Elvira II:The Jaws of Cerberus - Horror Soft RRP œ24.99 (Graphic adventure for ST, PC and Amiga) PC version reviewed (with a few hints) by MerC If you are familiar with Elvira (what red-blooded male isn't?) and her hard-nosed put-downs, this neat but sexist romp is for you. It is horror-oriented, though about as different as you could get from The Legacy. Although the graphics are quite good, there is no attempt at ray-tracing or any such fancy stuff. There is plenty of detail (some might say too much) and no portions of the anatomy are spared (other than those which might offend decency) either in their usual positions or hacked off before you came on the scene. There is a variety of colour-coded and ostensibly painful ways of termination. The scope for saving positions, is, however, virtually unlimited, a facility which should be offered by all adventures and which you will need in this one. There is both humour and attempted humour, often stomach-churning in more than one sense. The game is on three discs and loads with the minimum of fuss. You choose a character to play, though the list is distinctly male. Sound effects are minimal, and you will want to turn off the music. There is no disk copy protection (a definite plus) though a code wheel is necessary for access and to amuse Jolly Roger. This should keep both vendors and users reasonably sweet. Although the game is definitely male adolescent in level, my daughter enjoys playing it, though at 10 it is probably rather too difficult for her. In any case, I liked it well enough to keep playing till the end, which is more than I can say for Elvira I. So you're standing on this road with nothing of value in your pockets and nowhere to go except in - only the gate is locked. The office door provides a way, though this is also locked. So back to the start and have a more careful look round. Eventually you will get to the lobby, which provides a central area for storage of the myriad items you will find. Unfortunately, a compass is not one of them, and in this game a sense of direction would have been a definite asset. Apart from the dispatching of sundry antagonists, mollifying the ethnic aged and resurrecting dead archbishops, this game is really about management of resources. You will pick up dozens of different items, which fall broadly into one of three categories : useless (so you waste time and energy getting them); useful (so you make spells with them); and vital (so when you've made a spell with the object - and spells can't be unmade - you find you can't proceed any further because you've used up a unique item). Beware, for example, of a spell which needs "any good religious object" "anything made of metal" or "a fork-shaped object". Some of these are needed elsewhere. As far as I can remember, you can only make one Telekinesis spell. Don't use it in the catacombs to get an object. In the first place anything you need in that place you can get easily enough without special aid. Second, this particular spell is needed to get a key in another location altogether. It should go without saying that you should not discard anything that appears to be rubbish. You will need to make your own maps as the game is reasonably large, with the office complex and three film sets or studios, a house of horrors, a church with a six storey catacomb under it and a multi-level insect hive, complete with mosquitoes, caterpillars, and ants - not to mention cave worms - all of which succumb with a most satisfying squish. Elvira has been kidnapped by Cerberus, a trans-dimensional polycephalic canine demon and you have to rescue her. This is not helped by finding hostile look-alikes in all but the last place you search, though wherever you do come across these, don't forget to pick up everything you find. Your inventory will eventually contain an icon representing her (not very imaginative, that one) and woe betide you if you try to dispose of it. Having her in hand, as it were, is only a step on the way. You have then merely to save the world, the Universe and everything in this plane of existence by disposing of the creature in the volcano in the car-park. So hold on to the black candles and the matches until near the end. The tuning-fork and blood have specific uses and should not be used up in spells. Loudspeakers use magnetic fields, and magic mushrooms never did anyone any good. Be kind to old people, clerics, and any other living or genuinely dead human you meet. Wear the right clothes, or you'll be turned into a toad, and there's no prince handy (or any other prince for that matter). Do not disparage learning, and note that piranhas will eat anything they're given. When you first find the elevator in the hive studio (on the ground floor) switch on the power, even though you can't use it yet, and don't forget that some lifts have front and back doors. Save the game frequently, especially in the lower courtyard down from the kitchen. Elvira II is a great improvement over the first game, and will run on virtually any machine. There are a couple of glitches if you try illegal actions, but you may never notice them. I crashed the program more than once, when previous screens did not reset properly but with frequent saves this was no real problem. By now there should be a budget edition, so get it and enjoy the blood bath! - o -