Elvira II:The Jaws of Cerberus (Horrorsoft) - Part 1 Supplied by John Barnsley STUDIO GATE & PARKING LOT At the beginning, don't move, but pick up the four-leaf clover under the sign and the rock in the bottom left-hand corner. Go to the shack on the right and throw the rock through the window. Enter and go right. Open the cupboard on the right and take the keys from the dead guard. Take everything from the bulletin board. While you're at it, take the bullet-proof jacket and hat and put them on. Put the key into the security panel and enter the appropriate code. This opens the security gate. Go to the front gate and click on the car in the distance. Take the wire cutters and wrench from the boot, turn left and go through the doors. THE STUDIO OFFICES Take the lift to the second floor. Leave the lift and turn right twice. You'll be facing a long corridor with seven doors. Take the first on the right, into the computer room. Get the book. The next room is Make-up. Take the mirror from the bin, then go to Elvira's dressing room, which is to the right. Take the nail file, the tissues, the towel, the newspaper, the popcorn, three cans of hair spray, the silver clover charm and gas curling iron, which is in the make-up case. There are a pair of Elvira's pants, still warm, but they won't aid you in the adventure! Take the door at the end of the hall, into the Typing Pool. Take the disk from the box and the cassette player. Head back towards the lift. The third door along leads into the office. Take the drink and soda siphon. The last door is the Canteen. Take the cupcakes and soda, and go down to the basement via the lift. Make some small talk with the Indian chief, and it's time to make a few spells. Some of the mystical incantations don't require any ingredients, so stock up on them while you can. Other spells require mixing, so open the spell book and make Protection (with the soda), three Breathe Underwater spells (popcorn, gum and cupcakes), Healing Hands, Luck (clover), five Ice Dart spells and an Unseen Shield. THE HAUNTED HOUSE Go back up to the level where you came in, and you'll find the three sound stages near the lift entrance. Enter the code for number TWO and go through the doors. Turn left and go through the doors. Take the helmet and gauntlet from the suit of armour on the right. Enter the study through the doors in between the Knights. Take the prayer book from the study drawer and the padlock, and make an Unholy Barrier spell with them. Back in the living room, help yourself to the glass vase (turn it into a Detect Trap spell) and the bucket next to the fireplace (Protection spell). Now leave the room and go up the stairs and take the right turning. Turn right at the top and then take two lefts into the first doorway. This is the Nursery. Take the building blocks and return to the Living Room. Stand two paces back from the library door, in front of the ghost, and place a block on the floor, then shoot into the Library. Once inside you'll find lots of reference books and some interesting bookmarks, including a poison formula. Go back to where you came in, and start dropping your stuff in front of the staircase so that you can come back for it later. Don't drop the curlers, pen, keys, gauntlet, helmet or knives, though. Turn the seltzer bottle into a Detect Trap spell. Enter the Dining Room and take everything you find. Turn the wine into a Courage spell and the glasses into Detect Traps. Now look in the service hatch and you will be whisked off to the meat locker. Take the boots off the biker and put them on. Take the cheese, meat, wine and bread. Make Courage and Breathe Underwater spells respectively. Leave your keys and pen here, and heat up the thermostat with the tongs. Get ready to splatter your first baddie with Ice Darts. Put on all protective clothing first; the gauntlet and helmet are the only things you're not already wearing. Cast an Unseen Shield spell and one for Luck, and while you're at it, SAVE THE GAME. You're probably going to run out of darts, so be prepared to go berserk with the pen knife. Turn right and go down the stairs, then left at the bottom to enter the Lab. Take the yellow flask, the bleach, the heart, the skin, the brain (Turn Undead spell) and all the test tubes. The door on the right - opposite the locker - is the Kitchen. Drop all your stuff, except spells, in the Kitchen. Put on the armour, step into the hall and turn left. Immediately fire your Turn Undead Spell. A Courage spell will stop you fainting. Throw a Brainboost spell before you embark on a huge spell-making session. Revive (cheese, bleach and meat), Telekinesis (tape recorder containing a magnet), Glue (adhesive inside yellow tin in the Kitchen), Protection (bucket), Luck (horse's shoe inside bucket), several Fireballs (newspaper, tissues, calendar, postcard and papers from the security hut), several Magic Muscles (pots and pans, tins and knives), two Detect Traps (glass jars on the shelf), Ice Darts, Unseen Shields and a couple of Healing Hands. Keep the meat cleaver as a weapon and the wire cutters for later use. Clean out the kitchen and return to your pile to drop the newly collected items off. Take the armour, poison formula and crucifix. Go upstairs and take the left staircase to the bathroom and collect the towel and sponge. Leave here and turn right. Put on your armour and use a Magic Muscles spell and go into the Lavender Bedroom opposite you. Pull the sheet, and kill the spook with Ice Darts. Take the script and pictures then push the red button under the bed to access the Secret Room. Grab the chalice and candles and then leave. Use the crucifix to ward off nasties. Take the stuff from the mantlepiece and make Luck spells. Turn right and take the second door to the right. Don your armour and use some Courage. When you regain consciousness, take the pillow and tuning fork. Now go back downstairs and drop the junk. Go back to the basement and take the fire extinguisher from the wall next to the chief. Take the medicine bag and the copper rod. Use Fireballs on the Yeti if you have to. You now need some stuff from the Costume Room upstairs. The 'usual procedure' applies:- armour on, cast Unseen Shield, and make ready with the meat cleaver. Now enter the room. Go berserk on the Witch. Turn her eyeball into a Fear spell. Turn on the light behind you, and take the Wizard's robe, the lab coat and the sword - a good weapon at last! Now go across the hall to make-up. Check the pictures you have for the Sorcerer's apprentice. Use the mirror, wigs and make-up to get into the part. Put on the lab technician's disguise and go back to the Lab where the doctor is. Offer to help him and he'll mix you some poison. Make sure you have the formula from the Library, and then leave. Remove the disguise and use the potion on some meat. Give it to the fish in the Living Room and retrieve the key from the tank. This will open the safe behind the duck picture. Take the pipe and go back upstairs and then turn right at the main hallway. Head for the sinister-looking staircase at the far end; this leads to the Attic. You're on your own here, but a small hint is to use one of your spells immediately as you enter the room. Stock up on spells and it's time to leave. Drop everything except weapons, armour, test tubes, crucifix, pillow, towels, gin and vodka bottles, spells, precious metal items, the mirror, hairspray, wizard's robe and make-up, keys and the pen.... @~Next issue we'll head off the the Graveyard to complete the @~solution. - o -