SKID ROW presents ELVIRA II THE JAWS OF CERBERUS PICK YOUR OCCUPATION, NOT YOUR NOSE When
ELVIRA II: THE JAWS OF CERBERUS
PICK YOUR OCCUPATION, NOT YOUR NOSE
When the game begins, you'll be asked whether you want to restore a saved
game. If you choose not to restore a saved game, then you'll have to
pick your occupation (see OCCUPATIONS below). When you restore a saved
game, your occupation remains the same as it was when you saved the
Your stats are set at the beginning of the adventure, when you select
your occupation. Here's what you start with:
OCCUPATION WS ACC WP MR PR CON STR INT
Stuntman 10 6 10 6 9 8 10 6
Private Eye 9 9 9 8 8 9 8 9
Programmer 6 8 6 10 10 6 6 10
Knife Thrower 8 10 8 8 6 10 9 8
These numbers increase as you gain experience and may change with
different circumstances. Naturally, stats increase at different rates
depending on your occupation. For your latest health report, click on
the body icon on the right side of the screen
THE MAIN SCREEN
The Action Window
If you've ever seen a movie, you know what the action window does. (If
you've never seen a movie, then you probably aren't from around here,
and probably have no business playing with computers, either). This is
where the fun happens ... blood, gore, mayhem, death, blood, paranormal
phenomena, battle with goons from the great beyond, blood, plunder,
carnage ... did I mention that there's blood?
* Click on the direction arrows at the lower right of the main
screen to move forward, back, left, right, turn around, or climb
up or down.
* If you want to move toward an object, click directly on the
object to move in closer.
* To open a closed door, just click on it.
Looking at Stuff
If you see something in the action window that you want to know more
about, here's what you do:
1 Click on the object, then drag it into your inventory
2 Click on the object again
3 Click directly on the examine box
4 Read all about the object
If you're able to do other stuff with the object you've selected these
options will appear just below the examine command. For more about this,
read the command menu section.
Getting to Know the Locals: Conversations
Sometimes you get lucky, and somebody you meet will actually want to
talk to you instead of disemboweling you. When the person or thing in
the action window is interest in chatting, a mouth icon appears at the
right of the screen. Here's what to do:
1 Click on the mouth icon
2 Read the dialog options that appear
3 Click on the desired dialog option
4 Wait for response and more dialog options
5 Repeat this procedure from step 2 until encounter ends
* Click the suitcase icon in the upper right corner to bring up
* To add something to your inventory, simply drag it from the
action window down onto the message box, or the suitcase icon
* To use an item in your inventory, click on the item, then select
the option that appears on the right side of the screen. Some
objects can be dragged from your inventory and used on an object
in the action window in order to complete an action sequence.
You can carry an amazing amount of stuff, so feel free to help yourself
to anything that isn't staked down. On the other hand, greed doesn't
always pay - in fact, it can cost you plenty in strength. If you're
expecting unpleasant company and want to travel light, go ahead and drop
some of your goodies, they'll still be there when you get back.
Without these arrows, you ain't going nowhere. Wherever you are, look at
the highlighted yellow arrows in this area to find out what your
movement options are.
The Tell-Tale Heart:
That beating heart on the main screen represents the current state of
your body. The beating speeds up if you panic, and slows down as you get
a grip on yourself. If you get hurt, it slows way down. If it stops,
The number next to the heart is what you want to keep an eye on. It is a
sum of all the individual hit points from the various parts of your
"The Corpus Delectable" (Health Status Indicator):
The guy in the top left corner of the screen is YOU or at least, a
reasonable facsimile. This is your health status indicator. The size of
the little lines coming out of him tell you how many hit points each area
of the body can take before you die. Here's how you die:
* You've been beaten about the head and shoulders so relentlessly
that you're down to 0 hit points for the head or chest area.
* The skin and muscles and guts are ripped, tendon and sinew, off
your fragile mortal frame (arms and legs have been hacked off.)
If that wasn't enough for you, here's what happens if you should lose a
* If the hit point total in one of your legs drops to 0, then your
movement will become sluggish until you get some healing done.
* If you lose an arm, then your carrying capacity drop.
Seismic Activity Sensor:
The motion sensor is a little gadget that can help you find
unfriendlies before they find you. As you move, the sensor will lose
its mind. But as soon as you stop moving, the sensor will scan the area
and display any movement in the vicinity.
This gadget will let you know which spells you've got running at the
moment. You can have any number of spells going at one time.
When you click on the suitcase icon an inventory of everything you're
Click this icon and all the stuff you've discovered so far in the room
appears in a message box. In addition, all items that have been dropped
Click on this box to display all your mixed and ready-to-cast spells.
Once displayed, simply click on the spell to cast it.
Click this box to view the spellbook, which will enable you to mix
Combat Weapon Box:
Click on this icon anytime to alter your style of fighting.
Hit Point Indicator:
Each time you smite your opponent with a weapon, this gauge gives you
an indication of the severity of the blow.
This gauge gives you an analog indication of how much damage you sustain
from each of your opponent's blows.
Whenever you click on an item, you will be given a choice of actions to
take with that item. These actions will appear to the right of the main
viewing area. Click on the desired action to execute the action.
The Stats Bar:
LEV - Level. Lets you know how well you're doing in your quest. As you
gain experience points, you will move up in levels and be able to mix
more powerful spells, fight hand-to-hand more effectively, increase your
stats and ultimately get closer to Elvira.
EXP - Experience. This number increases as you play and slay. It also
relates directly to your level.
PP - Power Points. The more power points you have, the more spells you
can cast before a recharge.
HP - Hit Points. Maximum hit points for your character.
WS - Weapons Skill. Determines how lethal you are with your weapon.
ACC - Accuracy. Determines the likely hood of hitting your target
WP - Will Power. Determines the amount of guts you have
MR - Magic Resist. Determines how susceptible you are to supernatural
STR - Strength. Determines how hard you can hit
CONST - Constitution. Determines your total hit points and will lower
the damage you take from attacks.
PR - Poison Resist. Determines resistance to deadly doses.
INT - Intelligence. Determines power points and the number of spells
you get out of each mixing.
As soon as an opponent appears on screen, your pointer will change into a
combat icon. Click on the combat weapon box to bring up a choice of
four combat modes.
* Normal: Turns cursor into a sword. No advantage for either
* Defensive: Turns cursor into a shield. Less chance of hitting or
* Fierce: Turns cursor into a lightning bolt. Better chance of
hitting and getting hit.
* Berserk. Turns cursor into a viking helmet. Change of hitting
and getting hit is very great.
How to fight:
1 Click on a choice, and the cursor will turn into the weapon
2 Move the weapon onto your opponent
3 Position the cursor over the part of the opponent's body that
you wish to attack, then click to slash away. Each evil critter
will be easier to hit in some areas than others.
Active & Inactive Weapons:
When the cursor changes into a weapon or shield, it will appear either
white or black. When it is WHITE, the selected weapon is active. When it
is BLACK, your weapon is in the midst of a hack or slash.
Sometimes it's better to be a weenie. To run away, back away carefully,
then TURN & RUN!
Lesson One: To get even the most basic spell off the ground, you need
1 My Spellbook
2 The right ingredients to mix the spell
3 The level, experience, and opportunity to cast it
4 My red pendant
Get the Spellbook!
Make sure to get my spellbook when you first enter the studio. If you
don't, you'll probably be mashed into dog chow shortly after you get past
the main gate.
Each spell has 3 requirements that must be fulfilled before it can be
created. These requirements are listed under each spell in the
spellbook. The effect is also listed. The three requirements are:
* Level: Each spell has a level number listed. You must be at that
level or higher before being eligible to create that spell.
* Cost: The number of power points burned after each application
of a spell is listed
* Ingredients: You must have all ingredients needed for a
particular spell in your inventory
Mixing a Spell:
Once you've got my book, you can click on the book icon in the upper
right of the screen any time to refer to it. There are eight spells on
each page, and dozens of spells in all.
* To turn an index page: Click the book icon at the top left of
* To choose a spell for mixing: Turn to the correct index page and
click directly on the spell name. This brings up the description
of the spell, the level you need and the list of ingredients you
need to make it
* To return to the spellbook index: Click on the book icon in the
upper right side of the spellbook page without mixing a spell on
screen. You may now choose another spell.
* To mix the spell:
1 Click the mix icon at the top left of the page. Your
inventory will appear.
2 Drag each of the ingredients from the inventory up to
the page and let go.
3 When you've got all the items on the page, click the mix
icon again. The new spell will appear as an icon in your
inventory. There's no limit to the number or ready-mixed
spells you can carry.
* To exit the spellbook index: Click on exit.
Casting a Spell:
Once your first pre-mixed spell is in the bag, a new icon - the
spellthrower - appears in the upper right of the screen. Click this
icon, and your spells appear. Click the spell you want, and it's
Fun Facts About Spells:
* Some spells can only be used once. After you use them their
icons disappear forever.
* Some spells can be used over and over again.
* Your currently active spells appear in the spellchecker at the
lower left of the screen.
* If a spell disappears from the spellchecker list, it's run its
course. The same goes if you've got a spell running, but it
doesn't appear to be doing you any good.
* The name of the spell is a good clue on what ingredients it may
* Double click on a spell icon to find out which spell it is and
how many charges are left.
LIST OF SPELLS FOR ELVIRA II
8,8, a garnet and any absorbent object. When used, all magic will have no
effect on the player for a short period of time.
3,4, a natural poison. The spell removes all poison from the player's
9,15, unknown. In the correct circumstances, demonic life-forms will be
trapped by this spell.
1,5, holy water and a crucifix. This blessed weapon will do extra damage
to creatures of unholy origin.
3,6, anything that stores information. The player's memory and overall
intelligence is improved significantly.
2,4, anything edible. This spell enables the player to breathe in any
4,6, the calcified remains of a marine creature. Increases ability to
carry items underwater.
3,8, a vial of alcohol. This spell causes the player to forget all fear.
9,12, a vial of holy water. The player's body is restored to full
6,5 a quartz. By the use of this spell, the player will be able to
recognize the power of magic.
3,5, any shaped glass. This spell detects traps.
3,6, an emerald and a file. This weapon does extra damage and is easier
6,7, an eye from a witch. This spell causes great fear in weaker
4,8, a combustible substance. A ball of flame is projected towards the
target causing moderate damage. Size of ingredients effects results.
8,9, two cold items. The weapon becomes extremely cold and does extra
2,4, and adhesive. The enemy becomes glued in place for a short time.
Stronger monsters can resist this spell.
1,3, none. This spell has a minor healing effect on one body area.
5,6, any edible fungi. This spell results in major healing to one body
area, and minor to all others.
5,6, two good religious items. A bolt of pure goodness is fired which
does moderate damage to an unholy monster.
1,4, no ingredients. When cast, projects a shard of ice at target,
causing low damage.
8,11, a mirror. The caster assumes the appearance of the next creature
7,11, an amethyst and anything fork shaped. Electricity streams from the
player's fingertips causing serious damage. Size of ingredients effects
2,4, something associated with good fortune. the player will become very
lucky. But only once.
5,7, three metal objects. Mighty strength is bestowed upon the user of
7,12, any three items made of precious metal. This is a more powerful
version of the protection spell.
6,8, a padlock and a book. This spell protects the spells already
memorized from being destroyed.
9,15, an inflammable liquid. A stream of fire is produced which
devastates all monsters in sight.
2,6, a metal band. The player is encased in a magical field which
reduces damage taken.
5,7, fire extinguisher. While under the influence of this spell, the
player is immune to all fire damage.
10,20, unknown. Restores to life a holy person.
4,6, a strong-smelling item. If a player becomes unconscious, he is
healed automatically. This spell remains active after being cast until
it is needed.
7,9, a barometer. This spell, cast from on high, summons a storm.
4,7, a magnet. This spell enables the player to call on unrestricted
item to him.
8,9, feathers. Spells cast under the influence of this spell never miss
the most sensitive area of the enemy.
3,12, a brain. This powerful spell repels all undead creatures in sight.
3,5, a book of prayer. Anything unholy may not pass thorough the barrier
while the player remains still.
1,3, no ingredients. The air around the player solidifies into a shield
which deflects come range and combat artillery.
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