMUS written on it. No
wonder this guy fought so hard! Leave the notice and save the game.


Gee, didn't you get rid of that guy guarding the gate to the
garden? (NOTE: In this game, each time replacements appear, they
are a little tougher then their predecessors.)

It's time for target practice. Try hitting the bull's eye a few
times. Boy, what a lousy shot! You missed the target by a mile.
Don't worry, just keep on trying, and you will become an expert in
no time. Practice is important to enable you to properly use the
crossbow. Before you leave, get the three bolts stuck in the bull's
eye, and save the game.

Do you recall the square hedge opening across from the arched
hedge? Now, that's someplace you can improve your skills with the
crossbow. Hey, get a load of the guy with the falcon, but keep your
eye on the birdie! As soon as it takes flight, use your crossbow,
watch the guy fade away, and go to the bird. Look at what's tied to
its leg: another gold key labeled TERTIUS. Get the bolt (don't
forget the tail feather), and save the game.


Let's go check out the blacksmith shop. This place will have a
guard, but after snuffing the captain, this guy ain't so tough.
That fire sure looks hot! Look in the wooden box (did you find the
crucible?). This container looks like it is good for withstanding
high temperatures, so place it on the fire. This is a one-shot
deal: If you goof it, go back to the previously saved game. First,
put the small silver crucifix in the crucible (it will melt) and
place a bolt in with it. Voila, a silver-tipped bolt! Save the

Now, head next door to the stable and get rid of the guard (your
experience should have increased considerably by now). Before you
ran out of here the last time, didn't dog-breath mention something
about using a silver-tipped something or other?

Get ready (quickly) before he tears out your throat. Use the
silver-tipped bolt. Whew, that was close! Now you can check all the
stable stalls. Did you get the horsehair? Remove the loose iron
tethering ring in the last stall, look in the hole, and get the
gold key labeled SECUNDUS! Drop the iron ring and save the game.


Well, you can't put it off any longer; you'll just have to go back
and check out the dungeons below the castle. Using the side
entrance, you will find yourself in a small vestibule. Before you
go any further, the floor plan is square with four doors on each of
the outside wall and three on each of the inside walls.

This is a very noisy area. The architect who designed this place
probably didn't know how to use a level so all the doors slam shut.
The best way to approach this maze is to go in a clockwise
direction like you did when exploring the second floor of the

Apparently, they don't feed these guys too well down here, but
don't let that fool you. The bone brigade will give you their best
shot. Check each room carefully because most of them are alive with
creepy-crawlers; collect them all. Are you picking up those
spider's webs before you enter some of the rooms and corridors?

By now you should have gone straight down the first corridor,
turned right, gone down the second corridor, then turned right
again. When you reach the second door on the inner wall (on your
right side when looking down the third corridor), you might meet
one of the bones boys wearing red. This guy is tougher than the
others, but once you get rid of him, go into the room he guarded.
You should be in another small vestibule. Open the inner door and
save the game.

A torture chamber! No good castle should be without one. Get the
bag of salt (useful in the prevention of decapitation). Look at the
ring in the floor to your right and get it. Check out the mess you
made. Obviously the guy you dug up isn't going anywhere without
your help, so get the bones. Hey, here's another gold key labeled
QUARTUS. Look around: Did you inspect the grisly tools of the trade
and notice the fire tongs? Don't get them yet unless you want to
meet the guy who runs (ahem) ran this place. To avoid that, put
your canvas bag into room inventory, place the fire tongs into the
bag, and take the canvas bag back into your inventory.

Save the game, and continue to examine each room until you come
back to where you entered. Before you leave, make sure that you
have collected the following: five spider's webs, ten spiders, five
beetles, five earwigs, five centipedes, salt, fire tongs, and
bones. If you find you're missing some of the ingredients, go
around a second time. In either case, save the game before
proceeding to the next part.


Are you starting to itch? Hurry back to Elvira's kitchen and have
her mix up some more of her spells using those darn bugs.

At this point, upon entering the castle you should hear a loud
scream. Elvira will come running and tell you to get rid of some
lard-bucket who has taken over her kitchen. You have to get rid of
this tasteless (see Note) cook so that Elvira can continue to whip
up her spells. Elvira informs you that she is going to lie down for
a while. (Save the game.)

NOTE: If you want to, go upstairs and enter her bedroom (remember
the locked room). Elvira will give you a few more clues about the
cook having no taste in cooking "all her food tastes the same,
because she doesn't use salt." If you do this, be sure to save the
game afterward.

Down in the kitchen, get ready to throw the salt at this fiend.
Watch her melt (what a slug), and Elvira quickly returns.

By now you should have the ingredients for Elvira to conjure up
the following spells: Alphabet Soup, Mind Locke, Spagetty
Confusion, Knightyme Pleasure, Fingerlight, and Palmlight.
Leave all your ingredients in the kitchen. For now, you can put
all the keys in the canvas bag, and leave it there also. Keep your
crossbow and bolts, spells, sword, and shield. Drink your soup, and
before you exit the castle, try to read the inscription written
above the castle's main door.


Save the game and amble on back to the Garden to explore the Maze.
Before entering, a few words of caution. Some of the Gremlins that
patrol the Maze are thieves. If you get zapped by one of them, you
may lose an important item in your inventory (now you know why I
suggested leaving some of your stuff in the kitchen). Worse, if you
are forced into hand-to-hand combat, they can (and will) drain your

Before entering the Maze, use the Knightyme Pleasure spell to get
total protection against all non-contact magic weapons, and save
the game. Killing these critters can be done with the Fingerlight
and Palmlight spells. Use your bolts only when you run out of
spells. Important: When you exit the maze, you must have at least
one bolt (I had three).

Explore the maze a few times, mapping it so you'll know where all
the ingredients can be found. I recommend picking up the
ingredients after you have killed all the Gremlins and discovered
their hideout. This way you can use them as markers to find your
way out.

The Gremlins' Lair is at the end of the Maze. Before entering, you
may or may not see little red "eyes" through the opening in the
hedge. If you do, fire two bolts to kill what is left of them. Go
inside and you will find Elvira's Ring. Further in is a small pool
with a stone cross. Here you will locate Algae, Black Lotus, Blood
Lily, Lily Flower, and Water Lily.

On your way back through the Maze, you should add Thistle (2),
Nettle (1), Fern (2), and Egg (1) to your inventory. Save the game
after you've exited the maze.

Part 3


Head back to the castle's front entrance, go upstairs, and down
the hall past the kitchen stairs. You can check out the room on
your left, and fight the guard only to learn that it is an empty
grand hall. The room to explore is the chapel which is directly
across from the grand hall. Again, fight the guard. Get the book
with the cover made of a strange animal hide (manicore), and go to
the altar. Look closely at the gold and silver artifacts but don't
remove them.
Notice the shape of the opening in the cross? It looks like
Elvira's ring would just fit nicely. Place the ring on the cross,
and get ready for the light show! Hey, look at what's happened to
the altar. Enter the hole and save the game.

You find yourself in a small chamber with a gold crown sitting in
the middle of it! Remember the warning about "not removing the
crown"? Who listens to warnings? Remove the crown but don't leave
the chamber. Instead, look closely at the wall mural. It depicts an
angel holding a glowing sword, and a couple of knights, one of whom
is wearing a crown.

Did you say your prayers? Get out your prayer scroll and use it.
There goes the wall (so much for works of art!). Look at the
skeleton of the king sitting there on a throne. He is holding a
glowing sword, like the one depicted in the mural. Place the crown
on his head, get the Crusader's Sword, and examine it. That the
pentangle symbol seems to be quite a popular motif around here.
Leave the chamber and save the game.


Now, go back to the kitchen. Get your canvas bag and all of the
previous ingredients you left here for safekeeping, then have
Elvira mix up some of the following spells: Glowing Pride Thorny
Splinter, Cat and Dog Broth, Lucky Surprise, Mushroom Tenderness,
Propitious Surprise, Manicore Flip, Painfree, Wooden Heart, and
Iced Magicke.

After Elvira mixes up your requests, go back to the secret
passage. This time when she opens it, place the Glowing Pride
inside, and it will light up the tunnel. You can try to enter
again, but Elvira still won't let you; however, when she goes in,
it won't be dark. Check her right hand when she comes out. Well,
there you go: another gold key, this time labeled QUINTUS! Save the

Part 4


It's time to explore those towers. The layouts of the battlements
and towers are square, with four main corner towers that you can
access from the courtyard. Unless you have scouted the battlements,
you probably would not have noticed four secondary towers. These
smaller towers are accessible only by walking along the top of the
walls. The secondary towers are located as follows: one on each
side of the main gate (remember your first glimpse of the castle;
you read that sign didn't you?), and one on each of the side walls
(there are no small towers on the back wall). For the sake of
clarity, I will refer to each tower as points on a compass with
"south" being the main gate.
Enter using the southwest tower and check out the well by climbing
down the rope. You will see a couple of clumps of vegetation stuck
to the sides of the well. Get the moss and leave the rope where it
is. Climbing down into the well water is not necessary at this
time, but do so if you wish to map. (Save the game first, though!)
Climb up out of the well and save the game.

Go up the stairs, kill the guard, and travel out through the door.
You will see one of the secondary towers (west). Get the ivy, go
in, and kill the guard. Go upstairs. Wow, fully primed cannon! And
look what it's pointing at: the northwest tower. Examine the
cannon. You should see a short white rope that resembles a fuse. If
only you had something with which to light it. (You do, but don't
light it at this time or you will get an unexpected surprise.)

Go down the stairs and travel toward the northwest tower. Watch
out for the knight because he's invincible in close contact fights.
The only way to get rid of him is to use your trusty crossbow. When
you nail this guy watch what happens closely. He keels over the
side of the battlement and splash! Well, of course this place has
a moat! (Save the game.)

Enter the northwest tower. Funny, didn't all the other towers
allow you to climb the stairs to the top? Keep on traveling east
across the back wall. You will note that in this part of the game
there are guards everywhere -- at the courtyard entrances to the
towers, on the second floor of each tower, and even some that come
out to attack you on the battlements. (If you still have them in
your inventory, you can use two bolts on the archers.) Use whatever
it takes to get rid of them. Keep on traveling toward the northeast
tower. Go upstairs, watch for the wooden beam, and walk across it.
From here you can see the moat. I hope you did not remove the well
rope. If you did, do not use it on the beam to climb down, or
you'll never get out of the moat. (Save the game.)

Climb down the stairs. Go to the east secondary tower (nothing
here), continue toward the southeast corner tower, and climb down
the stairs. Here is the entrance to the catacombs.


Before entering the Catacombs, save the game. The three segments
of catacombs are hexagon in shape (six-sided), each having three
rooms (crypts) containing two coffins each. All three sections
intersect in the center (the center is marked by the "hole" in the
floor). Overall, this area looks like a honeycomb. Note: Each
segment has an important item to find or task to be performed.

Although the layout is pretty simple, exploration is not! This
place is well-guarded by a variety of demons: floating skulls,
green gill-men, and a monstrosity that beats you to death with a
rock. Consume the Manicore Flip before you start moving around in
this area, use the crusader's sword, and save the game.

Combat is not easy to avoid, but you can defeat the skulls and
gill-men without too much trouble. Once you get rid of all the
gill-men, the skulls do not reappear. The most difficult sequence
is the fight with the rock creature.

This monster can only be killed using the crusader's sword. This
particular battle can be very long, and it is probable that you
will lose some points. Don't worry: That is what the Wooden Heart
is for. Once you've lopped off the creature's hand, get the rock,
then quickly strike him on the top of his head. Go in and check the
coffin on the right, and you'll find the iron key to the underwater
grate. The way this guy fought, one would have thought the key was
made of something a little more valuable! Read the inscription on
the rock. You can't make out what it says? Dumb-dumb, why didn't
you drink your soup?

The sequence of events may not occur in this order, but if you can
first, try finding the key to the locked grate in the well. Then,
look for the dragon's bloode (inspect the hollow eyes of the carved
stone skulls above the doors). Finally, locate the empty coffin so
you can lay the bones of the torturer to rest. Should you come
across the empty coffin first (always open coffins starting on the
left), place the bones in it, replace the lid, and save the game.
Do not remove the lid of the coffin on the right unless you have
the grate key and dragon's bloode. If you have everything, open the
coffin on right, and things should start getting a little damp.
(Save the game.)


Go down into coffin until you reach the bottom, turn around, and
go forward until you reach the locked grate. Unlock the grate and
go through. You are now in the moat. Go up to get some air, save
the game, then head back down to the bottom. Turn right, go four
screens, turn left, and save the game. Do you see the outline of a
body? Go forward one screen, and wonder no more: Here is where the
invincible knight fell. Look at the sword, get the gold key
(SEXTUS), and quickly go up to get some air. Turn around, go one
screen toward the castle wall, and save the game.

Go down to the bottom, turn left, and go forward four screens.
Turn left to reenter the grate. Go forward until you see the
directional "up" arrow change to red. Very quickly click on it to
go up to the surface, turn, and you will see the well rope. Save
the game and go up again to get out of the well. You will meet
another guard (depending on your experience points using the
crusader's sword is not recommended). I hope you changed back to
the long sword before leaving the well!

Part 5

Go up in the tower (get rid of the remaining guards), go through
the door to the next smaller tower, and go up to the top. Now that
you buried the bones of the torturer, you can safely remove the
tongs from the bag and put them into your personal inventory. Do
the same with the lit coal by first placing the tongs on the lit
coal, then using the "lit fire tongs" on the short white rope
(cannon fuse). Watch the far tower; there she blows!

Go down, save the game, and travel to the northwest tower. I guess
the cannon cleared the staircase, because now you can go upstairs.
You should be looking at Elvira's chest (broad grin). Notice the
six impressive looking locks. Coincidentally, you possess six gold
keys! Save the game, insert the keys into the locks, and open the
chest. You will find an old scroll of spiritual mastery and a
ceremonial dagger: Take both. Should you get grabbed by a creature
(the guardian of the chest), restore and put keys in the locks as
save the game.

If you wish, you can go to the top of the tower to get a
bird's-eye view of the garden maze.

Do you need to stock up on more spells? Go back to the kitchen and
have Elvira conjure up the following: Brain Ache, Clotted Surprise,
Demon's Brew, Ice Sponge, Maiden's Turnover, Monstera Pie, and
Mushroom Tenderness. Consume some of the spells to produce more
scrolls in preparation for any other encounters.


Go toward the southeast tower, kill the guard, and go down to the
catacombs. (Save the game.) You may or may not meet more of the
skulls or gill-men, but you will probably encounter Emelda's
spirit. To avoid her, move quickly when traveling to the center of
the catacombs, and locate the hole in the floor. Look closely at
the hole; that rock looks like it might just fit. Place the rock in
the hole....

There goes the floor! Save the game, go down, and meet Elvira's
evil ancestor, Emelda. But be careful: She is cunning and will not
allow you to leave. Your spells have no effect on her and she is
rapidly draining your lifeforce. Look at the design on the floor.
It's the same as the one on your crusader's sword. Put the
crusader's sword in the center (hole) of the pentangle, and that
will slow Emelda a bit. Now, use the scroll you found in the chest.
Oh-no, she's still ticking! Use the ceremonial dagger.

Congratulations! Elvira and the rest of the world are forever in
your debt.


Combat tips
In this game, healing spells is very rare. So if possible try to win all
combats without injuring yourself. This may sounds difficult but it is
possible. I did! The best weapon is the crusader's sword, followed by the
longsword. So, when you started playing, get the longsword as soon as possible,
it is in the armoury. The armoury has lots of weapons and armours but don't
take the armor unless you are carrying very little items, get the shield
instead, choose the one which give the best protection. Weapons skill improve
through practice, so stick to the longsword at the beginning. Don't waste your
spells on the guards, save them for the gremlins that are inside the garden
maze. Fight at the in until you reach the monster's lair. Cast two spells into
the cave to finish the monsters inside. Once the monsters in the lair is
destroyed, none will appear anymore. Get Elvira's ring and then use it to get
the crusader's sword.

Make a save before any fight. When in combat, try to guess which direction the
enemy is attacking, prepare to block when they did. If you are injured, carry
on the fight but load in the saved game and try again until you have defeated
the enemy without any injury. At first it might be difficult, but once you have
a weapon skill of 60 and above, combat is easy. So in the mean time, endure!
Remember one thing though, monsters get lesser and lesser as you finish them
off. So after a time, you don't have to worry about combat anymore. To block an
enemy attack correctly, all you need is to block/parry at the correct timing,
after a few fights, you should be able to judge when to block/parry. As for
attacking, you can try any manner of attacking, but once in a while change your
combat style a bit to confuse the enemy.




In this walkthru, always take useful items into your inventory, unless
advised otherwise. The useful items are shown in UPPER case followed by a
simple description or spell name(s), usually in parenthesis. Items that are
shown in lower case were not used in this walkthru. These unused items may
also be taken into inventory and used later for markers in mazes and such, but
use discretion or you will quickly become exhausted from carrying around the
extra load.

It will be easier if you organize your inventory into separate piles,
especially when spell making (more so when using BRAINBOOST) which will enable
you to quickly grab the immediate items needed to make spells at your current
level before BRAINBOOST runs out. The hallway area between all three Studio
Doors can be very handy to stash your stuff until needed. There are three
actual locations in this hall so I split the items accordingly:

LOCATION 1 closest to Lobby Door: All items required by the Indian for the
Cerberus ritual.

LOCATION 2 between Doors 1 and 2: All spell items that can be created up to
and including Level 6. If you wish, you can also put the complete Lab
Assistant's Disguise in this area.

LOCATION 3 in front of Door 3: All items used to create spells at Level 7
or higher, excluding specific cold items which are stored in the Haunted
House's Cold Storage Room; the complete Wizard's disguise; the ingredients
needed to resurrect the priest.

Do not create spells unless told to do so. Exceptions to this would be spells
not requiring any ingredients. Important precaution: Some of the really vital
Spells use items that are one-shot deals. Make sure all items used to create
the less critical spells are not needed later; otherwise, you will be unable
to finish the game. When concocting spells, make as many as possible
while under the influence of BRAINBOOST: this max's out the number of spells

Finally, although I have indicated throughout this walkthru many spells that
can be created, only a small portion of the spells are actually used.


Elvira told you to meet her in front of her Movie Production Company. It's
been hours, so where the heck is she? Come to think of it, all the time
you've been out here, no one has entered or left. Better go over to the
Security Office; maybe they can page her or something. What gives? Both the
Front Gate and the Security Office are locked up tighter than Fort Knox.

Wow, get a load of that manifestation! Elvira's testing out Astral Projection
or something. Her spirit tells you that she's desperate. Something about being
held captive in one of her Studios by a big ugly dog. Look: she left you her
prized SPELL BOOK*, but unfortunately, no key or even a hint on how to get in.
Well, she gave you the run of the place, old you to help yourself and all
that, so what are you waiting for? Get cracking!

Your inventory at the start of this game also includes: used GUM -- edible,
but don't you dare eat it (Breathe Underwater), your car KEYS, a PEN KNIFE
(Magic Muscles), your leather WALLET -- empty (what else is new?), a SMALL
KNIFE -- your Weapon (use later for Magic Muscles), a SILVER CRUCIFIX (Holy
item, use later for Magical Armor), and ELVIRA'S PENDANT (the trinket you
found wedged in the back seat of your car, needed to whip up spells).

If only there was something that could be used to pick locks. Really, who are
you kidding? Those gates don't even have a key hole! Look around the Studio's
front entrance for something useful to open the Security Office Door. Use that
ROCK (over to the right of the path) to break the glass on the door. Inside
you'll find a way to open the Main Gate. Pick up a FOUR-LEAF CLOVER for
Luck (it couldn't hurt).

Anyone home? What decent security guard would abandon his/her post? By the
look of things, they must have used this place to film one of their slasher
flicks. Special Effects went heavy on the ketchup and splashed fake blood
everywhere (ick!). Look at the stuff posted on the bulletin board (boring!).
Take all the PAPER items (Fireballs) pinned there. Paper should come in handy
when creating spells that require combustible substances. Explore the desk to
your left. Hey, a master control console and a computer terminal! Too bad the
control panel needs a key.

Turn and open the door on the right of the bulletin board. Oops! Fake blood,
my foot; the guard must've had a run-in with a Cuisinart. This guy looks
sliced, diced, and pureed. Ah, but he has a key! Don't be squeamish: get the
key and use it in the control console (you will need your Code Wheel to
proceed further). Turn on the computer monitor. It looks like it is used for
surveillance. Did you notice the Security Jacket and Cap on the way in? Try
them on before you leave.

The key did the trick: the front gates are now open. The parking lot looks
empty except for one car. Check out the car. Nice plates (remind me not to
bend over). Open the trunk and grab the WIRE CUTTERS (useful tool) and WRENCH
(Magic Muscles). Turn left and walk toward the Reception Area.


Boy, this place sure is deserted; not even a receptionist on duty. Funny, if
no one left, where is everyone? Explore the Lobby (nothing of interest in this
area except the FIRE EXTINGUISHER (Resist Fire)). Leave the extinguisher
hanging there until you start stashing your inventory in the hallway ahead.

That surprise encounter with the Security Guard has weakened your kidneys, so
you might as well use the bathroom. Idiot...the symbol wearing the dress is
Ladies! Oh well, too late. Wash and dry your hands after you flush the toilet.
Did you remember to put down that seat? Nothing found here. Might as well
check out the Gents. Still have the urge? Well, go ahead (at least this time,
you are in the right room). Nothing in here either, but do you notice how your
points go up with each action you do. Exit the Men's Room.

Back in the Lobby to your immediate right is the Office Elevator. Open the
doors and walk in. Elvira's portrait is everywhere; too bad this poster is
fastened to the wall: it would have made a nice souvenir. Turn around and
press the "B" button. The Basement is as good a place as any to start. Thank
goodness that Security Guard's jacket fits because it sure is cold down here.
Feels like someone's left the air conditioning on full blast (brrrr).

The far door opens to the Maintenance Room (save the game). That Indian guy
sitting the floor must be the janitor. From over here he looks like he's on
his pow-wow break. Walk closer and TALK nicely to him. Ask about Elvira and
what you need to do to rescue her, but don't irritate him with stupid
questions. If you make him sulk, restore to your previously saved game.

The conversation with the Indian Janitor should have filled in the details
about Elvira's situation. She is being held captive in one of her own Studios
by the three-headed Demon Cerberus (remember the Dog?). In order to rescue
Elvira you must destroy the beast. To do this, your quest requires that you
All these have to be brought back to the Indian for his blessing. Also
mentioned was something about finding a HOLY MAN (Priest) to help you.

Enough with the questions, already...start exploring! Did you take the
Maintenance Room FIRE EXTINGUISHER (Resist Fire), the POSTER, and the wall
CALENDAR (Fireballs)? Ignore the Indian Medicine Bag since it is not of the
magical variety.

Open the boiler room door. about Hell freezing over! (Save the
game.) Leave the COPPER PIPE for now. Well if you insist, take the rod, but
make sure you saved first. (The pipe is used later with Summon Storm, and
you must be at Level 4 to survive the ice creature.) Turn around and get the
brass KEY (Magic Muscles) hanging next to the door.

Before leaving the Maintenance Room, don't forget to open the door to your
right. Aw, it's just the Janitor's Closet, but look at all the useful goodies:
a large BROOM and FLOOR MOP (weapons), a GALVANIZED BUCKET (Magic Muscles),
and a bottle of strong smelling BLEACH (Revive). Forget the sink plunger and
detergent. It's time to explore the 2nd Floor.


Going Up! So far, so good: no major surprises other than that poor Security
Guard. There sure are a lot of rooms on this floor! Let's check out the first
one to the right.

HINT: Temporarily use the elevator as an inventory drop point when cleaning
out the 2nd Floor Offices.

The Computer Room. Just think, if you had applied for that Computer position,
you probably would have been stuck in this room for the whole game. Forget the
hi-tech equipment and grab the metal SPOON (Magic Muscles), all the PAPER
ITEMS (Fireballs), and the large desk DIARY (Mindlock).

Oh, goody! A Canteen, and I bet you are so hungry you could eat a horse:
forget it, better save the CAKES (Breathe Underwater) and SODA POP
(Protection) until later.

The Makeup Room. Couldn't resist checking your reflection, could you? You
handsome devil! Trying on this stuff can't improve upon perfection, but maybe
a disguise or two might come in handy later. Leave the makeup and accessories
here until you manage to kill the Wardrobe Witch. Did you find the HAND MIRROR
(Illusion) in the waste bin? Save the game and go to the Costume Room.

Lordy, what an ugly Witch! If you don't get out of here quickly, you'll
be finished before you start. So, forget the Costume Room for now and go
directly to Elvira's Dressing Room.

What a mess: remind me not to ask Elvira for her cleaning lady's name. Check
out this place because it's a veritable gold mine of spell ingredients: two
full HAIRSPRAY cans (Novas); a pair of SCISSORS (Magic Muscles); a NAIL FILE
(Enchant Weapon); an old NEWSPAPER, a box of TISSUES, a POSTCARD, and a NOTE
(Fireballs); a box of POPCORN (Breathe Underwater); and a TOWEL (Absorb
Magick). Look in Elvira's Makeup Box.

Ouch! That CURLING IRON sure is hot! It might come in handy to warm things
up. Did you get the SILVER LUCKY CHARM (Magical Armour)? Now, what are you up
to? It's doubtful that you could ever pass for a female, so forget about
trying on Elvira's satin undies. Put down that lipstick! Quit wasting time,
and go check out the Director's Office.

Now, this is class. What a nice office! Get the GLASS ASHTRAY and SODA SIPHON
(Detect Traps), and grab the bottles of GIN and BOURBON (Novas). Please! No
drinking on the job. Go to the Typing Pool.

I guess this is where all the Academy Award winning scripts are typed, but
look: more spell goodies! Get the POSTCARD, a staff NOTICE, and a CALENDAR
(Fireballs); a RADIO/CASSETTE PLAYER (Telekinesis); and inside the disk box
is one DISKETTE (Brainboost).

Time to whip up a few easy spells: LUCK (Clover), ICE DARTS, HEALING HANDS,
and UNSEEN SHIELD (No Ingredients). You should be at LEVEL 3.

Think you are up to doing some major damage to that old witch, but afraid
that you are not at a high enough level? Aw, come on and give it a shot. Save
the game, enter the Costume Room, hit her with a couple of ICE DARTS, and back
out quickly (save the game). Repeat the same actions two or three more times.
If she pulverizes you, restore the game, and wait until you are at Level 4,
then do her in with a Fireball.

Congratulations! You are quicker than you look. Better get used to the gore,
because this is just the beginning. Gee, is this room ever dark! Then, turn
around and flip the light switch. That's better! Look at all the neat
costumes: an ELIZABETHAN PERIOD Costume (get the Sword and drop the costume);
a Military Uniform (not used); a LAB TECHNICIAN'S COAT (needed in the Haunted
House), a WIZARD'S ROBE (needed in Catacombs); an Army Camouflage Jacket (not
used); and a Killer Bee Outfit (not used). Get the WITCH'S EYE (Fear).

Go back to the Office Elevator and press "1." Time to organize your
inventory. It will take two or more trips to haul your booty over to the
Studio Hallway. Sort it as suggested, or use you own system. I'll wait. Hold
onto your SODA CANS (Protection); BLEACH (Revive); Curling Iron (Heat things
up); the FENCING SWORD (make this your weapon for now), and keep a couple of
paper items (Fireballs -- very handy when you reach Level 4).

You've made it through the easiest part of the game! Now, for some scary fun:
let's explore Studio 2's Haunted House.


How the heck did Cerberus get past all this Electronic Security? (Use your
Code Wheel to access Door 2.)

Take a look at this set: a complete Haunted House that looks too much like
the real thing. Get back here, scaredy-cat! Did Elvira's comment frighten you?
Go inside.

Hey, this place ain't so bad. As a matter of fact, it looks better than your
own apartment. Explore the first floor hall and note the BAROMETER (Summon
Storm) on the wall to the right of the staircase. Leave it there until you're
ready to use it. The rest of the stuff found in this hall has no useful value
in this walkthru.

Enter the room left of the Moose Head. You are now in the Parlour. Walk
toward the Suits of Armour, and take the HELM and GAUNTLET from the suit on
the right (can be used to protect valuable body parts and later used for Magic
Muscles). Walk around the room, and take the three pieces of GLASSWARE (Detect
Trap) in the corner cabinet.

Did you notice the apparition floating in front of the closed door? It will
not let you pass. Stumped? Elvira to the rescue with a clue! She mentioned
that it is harmless, but you will need something to con this childish ghost
away from its post. So ignore the poltergeist for now and go to the door
flanked by the Armor.

You have just entered a small Study. Remove the Bird Picture from the wall in
front of you and open the wall panel to reveal a locked wall safe. On your
left is a desk, open all the drawers and take the PADLOCK (Mindlock) and the
PRAYER BOOK (Unholy Barrier). Turn around and go to the Fish Tank. See the KEY
at the bottom of the tank? It opens the safe, but be careful: some of those
fish are VERY hungry, and it isn't recommended that you put your hand in there
unless you want to be fitted for a hook.

Exit the small Study and Parlour and enter the main hall. Walk straight ahead
toward the door on the opposite wall. On your way, did you look to your left?
This is a small paneled corridor that connects to the Kitchen. No use trying
to walk toward that Shadow: Elvira just isn't there and you might meet
something you wouldn't like. Enter the Dining Room.

Looks like you stumbled upon an intimate dinner party that nobody bothered to
show up for. (Save the game.) If you must check out the main course, be
prepared (use Courage); it's not a pretty sight. Otherwise, ignore the COVERED
PLATTER (Blood), and help yourself to the two SILVER CANDLESTICKS (Magical
Armor); six crystal GLASSES (Detect Trap); six cutlery PLACE SETTINGS
(Lighting Bolts); and the two bottles of TABLE WINE (Courage). You notice the
small doors on the wall to your left. Go over and open them.

EEEEK! What a faint from the sight. Where are you? It's really
cold in here! After coming to your senses you notice that you are not alone:
looks like you just found the dinner guests. Quick! You'd better find a way
out of this walk-in Cold Storage Room before you become a lifetime member of
the Popsicle-Pete Fan Club.

Turn around. Notice the locked door with shelves of food on either side? That
gadget on the wall to the left is a Temperature Sensing Gauge and Alarm
System. After glancing at all that carnage, who could even think of eating?
Besides, this food can be used for better things: smelly CHEESE (Freezing
Sword or Revive); a joint of MEAT (edible but save for piranha); two bottles
of cold FINE WINE (Novas); BREAD (Freezing Blade or Breath Underwater). Did
you try on the HEAVY BOOTS (may protect feet)?

HINT: Once removing cold items from this area, they tend to warm up.
Returning items to the cold storage room will cool them again. Remember this
when making FREEZING BLADE.

Elvira hints that in order to get out of here, you'd better start heating
things up a bit (so, use that curling iron). A distant bell starts ringing,
suddenly the door bursts open and again you encounter your ghoulish host. Use
PROTECTION (Soda Cans) and your Fencing Sword, then fight in fierce mode.

Got him! Exit the cold Storage Room taking the MEAT with you. Leave the
BREAD, CHEESE, and FINE WINE bottles here until you reach Level 8. Those boots
sure are heavy but fit fine. Walk across the small hall to the opposite door
and enter. Did you notice the basement stairs?

The Kitchen, although not modern, is fully equipped. What a wonderful antique
stove, "Large enough to cook a ..." (ahem). Look at all the COPPER UTENSILS
(Magic Muscles), and edible goodies: SUGAR, HONEY-2, PASTA, FLOUR, and dried
FRUIT. Don't eat the basket of EGGS (Resurrection). Notice the assortment of
KNIVES and the large MEAT CLEAVER (Magic Muscles) hanging on the wall? The
sharp knife and cleaver can also be used as weapons. Look inside the metal
TINS (Protection). The cream-colored one contains a tube of GLUE (Glue). Did
you inspect the Metal PAIL (Magic Muscles) and find the HORSE SHOE (Luck or
Magic Muscles)?

The door with the soiled apron hanging on a hook leads to a small hall
connecting the Cold Storage Room and the Basement. The other door is the way
out. Save the game and exit through the other door. You are now in the small
paneled Hallway (the one you noticed on your left when entering the Dining
Room). You've got a slight problem: how to get past the Mealy-mouth Dead
Thing without getting whacked? Restore the game if he did you in, and then
pick the door to the basement first. Here you will find a way to defeat that
rotting mess.

A jail cell? I wonder who (or should I say what?), is supposed to be kept
behind bars? There are two Laboratories down here. Save the game, and pick the
one with the Frankenstein Monster to explore. If you accidentally choose the
Lab with the Scientist and are not disguised as his assistant, don't talk or
touch anything (just back out quickly). If you don't, he will throw you out
and lock the door for the rest of the game. Go to the Lab with the Monster.

It appears that ol' Franki is standing in front of another door, but this guy
is so big, it is impossible to move him without some assistance. He is wired
up to the control panel, so DON'T cut the wires on his headband (if you do,
restore the game). Try to juice up the power by flipping the switch and moving
the bar up, maybe he will move on his own. Too bad: the control panels are
wired to a separate external power source, which derives its electrical energy
from lighting. Explore the room.

This place smells like a mortuary. No wonder! Look at all the jars of pickled
body parts: a HEART (Resurrection); a BRAIN (Turn Undead), an ARM
(Resurrection), and numerous other bits and pieces. While you are here, take a
few empty TEST TUBES (handy for carrying liquids), and the flask of BROWNISH
POWDER (Antidote). Go back upstairs to the Kitchen and save the game.

Create a few more spells: more UNSEEN SHIELD, HEALING HANDS, and ICE DARTS;
COURAGE (Table Wine); and TURN UNDEAD (Brain in jar).

Time to try out a couple of those spells. You have no choice: you must use
COURAGE and TURN UNDEAD to get rid of the rotting corpse in the paneled
hallway. That was easy. Go upstairs and explore the second floor.


Assuming you picked the left set of stairs to ascend, the first room you will
enter is a Bathroom. The Bathroom contains a lot of worthless junk, but a
couple of things can be used: a TOWEL and SPONGE (Absorb Magick). Save the
game and exit to 2nd floor Hall.

This Hall is broken up in the center by a balcony overlooking the front
entrance to the house. A set of stairs on either side lead down to the main
floor Hall. The second floor connects seven rooms, five of which are along the
main corridor. At the far end of one side of the Hall, there is another set of
stairs which leads up to the Attic.

Climbing up on either side, you will end up facing a door -- one is the
Bathroom which you already entered, and the other directly opposite is a
burning room. This area requires RESIST FIRE spell to enter, but since there
is nothing of value in this location, why waste spells? Travel toward the
Attic Stairs, and go into the room on your right.

This is the Storage Room. It contains a couple of tea CRATES (inside one is a
box of MATCHES), a rolled up carpet, and a LADDER (good for climbing). (Save
the game if you insist on exploring the Attic.)

Disturbing the Count was fatal (Restore the Game). Did you notice that he was
impervious to the Holy objects in your inventory? Better find an alternate way
to get rid of this bloodsucker. What? No Garlic? How about Sunlight? If only
you could break that dirty window pane.

Past the Storage Room, the next room along the Hall (to your right) is a soft
Violet-colored Bedroom -- quite pretty. Unfortunately, this bedroom is
occupied by yet another corpse. Save the game, go to the bed, and remove the
sheets to uncover the dead Scriptwriter. In his hands are a couple of items:
SCRIPTS (Fireball) and some KEYS (Magic Muscles). Oh-oh, be prepared to fight
his spiritual alter-ego. Use Fencing Sword. Take the SCRIPTS, and looky-here,
something fell out: PHOTOS. Now you know how to correctly disguise yourself.
If you haven't created the LUCK spell, you can use the LUCKY porcelain cats
found on the mantelpiece.

Move the sheets again to uncover a hidden "BUTTON" under the bed. Hey,
look: a secret passage! (Save the game.) You should have your SILVER CRUCIFIX
before entering this area.

The passage leads you to a Satanic Chapel probably used for Black Masses.
Take the ten BLACK CANDLES and the GOLD CHALICE containing BLOOD (both will be
used in the ritual to summon Cerberus). Before you leave, look up.
Those vampires are of the hybrid variety, not as strong as the Count, so the
crucifix temporarily protects you. Don't disturb them or they will wake up.
Exit the Black Chapel, the Violet Bedroom, and turn right.

The Green Bedroom is unoccupied and contains nothing of value. There's one
more bedroom on this side of the hall. Before you enter this room, you should
be under the influence of the COURAGE spell (table wine). I suggest that you
avoid this area for the time being and enter the opposite bedroom (on your

The Child's Nursery houses a crib, rocking horse, and other toys. Remember
the childish ghost guarding the closed door in the Parlour? Take the three
colored building BLOCKS, the TEDDY BEAR (Fireball), and the children's BOOK
(Fireball or Mindlock). Go back down to the Parlour, and save the game.

Using one of the BLOCKS, throw it toward the apparition. Did you notice that
the ghost moved slightly towards you? (Restore the Game) To be able to enter
the closed door you must step back a bit before throwing a BLOCK, move quickly
to open the door, and enter the room.

It's just a small Library. But talk about hauntings! This place looks like
"Ghost Central." Books are flying everywhere. All I can say is read all of the
books: they will clue you in on the details concerning various Demons,
Resurrecting dead people, Reanimation, Science, and Chemistry. You'll probably
get a chuckle if you pick up some of the not-quite bestsellers that also
occupy the shelves. You must find a slip of paper which will fall out of one
the Chemistry Books. This paper contains a list of chemicals needed by the
Scientist to create a very strong POISON (Meat).

Now, go back to the Makeup Room. It's time to try out one of the disguises.
Before you leave the Studio Hallway, lighten your load, take off the Security
Hat and Jacket (don't forget the heavy boots -- these should be left near Door
3), and drop some of the higher level spell ingredients for later use. (Save
the game.)

Using the photo of the Lab Assistant as a reference, put on the correct wig,
glasses, teeth, and mustache. Don't forget the Lab Coat. To save your having
to come back here, take all the stuff that makes up the Wizard's Outfit.
Save the game, hop back down to the Basement (forget talking to the janitor
-- he's told you everything he knows), and enter the Boiler Room. Use a
FIREBALL and grab the 4' COPPER ROD (used on roof with SUMMON STORM).

Now, return to the Basement Lab with the Chemical List (save the game),
and ask the Scientist if you can assist him. He will now talk to you. Ask
him to whip up a bottle of poison. When done, he will promptly kick you out.
Drop the Lab Assistant disguise (you no longer need it) and go up to the
small Study.

Poison the meat and put it in the Fish Tank. Bye-bye fishies! Get the key and
use it to open the wall safe. Inside, you will find the Indian's PEACE PIPE.
Save the game, go back to the Studio Hall, and dink around a bit (organize
your spell components or something) until you reach Level 6.

I know: you are itching to mix up more goodies. Gather only the ingredients
needed to create spells at Level 6. Create BRAINBOOST first (you should get
3). Now, go ahead and have a blast -- make all the spells you can before
Brainboost wears off.

In addition to FEAR (2); REVIVE (2); LUCK (2); and BRAINBOOST (2 left if you
already used one). You can, if you are quick, end up with: GLUE (11) MAGIC

STUDIO 2: HAUNTED HOUSE (Succubus, the Count, Roof)

Back to the Haunted House. Let's get some rest. Go up to the second floor and
back to the Bedroom with the Lovely Succubus. Before entering, use COURAGE.
(Save the game.) What a dream (or should I say nightmare?)! Look around, grab
the FEATHER PILLOW (Trueflight) and the TUNING FORK (is it live or is it
Memorex?) under it. Go back to the Storage Room and get the Ladder. Go to the
Attic stairs and save the game.

Up you go. I know: you still haven't found garlic (don't worry, there isn't
any in this game). Be very quick and use the TUNING FORK to break the dirty
window above the casket. The Count will awake as soon as you reach the Attic,
but watch him fry in the sunlight. Use the ladder and climb up to the roof.

Funny, I thought it was sunny out here? Oh well, either I'm in a timewarp or
this game is! Found nothing to take? Don't leave yet. Use the 4' COPPER ROD
and insert it in the holder next to the chimney. Go back down to the Studio


Time to start moving most of the loot over to the Chapel in Studio 3 (Code
Wheel time). Moving will take 3 or more trips. Open the gate, move quickly,
and watch out for those darn cemetery bats (use Fencing Sword, if necessary);
eventually they will give up.

Okay, you are still at Level 6, but did you notice how quickly your points
started to rise? Time to explore the Chapel. Ugh! That poor priest is
missing a few pieces. To tempt the return of this guy's spirit, use the
inscribed Bible found in the pulpit. The dead Father will definitely need some
replacement parts, like some of that pickled stuff in the Lab (Heart, Franki's
Brain, and some skin -- arm or scalp), and that basket of eggs if he is to be
resurrected. Hold on, I'm jumping ahead of the game.

Let's get some more points so we can activate Frankenstein. Start by sliding
the Pulpit over to the left to reveal a secret trap door. Open it (save the
game) and climb down.

Before the Banshees have a chance to scream their warning, dispose of them
using your Fencing Sword. I knocked off the one on the right first. Push the
lid off of the Catacomb entrance and save the game. Descend down the dirt
shaft, watch out for the groping dead things. Your points should be kicking
you up to Level 7 by now. I had to do battle with a Skeleton first (use the
Fencing Sword). Don't explore the Catacombs yet, just climb up and enter the
Chapel again. (Save the game.)

Place all the resurrection items in the location closest to the dead Priest,
then move over to the part of the Chapel where you left all your spell items
(PEACE PIPE and MATCHES should have been left in the Studio Hallway
near Lobby). Use BRAINBOOST again and start whipping up some more spells. Do
as many as you can. Okay, head back over to Studio 2 and create SUMMON STORM

STUDIO 2: HAUNTED HOUSE (Electrical Storms, Reanimation)

Go back to the roof (the COPPER ROD should still be there), use SUMMON STORM,
and stand back. Once the electricity drains down the rod, take the COPPER ROD
(Magic Muscles), and go back down to visit the Frankenstein Monster.

Now that the equipment's juiced up, start moving the control bar UP. Save
the game and throw the switch! After Elvira makes her brief appearance, be
prepared to watch Franki move. Let him move 4 steps towards you before
snipping the wires on his headband (you did remember to kept the wire cutters
in your inventory?). Snip on the left side, but do it quickly before he makes
his fifth step. Now disconnected, you can safely remove his HEADBAND
(Protection) and SCALP to reveal another BRAIN (Resurrection). Open the door
behind him and save the game.

It's Elvira and she's tied to a stake. Sorry, mistaken identity! Start
hacking at this Skeletal impostor. Before you forget, get the INDIAN MAGIC
BAG. Remember to take the HEART and ARM* (Resurrection) and the rest of the
glass TEST TUBES (hold liquids or detect traps). Use either arm or scalp for
Resurrection. Go back to the Chapel and save the game.

Before descending back to the Catacombs, leave all the stuff required to
resurrect the priest in the location next to him. Take a couple more tubes of
HOLY WATER (Bless, Cure Wounds); the complete WIZARD Disguise; the HELM,
GAUNTLET, and HEAVY BOOTS; the PILLOW (Trueflight); the MIRROR (Illusion); and
all FINE WINE and HAIRSPRAY (Novas). In the Catacombs your points will rise
rapidly, and so will the need to use whatever spells available at your current
level. Some of the items that I suggested you take with you will enable you to
make some of the higher level spells at a later time (use BRAINBOOST when
reaching Level 9). (Save the game.)

This part of the quest is quite interesting (for a short while), but quickly
becomes a chore. So I will point out some of the key factors and requirements.

HINT: SAVE, SAVE, SAVE before each encounter or action!

The Catacombs have a variable factor that make no two games alike; therefore,
it's impractical to give directions on which hole to use when descending or

The maps are constant but a majority of the holes are created when a Skeleton
burrows up from the lower levels. I suggest that you refer to the Catacombs
Map File (available in LIBrary 9 -- Computer RPGs) for a pictorial
representation of all levels, showing where items and traps are found.
There are six levels to the Catacombs and, I'm sorry to say, no shortcuts.

On each level you will see wall levers that open and close barred entrances.
Going up or down in certain areas can put you in a dead-end portion of the
Catacombs (sounds like fun, eh?). It is all very confusing without referring
to a map.

And if that is not enough, there are traps everywhere. Some are at ground
level and can be avoided; others must have wires snipped (told ya those wire
cutters would come in handy). Some of the rooms are booby-trapped with various
gimmicks; in certain cases, leaving a room with the trunk still open will
activate cave-ins.

Wall niches are also everywhere. Most contain potions to revive or boost
certain attributes, while others contain keys to chests, or special weapons
and the like. You will need Detect Trap to avoid disasters. Certain traps can
be deactivated with the wire cutters, while others require the gauntlet/helm,
and still other require Telekinesis.

The traps are one thing, but the creatures you meet in this area of the game
are...well, let's say another story. There are two varieties of Skeletons (in
armor, no less), Zombies, Giant Rats, Blue Ghost Things (they really annoyed
me), Green Imps, etc. Most can be dispatched with just a weapon, but some need
to be zapped with Fireballs or Novas, and then there are those you just can't
get rid of (those darn Blue Guys).

The purpose of the Catacombs is to descend down to Level 6 to retrieve the
INDIAN WAR LANCE. But should you be lucky enough to make it this far, you will
encounter a Necromancer who will "glue" you to the spot, erase all memory of
your spells, then finish you off. You did remember to bring the WIZARD
disguise, didn't you? If not, quickly do him in with a couple of Novas.

Elvira, at last I found you! Oh, no, Not again! This time her image
transforms into a vicious snake. You can dispose of it with the large sword
you found on your way down. Get the INDIAN WAR LANCE. It's too bad that the
game designers didn't think of using that hole in the rock as a quicker exit
outta here -- you know, like connecting it to the locked door in the Chapel
(near the Font)?

Are you beginning to realize that to get out of here, you must go back up
through those blasted Catacombs (snarl)? Like I said before, the maps come in
handy. It shouldn't be as bad as the first time since you have dealt with most
of the creatures (except those *#$%@ Blue things). A zillion hours later,
you finally make it back to the Chapel. Before ascending the stairs save
the game. What? Another battle? This time it's with the Angel of Death. Oh,
gawd, why me? Make sure you using HOLY BLAST and whack this thing with a NOVA
or two (you can also use LIGHTNING BOLT instead or with NOVA).

Leave all the Resurrection ingredients next to Father Callaghan,including
the inscribed Bible (Pulpit). Go back to the Studio hallway, leave the LANCE,
and save the game. After all this, do you think you can handle what's
behind Door 1? (Code Wheel, please.)


Elvira isn't kidding about having to be strong when entering this area.
Although the Spider Maze is just as forebidding as the Catacombs, it is
definitely better designed. Referencing the Spider Maze maps is highly

Now that you are much stronger, defeating the creepy-crawlies should be a lot
easier than before. (Oh, come on. I know you peeked, made it about two steps,
and wham! Right?)

Like the Catacombs, the Maze is peppered with all sorts of helpful spell
goodies (Mushrooms and Crystals), and a multitude of not so helpful

I think the worst insect found in this area is the Mosquito (annoying and
everywhere). The Grubs, Ants, and Water Nymphs are a close second.

Using your large sword will get rid of these things; I also recommend

The layout of the Spider Maze is four levels going upward. As you enter this
area, you immediately notice an Elevator. Unfortunately, it also needs a key
to open. But before you move on, make sure that you powered the thing.

Level one is where you start. Upon exploration, you will find in the center
of the maze a shaft that seems to have a blockage of some sort near the top.
At the bottom of this shaft is a waterfall that drains into a small lake. You
will need BREATHE UNDERWATER to swim to the bottom of the lake and retrieve
the ROPE (Bind Demon). Watch out for those Nymphs! If you didn't get the FISH
BONES (Buoyancy) from the Catacombs, try dropping all of your inventory before
diving down. Make sure you have a small (Dagger) or buoyant weapon (Mop or


Since the Elevator is locked, the only way to the top in this place is
locating the ramps. On the second level, you need to defeat the Scorpion
guarding the SCROLL OF BINDING (Bind Demon). Find the ramp up to Level 3 and
make your way around to another ramp going down, then up again. If you made
the right turns, you should be in front of the Shaft with two threads (cut the
one on the right) and swing over to the hole opposite you. Here is another
ramp going up to the 4th Level.

Another winding journey around Level 4 brings you again to the Shaft. This
time you meet up with the Director (poor guy, to get this far and end up like
this) Using TELEKINESIS, get the Director's wallet, and look inside: it's the
key to the Elevator! (Save the game.) Oh, no. It's the grand-daddy of all
Spiders? How are you going to be able to get its attention? Try using an ICE
DART or two. Move quickly and have the spider follow you. Head directly to
the Elevator. Open the Door and get in. Close the door, but don't descend.
Turn around, open the opposite door, and exit (remember to close the door
behind you). The spider won't bother you any more.

Make your way back to the shaft. Climb down to the giant web (the Blockage),
turn around. Elvira? Hey, is it really you? Yep, you found her and into your
inventory she goes. Did you find the TOMAHAWK? That's it: you've got all the
stuff the Indian mentioned. Now, how the heck do you get outta here? Climb
down one more time and make your way back to the Elevator. Open and close the
door (of course, I mean with you inside, silly), and press "1." That's it!
Exit the Elevator (open the other side, if you are facing a blank wall). Walk
out of the Spider Maze and pay a visit to the Indian. Along the way, remember
to pick up the LANCE, MAGIC BAG, and PEACE PIPE.


Yep, he's still on his break. (Save the game.) Okay, give the Indian the
artifacts for his blessing, and start to talk to him. The game should go into
auto-mode and show a pretty impressive Blessing Ceremony. Once done, take all
the items, except the Peace Pipe (it's now with its rightful owner). Pay a
visit to the Dead Priest. In my game after I resurrected the Priest, I had to
go back to the Library in the Haunted House and reread the Book on Demonology.
To eliminate backtracking, just visit the Library before going to the Chapel.
Remember to take a BLOCK with you to distract the Ghost. Learn anything new?
Go back to the Chapel and save the game.

Time to resurrect the dear Father. Use EGGS, INSCRIBED BIBLE, BRAIN, ARM or
SCALP, and HEART...thar he blows! Father Callaghan is eternally grateful and
wants to do something to show his thanks. Talk to him about the Demon Cerberus
and mention that the Indian referred you. Get the Priest to draw the Pentacle
by giving him the Chalice filled with Blood. He tells you to meet him in the
parking lot (more space, you know), then disappears (never to be seen by you
again?). Go to the parking lot and save the game.

True to his word, the Pentacle is complete and waiting to be used. Place the
BLACK CANDLES, light them, and start organizing yourself. Make sure that the
INDIAN LANCE, TOMAHAWK, and MAGIC BAG are at the top of your Inventory. Make
the BIND DEMON spell (Rope and Scroll). AND make sure that your weapon is now
the LANCE. (Save the game: this is the last save allowed.)

NOTE: I noticed that sometimes after the candles were lit, they appeared to
be unlit. Don't worry, as long as you did light them before the saved game,
using MAGIC BAG will show them lit again.

Okay, you saved for the last time, right? Let's send Cerberus back to
wherever. Use MAGIC BAG and watch the action. This animated sequence takes a
few moments but it's well worth it! You have to wait until Cerberus stops
climbing out of its hole. Once he stops, use BIND DEMON. This will hold him
(and you) for a moment. As soon as your action buttons reappear, throw the
LANCE. Brains are flying everywhere (ick!). Oh wait, he's still got two more
heads! Again, keep your eyes on the action buttons and USE TOMAHAWK as
quickly as possible (the head on the left spews fire once or twice just before
your buttons are reactivated). Hack, hack..._B_O_O_M_!_

Now that Cerberus has gone to doggy heaven, Elvira is up to her old self

The Late Night Queen of Schlock is trying to con you into a love tryst by
offering you the lead part in her next production: "Hercules does Hell!" Does
this mean another sequel?
the top of your Inventory. Make
the BIND DEMON spell (Rope and Scroll). AND make sure that your weapon is now
the LANCE. (Save the game: this is the last save allowed.)

NOTE: I noticed that sometimes after the candles were lit, they appeared to
be unlit. Don't worry, as long as you did light them before the saved game,
using MAGIC BAG will show them lit again.

Okay, you saved for the last time, right? Let's send Cerberus back to
wherever. Use MAGIC BAG and watch the action. This animated sequence takes a
few moments but it's well worth it! You have to wait until Cerberus stops
climbing out of its hole. Once he stops, use BIND DEMON. This will hold him
(and you) for a moment. As soon as your action buttons reappear, throw the
LANCE. Brains are flying everywhere (ick!). Oh wait, he's still got two more
heads! Again, keep your eyes on the action buttons and USE TOMAHAWK as
quickly as possible (the head on the left spews fire once or twice just before
your buttons are reactivated). Hack, hack..._B_O_O_M_!_

Now that Cerberus has gone to doggy heaven, Elvira is up to her old self

The Late Night Queen of Schlock is trying to con you into a love tryst by
offering you the lead part in her next production: "Hercules does Hell!" Does
this mean another sequel?