Monday, July 13

Walkthrough · Elvira II: The Jaws of Cerberus

Elvira 2: The Jaws of Cerberus

Contributor
The Spoiler Centre
Last updated
April 7, 2026
Sections
4
Reading time
3 min read

Important Warnings

There are sometimes more than one way to solve a problem or mix a spell. This freedom adds realism to the game, but also causes problems if you use an item as a spell ingredient and later realize you need that item for something else. Read the spell ingredient list at the bottom carefully before committing items.

Warning 1: Frankenstein in Studio 2

When you find Frankenstein in Studio 2, you will need to animate him to finish the studio — but you must be at least level 9 before you can do so. Do NOT click on his head while holding the Wire Cutters before you are ready. If you view his face full-screen this way, you will make finishing the game impossible.

Warning 2: Studio 1 Elevator

Before going up to level 2 and above in Studio 1, make sure you turn the elevator on and have the radio with you.

Walkthrough

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Animating Frankenstein

To animate Franky, get the copper rod from the basement office and put it on the roof to act as a lightning rod. Then cast Summon Storm to call lightning (which requires level 9). Go back downstairs to Franky's room. Move the left lever down and the right lever up — Franky will begin walking toward you. After he has taken a few steps, click on the wires leading to his head to cut them using the wire cutters from Elvira's car. Cut at the right moment: too early and you can't open the door behind him; too late and he will kill you.

Studio 1 — Getting to Level 4

To reach level 4 of Studio 1, you swing across a gorge — there is no swinging back. On level 4, after casting the Telekinesis spell (ingredient: radio), you can get an elevator key from the wallet of a webbed man. You can then access the rest of level 4 from the other side of the elevator. Make sure you close all elevator doors behind you, or you will never be able to use the elevator again.

Essential Item

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Do not use the Small Silver Cross (the one you start the game with) as a spell ingredient — you will need it to complete the game.

Spell Ingredients

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  • Antidote — Yellow flask from Franky's room, or a red mushroom (kill all creatures in the room without leaving)
  • Bind Demon — Rope and Scroll of Binding
  • Breath Underwater — Cakes from the cafeteria
  • Buoyancy — Fish bones from Studio 3 (catacombs)
  • Courage — Gin from the director's room (wine will probably also work)
  • Cure Wounds — Holy water in test tube
  • Detect Trap — Glass ashtray from the director's room
  • Fireball — Notes, letters, postcards, calendars — anything combustible
  • Glue — The glue found in the kitchen
  • Holy Blast — Gold cross and silk from church
  • Lightning Bolt — Blue quartz from Studio 1 and candelabra from dining room
  • Mindlock — Book from 2nd floor office and padlock from Studio 2 (desk in fishtank room)
  • Resurrect — The father's bible (found in pulpit), the brain from Franky's head, the heart in the jar, eggs from the kitchen
  • Summon Storm — Barometer from foyer of Studio 2
  • Telekinesis — Radio from 2nd floor of offices
  • Turn Undead — Brain in jar from Franky's room

Acknowledgement

Annotated by The Spoiler Centre for the RPG Gamers archive.