Walkthrough forElvira 2: The Jaws of Cerberus

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

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

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

  • 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