SKID ROW
presents
ELVIRA: MISTRESS OF THE DARK
CLUE BOOK
Table of Contents
INTRODUCTION: How To Use This Clue Book ..................... 1
PART ONE: The Killbragant Transcript ........................ 2
PART TWO: Walkthrough ...................................... 17
PART THREE: Location of Magic Ingredients .................. 25
PART FOUR: Maps ............................................ 28
Page 1 follows:
INTRODUCTION
How To Use This Clue Book
Part One is for players who don't like to be spoon fed. It
focuses on some of the more difficult puzzles that the
average player will encounter in Elvira, then offers hints &
clues. Some are straightforward, some are kind of oblique.
All are presented in an interview with this guy named Bob
who answered Elvira's call for help, and nearly succeeded
... until he met an untimely Undeath.
This transcript won't give you everything - it will however,
help you locate obscure items, or negotiate particularly
dangerous areas. In any case, Part One does offer you a
way to move forward without forcing us to coddle or
condescend, two attitudes which, frankly, disgust us.
Part Two walks you to the final solution in a most expedi-
ent manner. Only the Weird, the Desperate or the Damned
may use this section. Elvira has suggested that all others
be hunted down and publicly flogged.
Part Three lists all
important ingre-
dients available
in the game where
each one is located.
Part Four gives you
maps for all key
sections in the
game.
Page 2 follows:
PART ONE
The Killbragant Transcript
Interview With a Vampire
Bob R. (not his real name) is a sales executive with a Van
Nuys telemarketing firm. A veteran of many encounters
through personal ads. Bob first met Elvira about a year
ago. "In the dungeon at Killbragant," he says. "She wore
black, as I recall." He agreed to these interviews reluc-
tantly, and only after Elvira's intervention. "I'd do anything
for her," he confided at one point. "I'd grovel. I'd watch
opera."
We met Bob four times over the course of the pre-Hallow-
een season. Each interview took place only after much
covert maneuvering - plane flights, multiple cabs, waiting
for messages at pay phones, etc. Bob often expressed a
concern about what he called "ectoterrorist reprisal." We
met in a host of odd locations.
Once settled, Bob was generally amiable and forthcoming.
But he also showed glimpses of a demonic, almost schiz-
oid hyperintelligence. He would fidget, slide his watch up
& down, spill things. Certain details of his sojourn through
Killbragant clearly unsettled him; his narrative would
digress, grow convoluted, oblique. At times he even spoke
in parables, as if incapable of saying The Thing itself,
whatever it was. Bob was clearly in the grips of some
primal dread during these instances.
(One last note: Accolade was good enough to include a clause in the
standard contract which forbade "any form of biting, sucking, making
scary noises, or in any manner placing a condition of bondage upon
the will of the interviewer.")
Page 3 follows:
October 18
(Bear Country Restaurant, Disneyland)
ACC: You vampires hang out in interesting places.
BOB: Hey, I wasn't a vampire when I started. I was just a
guy. I answered Elvira's ad because I needed the
cash. I had certain agencies leaning on me. Debts.
So maybe my motivation wasn't pure. But then I
met her. Saw her assets. I thought. Yeah. It could
work. I'm not without a certain paleolithic charm.
I've dated biker chicks, with some success.
ACC: Point well made. So how did ... this happen? The
fang thing?
BOB: I did OK in the castle, but I got careless. I wasn't
ready for Emelda. Now I'm Undead. It's a drag,
man.
ACC: How so?
BOB: I go out with the guys, all I can think about is
sucking their necks. It's not too comfortable. We
play squash - at night, of course - they say:
What happened to golf, Bob? We never see you,
man. I tell them sunlight ignites my transmogrified
cells. It's like: What can I say, guys? I shriek, I turn
into dust. They laugh. I say, What do I gotta do,
bite someone? They crack up.
ACC: They don't believe you.
BOB: No.
ACC: What about the fangs?
BOB: Guess I've always been a little long in the tooth.
Page 4 follows:
ACC: OK. Well, life must be a lot different since you
became a nocturnal creature consumed by an
obsessive bloodlust.
BOB: English major? (laughs) But let's get to it. You're
asking me for hints, clues. OK. I still remember
walking into Killbragant. Nice name, I thought.
Kind of place Jack the Ripper runs around.
ACC: Slaughtering antelope or whatever.
BOB: (laughs) Right. So I go in, take a few tentative
lefts, rights. This guy steps out. Dressed in a red
tunic, got his hand on a sword. I say: Where's the
Renaissance festival, man? Guy growls and starts
slashing me. Hey. Remember this anecdote. It
happens about a hundred more times.
So anyway, I stab him. He dissolves. Gives me a
first clue I'm not dealing with normal Joes. I get
the hell out of the castle. I'm running, I'm looking
I wander around the Courtyard. I stumble on some
kind of weird Souvenir Shop. Big Deal, right? Hay. Horses
eat it. So what? Who needs hay?
ACC: Take a guess.
BOB: You got it. Before I get any further, let me drop
some big advice to anyone stuck in Killbragant. It
has to do with grabbing stuff. Do it, man. Grab
everything. Mix every possible spell & potion you
can. You'll be in deep cow sauce if you don't.
(building to a feverish pace) And speaking of spells
& potions: Save strength potions, etc, for situa-
tions where you really need a kick. Keep a lot of
spells at your disposal. Visit Elvira in the kitchen
whenever possible. Search all locations for ingredi-
Page 5 follows:
ents. Have I made my point? And since I'm giving
general advice, here's more. Some goons are
brutal. Others might as well be freaking ballerinas.
Dispatch your wimpier goons hand-to-hand. Save
spells & potions for the real meats. With some
opponents, certain spells are more effective than
others. For example, maze creatures are particu-
larly vulnerable to Palmlight and Fire Wall. The
elite guards are tough too ... but nothing a little
Thunderflash or a Sizzling Egge can't handle. And
you can blow away Emelda's shrieking
handmaidens with a Propitious Surprise or two.
One more thing: Don't forget to eat.
(slumps in chair) Whoa. Somebody call an
ambulance.
ACC: Impressive. Are you familiar with Molly Bloom's
soliloquy?
BOB: Who?
ACC: It's in Ulysses. (pause) That's a book.
BOB: Book? Hey. I'm a sales guy.
October 21
(Happy Donuts, South of Market, San Francisco)
ACC: I cut myself shaving before I came here. You're not
going to suck my wounds, are you?
BOB: No, no. (looking around) Listen, man, you notice
any red glowing eyes? On the way in?
ACC: No. I did see a couple kids smoking cigarettes
through their ears.
Page 6 follows:
BOB: (shakes his head) Urban America.
ACC: Exactly. So where were we?
BOB: So. I go in the Souvenir Shop, grab a shield, move
on. I'm thinking: Bob. Be a man. Go in the castle. I
get to the Armoury. I'm poking around, looking at
things, and it hits me: I need a crossbow. I need it
bad. I don't know why.
After getting the Magic Book from an obvious
location, I head back to the Kitchen. I dig up
honey, produce the hay. Here's hay, I say, and snort
like a horse. You know. Guy humor. Elvira whips
up a little Herbal Honey potion. Suddenly, wham, I
know everything, I'm a horticultural genius. I look
at plants, I say: Whoa, that's hibiscus. Goldenrod, man
Pansy.
ACC: (impressed) Do you still have that ability?
BOB: Yeah. But it's not a real great skill at Monday Night
Football parties. You know too many flowers, it
makes guys nervous.
ACC: Well, I headed out. After some checking upstairs
- lot of crossbow bolts laying around - I wan-
dered out to this Garden Shed (shudders) Not a
pretty sight, man. I grabbed what I could. The
Herb Garden itself was nearby, but I took a few
practice shots at a target I found. Then on to the
Garden. Major herbs, man.
Say, what time is it?
ACC: About 6 AM.
Page 7 follows:
BOB: Hmmm. Anyway, I went back inside and was about
to head back upstairs, but thought I'd peek in the
Living Room first, see if they got a TV, maybe cable.
Watch some ESPN, yell. No luck. But I did find
this wooden stake and, more importantly, a cup. I
wandered back upstairs. It's like: Got a cup, need
malted drinkables. (laughs) But there's this vampire
in one of the bedrooms. Had to dust her. Literally.
ACC: Seems perfunctory. Was she threatening you?
BOB: Hey. Nobody told me this was an Inquisition.
ACC: Sorry. We retract the question.
BOB: Anyway, that's Undeath, man. You make your
coffin, you gotta sleep in it.
ACC: What happened next?
BOB: Well, I wandered around some more, grabbing stuff
- bibles, bolts - then back downstairs.
What's that light?
October 24
(Hilltop Steak House, Boston)
ACC: How's your hand?
BOB: What, you wanna see the dust? Hey, next time you
see a beam of sunrise creep across the wall, do me
a favor - let me know. (fondles stump) I got
enough problems trying to shave and exfoliate with
no reflection in the mirror. Now this.
ACC: Sorry. It was poor time management. Can you
remember where you were before you got vapor-
ized?
Page 8 follows:
BOB: Yeah. I remember.
ACC: You seem agitated tonight, Bob.
At this point our witness brings out steaks. Bob's filet
barely cooked; he requested it "lightly singed on both sides."
It looks like a slab of flesh floating in a soup of blood -
which is, of course, precisely what it is. I can see a tinge of
lust in his eyes. Yellowish tips of canine teeth appear at the
corners of his mouth.
BOB: (snarls) Rrrrrrrr.
ACC: Meat does that to me too.
BOB: (seems not to hear) I split for the Kitchen. I need
spells. But there's this cook. Psycho, pal. Loon
patrol. And she's fairly invincible. But there is a
way to waste her. You like irony? (hold up salt
shaker) The most basic cooking condiment anyone can
imagine. Naturally, you won't find it in the Kitchen.
The cook put it down where a sprinkle in the eye
can do some good. (forks his blood rare meat)
Gruesome? Hey, it's that kind of place. Get used
to it.
ACC: So there's a cook.
BOB: Think of her as something in need of seasoning.
(salts his steak) Got it? Now Elvira shows up. She
needs a "light." If you have one for her, the results
will be pretty good. I'm talking key, man. And
that's the point, isn't it? (shouting) That's what
you live for. Keys. Get those keys.
ACC: Bob -
BOB: (banging wrist stump on table) You want another
one? Bolt a bird, get a key. But you better find the
egg. An amazing egg. Get it? A-maze-ing? Can you
Page 9 follows:
follow this? Get to the center of things. You'd
better take a crossbow and magic, or run a lot. Is
this too complex for you? Should I hire an inter-
preter? (picks up filet with remaining hand, eats)
When you find the water, take all items. Now find
the nest. But beware the eyes. Let me spell it out:
E-Y-E-S. And indeed you must spell them out. Get
it? Spell them out? Am I getting too arcane, too
esoteric? (hails waitress) Nest. Find. Take all.
Including some interesting jewelry - Elvira's "lost"
ring. If you build it, he will come. Open the pod bay doors,
HAL. (regains composure) Geez. Have I been, you
know ... raving?
ACC: Only in a linear sense.
BOB: Am I drooling? (glances where his reflection would
be in wineglass) I can never tell. Anyway, next go
to the Chapel in the Castle. I'm not a religious guy,
but there's a cross there you wouldn't believe . By
chance I glance at the ring from the Maze. I look at
the cross, the ring, the cross again. I think. Whoa.
Next thing I know, I'm facing the entrance to a
secret underground chamber and ... Picture this:
You're facing a wall. You gotta sneeze. You got no
handkerchief. So you pull this scroll out of the
bible you're carrying. USE it - next thing you
know, you're facing some Joe from centuries be-
yond. There's a crown. You put it where it belongs.
There's also a sword. It's holy. And when some-
thing's holy, pal, you don't just file it under "H".
Waitress approaches.
WAITRESS: Finished, sir?
Page 10 follows:
BOB: (gestures to blood on empty plate) Can I get a
doggy bag?
Waitress leaves. Quickly.
ACC: I was reading the profile on you in the October
issue of Telemarketing Today. Congratulations. I
didn't realize you were so successful. What's your
secret?
BOB: I bite necks.
ACC: Ah.
BOB: A lot of my clients are blood acolytes. I'm their
Master. So they buy from me pretty exclusively.
ACC: Wow. The article also mentions your recent divorce -
BOB: No comment.
ACC: OK. But you talk about Killbragant's battlements
- you told them, and I'm quoting here. "They gave
me hell." Could you elaborate on that statement?
BOB: Sure. Battlements. What the name implies. Serious
fighting. The worst is this Grey Knight - he's an
archer - and, well, he has another key. Don't let him
get in close. Fight him from a distance with the
appropriate weapon. Once you waste him, you'd better
note where. Because you won't get the key
now, you have to get it later.
Then there's the Dungeon, the Torture Chamber.
There's a ring on the floor. That's all I can say on
the matter, except this: Touch nothing else. You can
come back later for other items. The Burial Cham-
bers in the Catacombs hold a few interesting little
tchotchkes too. But a strict order of progression
must be followed. All I can say here is: Find the iron
key first. In another chamber, you'll find a coffin
Page 11 follows:
bereft of proper contents. Remedy this. Note: Do
not open the other coffin in this room until, one,
you have the iron key, and two, you've made sure
the well-rope is in the "down" position.
ACC: But what about the monster with the stone?
BOB: Slay him. Take the stone. (cackles) Or maybe
you'd like to FAX him a proposal.
ACC: So now you can open the other, closed coffin.
What happens?
BOB: Well, the room will flood. Swim until you find a
place to go up - i.e., the bottom of the Well. It's a
good idea to then actually swim up at this point,
because last time I checked, humans are still air-
breathing mammals.
OK, now you go down again, and just swim, baby.
Here's where you need that iron key ... and here's
also why you should have noted where you slew
the Grey Knight. If you did your homework, the
Knight's key is yours. Return to the Well and go up.
You know, it suddenly strikes me that I'm being
much too literal. Geez, I might as well draw you a
map.
ACC: Could you? [Editor's Note: See Part Four: Maps]
October 27
(Moose Call Tavern, Kalispell, Montana)
ACC: OK, the recorder's on. Let me say for the record
that we're the only people in here who are not
wearing hip boots.
Page 12 follows:
BOB: (unfolds sheet of paper) They're good people.
Mountain people. They accept you for what you
are.
ACC: And what's that?
BOB: A weenie. (laughs)
ACC: No, I mean, what is that paper?
BOB: Oh. I wrote a little story. I think it will clear up
things. You know, answer questions. Create
context. (begins to read)
We were in a supermarket when Carl first turned into a
werewolf. It was night, of course. We were stumbling
through PRODUCE. Carl was hefting a cantaloupe and felt
a bristling on the back of his neck.
Aaaaa. A caterpillar or something, he said.
But when he jabbed his hand under his collar, brown fetid fur
literally burst out. It was no slow movie transformation. He
more or less exploded into wolf.
I said, Carl. You won't believe this but you look like a
werewolf to me right now.
He looked at his hands. I am a werewolf, he said.
I thought. Now what? Carl was bulging through his clothes.
He smelled horrible.
We made for the doors. In the car, Carl let out a gruesome
howl. I looked at him and said, Whoa, dude.
He looked back with wide, yellowish, baleful eyes.
He said, I need a nap.
I said, Slump down a little, will you? Here. Put on this hat.
Page 13 follows:
I handed him my Nebraska Cornhusker Football cap. He
had to unsnap the plastic band to get it over his wolf ears.
I'm pretty hungry for meat, he said.
Suddenly we were illuminated by flashing lights. I pulled
over and watched the rear view mirror. The backlit police
officer approached. He leaned to the window and said. Your
driver's license.
I pulled it out. I suppose you want to search the car for
contraband, I said.
The cop looked around me at Carl, who was by now hibernat-
ing. He said: That's the hairiest guy I've ever seen.
He's not always like that, I said.
The cop scribbled on a ticket, then handed it to me with my
license.
Keep your nose clean, he said. Eat more salads. Vote.
I thanked him and sped off. At the first light, I glanced down
at the ticket. The note read: Go to Foundry. Find
crucible. Melt silver cross in crucible. Dip cross-
bow bolt. I got the gory gist, but it seemed premature. I
mean, I was beginning to think of Carl as something like a
pet. But then he woke up.
Agrrrdgdaaaah! he said, drooling with an uncontrollable
hunger for flesh.
I said, You gotta see this castle, Carl.
I headed to Killbragant. On the way Carl hung out of the
car, howling and swiping at pedestrians.
ACC: (after a long pause) That's it?
BOB: What do you mean, "That's it?"
Page 14 follows:
ACC: I don't get it. Is there a moral or something? Like,
what does it mean?
BOB: Hey, I'm a vampire. I don't have to give explana-
tions. What, you want morals from a guy who sucks
necks? You want meaning? (tosses paper to floor)
This is art. It doesn't need meaning.
October 31, Halloween Eve
(Black Angel Cemetery, Council Bluffs, Iowa)
ACC: I'm not too comfortable here, Bob.
BOB: (amused) Hey, Chill. You're with me, man. That
counts for something around here. (looks into eyes
of interviewer) Are you getting sleepy yet? Sleepy?
Sleepy?
ACC: Hey.
BOB: Just kidding, man.
ACC: Well, let's get to business. We've come to the last
session. You've been quoted in the media as
saying, "There's a certain percussive rush that only
an artillery fusillade can give you." Can you be
more specific?
BOB: Sure. It goes back to that last day at Killbragant.
I'm wandering the parapets, mooning around,
feeling depressed. But then I step in the Third
Tower and ... well, you know what's in there. I
burned to light that cannon wick. Yeah, sure, fire's
scarce in Killbragant. And when you do find it (in
an obvious enough place - a hearth kind of place),
how the hell do you take it? I spent a lot of time
Page 15 follows:
running around slaying things before i flashed on
the answer. Torture Chamber. An instrument -
Bob is interrupted at this point by a howling cacophony at a
nearby crypt. Despite Bob's hopes and my fears, it is merely
a catfight. After regaining some composure, we continue.
BOB: What was I saying?
ACC: I don't remember. I sort of don't care about any-
thing at this point.
BOB: Relax. You have immunity. Even the spirit world
respects the role of the media.
ACC: Let's move quickly, shall we? Where's the Fifth
Key?
BOB: OK. OK. Anything to keep you from mewling again.
The key's behind a key in the Stable. Which
stone? If my buddy Carl were here today, he'd tell
you. Of course, he might also rend you into twitch-
ing gobbets of meat. Werewolves are funny guys.
If you don't know how to get one off your back yet,
you weren't paying attention to art in Montana.
There is now only one key left to obtain. The
Captain of the Guard ... yeah, the toughest
motherbiter of them all. You're gonna need armor,
pal - but first suck up all the strength you can.
Drop unnecessary items. Enter Captain's Room
and weaken him before you go hand-to-hand. Then
take the bulletin off the guy's bulletin board.
Guess what shows up?
ACC: Great. So now you have all they keys?
BOB: Bingo. Now you need to find the chest, and -
Weird fluttering noises distract us.
Page 16 follows:
BOB: (looking around) Uh ... I can't tell you exactly
where, but - (makes hand gestures that indicate a
recently destroyed structure of some kind) - you
get the idea. In the chest you'll find what you need.
Take it ... but don't use it yet.
ACC: And then Emelda.
BOB: Emelda. Go to the Catacombs and keep a good eye
on the floor. Remember that stone you took from
the monster? It's a key. Use it, my friend. Use it
and pray.
ACC: That's it?
BOB: Yeah. And may the Force be with you.
ACC: (paging through notes) In other publications,
you've been quoted as saying: "If you meet
Emelda's handmaidens, they can only be destroyed
by magic."
BOB: No comment.
ACC: You spoke voluminously of your encounter with
Emelda himself. You seemed to indicate that -
BOB: I've got nothing to say about Emelda.
ACC: But what about the Holy Sword of the Crusader?
BOB: (holds up five fingers) The smart man will play all
the angles.
ACC: And the contents of the chest?
BOB: Use one, then the other. But isn't that a bit obvi-
ous?
ACC: OK, then. One last thing. Do you have any advice
for those who might perhaps, like you, fail Elvira
and be cast into Undeath as bloodsucking crea-
tures of the night?
Page 17 follows:
BOB: Yeah I do. It's this: Telemarketing is the wave of
the future. (laughs hideously) Or maybe hologra-
phy, I don't know.
ACC: Thanks, Bob. You've been a good sport. Listen,
how do we get out of here?
BOB: (sprouts wings) We?
PART TWO
Walkthrough
Ok, we realize that Bob can be oblique to say the least. So
this section charts the most direct path to the "solution"
for Elvira. The path takes you from room to room, listing
what you must do in the most efficient "chronological"
order.
Solutions are hidden under the weird red ectoplasm that
Elvira smeared on the pages. Just slide the enclosed Magic
Viewer slowly down over the involves quantum physics and the
exact weight of protons, the solutions will appear.
NOTE: Decisions concerning (1) how to collect magic
ingredients and (2) when to use them are left to you.
For general guidelines see Bob's advice on pages 4
and 5 in Part One. Choose spells wisely.
Page 18 follows:
Souvenir Shop
Proceed to the Souvenir Shop. Collect some hay
from outside the stable on the way. At the Souve-
nir Shop, take the large (not the small) shield and
USE it. Once activated, the shield will remain in
use until it is dropped or replaced with a larger
shield.
Armoury
Enter the castle and go to the Armoury. Obtain a
weapon. (A sword is best) Also take the crossbow.
Library
Go to the Library. Take the magic book.
Kitchen
Go to the Kitchen. Take honey from the pantry.
Mix honey and hay to make the Herbal Honey spell.
USE spell. (It allows you to recognize all herbs in
the Gardens)
Upstairs Bedrooms
Go upstairs and search bedrooms for crossbow
bolts. Don't go into the Vampire's room yet.
Garden Shed
Go to Garden Shed and collect key, hammer and
silver cross. Also, collect magic ingredients
(poppy maggots, etc) both there and along the way.
Page 19 follows:
Herb Garden
Leave Garden Shed and go to Herb Garden, collect-
ing ingredients (mushrooms, etc) along the way.
En route to Herb Garden, take opportunity to
improve bow skills by using Archery Target until
"message of improvement" is received. You will
have to fight to enter Garden. Open the Garden
gate with the key you found in the Garden Shed.
Living Room
Return to castle and enter Living Room to get stake
- and of course, more ingredients (fern, etc).
Upstairs (Vampire's Room)
Go upstairs and enter the Vampire's Room. USE stake
and then obtain vampire's dust and crossbow bolts.
Upstairs (Blue Bedroom)
Go into Blue Bedroom. Search drawers to find a
bible. In the bible is a prayer scroll. (Note about
Upstairs. You'll find more crossbow bolts in some
of the other rooms.)
Kitchen
Return to the Kitchen and MIX as many spells as
possible. If the cook is there, she must be de-
stroyed. You need salt to do this, salt is found in
the Torture Chamber. When the cook is dead, Elvira
will take her place in the kitchen. At this point, turn
to face the dumbwaiter. Give Elvira a Glowing Pride
spell, then wait for her to get the FIRST KEY for you.
Page 20 follows:
Meadow (Outside Herb Garden)
Go to Meadow and kill Falcon with crossbow. Take
the SECOND KEY, the feather and retrieve your
crossbow bolt.
Maze
Enter the maze and obtain bird's egg. Make way towards
center of maze. Do not enter into hand-to-hand combat with
maze creatures. Either use the crossbow or magic spells to
fight them: otherwise, avoid them altogether. Find the
lily pond in the center of the maze, and take all items.
Now find the nest, which is nearby. Maze creatures are
sneaky, notorious thieves. Take back any items that
might have been stolen from you en route - they will
be in the nest. You'll also find Elvira's lost ring in the
nest. If there are "eyes" in the nest when you arrive, cast
a spell on the nest to destroy remaining creatures.
Chapel
Make your way back downstairs to the Chapel.
Insert Elvira's ring in the cross. Take the prayer
book with the Manticore Hide inside.
Underground Chamber
Enter the Chamber under the altar in the Chapel.
Face the Crusader Wall and USE the prayer scroll.
Put crown on crusader's head and take the holy
sword. USE the holy sword.
Page 21 follows:
Battlements
Go up to the battlements and fight until you meet
the Grey Knight (an archer) who has another key.
Fire a crossbow bolt at him. He will fall over the
battlements into the moat below. (Note this
location. You'll need to find him later in the moat.)
(If necessary: Return to castle to replenish magic
spells and/or make up new ones.)
Dungeon
Enter the Dungeon. Search for magic ingredients
(earwigs, caterpillars, etc.) in the jail cells. Enter the
Torture Chamber and lift the ring on the floor. Touch
nothing else. Take the bones and the THIRD KEY.
Catacombs
Enter the Catacombs and explore the various Burial
Chambers. Find the coffin containing the iron key.
and take the key. In another chamber find the empty
coffin and put bones in it. Note: The other coffin in
this same room is the entrance to the moat - but do
not open this coffin until you have the iron key.
Torture Chamber
Return to Torture Chamber. Take the tongs.
Well Room
Go to the Well Room. Check to make sure the well
rope is in the "Down" position.
Page 22 follows:
Catacombs
Make way back to catacombs. If you meet the
monster with the stone, slay him and take the
stone. Enter the Burial Chamber where you left the
bones.
Now you can open the other coffin. The room will
flood. Swim down and then swim until you find a
place to swim up (i.e., the up arrow is highlighted).
This is the bottom of the Well. Swim up for air or
you will drown.
Swim down again, then to the grill at the other end
of the tunnel. Unlock the grill. Enter the moat.
(find the slain Grey Knight and obtain FOURTH KEY.
Return to bottom of well and go up. Take the moss
from the Well.
Foundry
Go to Foundry. Find the crucible in the wooden
box, and take it. Place silver cross in crucible, then
place crucible in fire to melt the cross. Dip a
crossbow bolt in the molten silver.
Kitchen
Go back to the Kitchen and USE tongs to take hot
coal from fire. Then make way immediately to the
Third Tower.
Third Tower
Light cannon wick with coal. It will fire, blasting
the Fourth Tower to smithereens.
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Stable
Go to Stable. Kill werewolf with silver bolt and
obtain FIFTH KEY from behind stone in last stall.
(The stone with the ring.)
There is now only one key left to obtain. This you
must take from the Captain of the Guard.
Armoury
Go to Armoury and get armor. (CONSUME
strength potions before you put it on, or you may
be left immobile.) Drop unnecessry items CON-
SUME dexterity potions. Enter Captain's Room
and attack the captain with magic to reduce his
effectiveness. Use any magic that increases your
hit points - Palmlight, Fingerlight, Demon's Brew,
anything to weaken him. Then defeat him in hand-
to-hand combat. Take bulletin off Captain's bulle-
tin board then take the SIXTH KEY.
YOU SHOULD NOW HAVE ALL THE KEYS.
Destroyed Tower (Fourth Tower)
Go to the destroyed tower ... the one you blew away
with the cannon. You will find a chest. Open the
chest using the keys in the correct order. (This can
be determined by examining each key.) In the
chest you'll find a dagger and a scroll. Take them
but do not use them yet.
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Catacombs
Go to the Catacombs and find the stone impres-
sion on the floor (located at the "Y" juncture in the
passageway) where you can insert the stone key
obtained from the monster. This will open a secret
passageway. Enter the passageway - but be sure
you've taken all available health potions first! (You want
to boost your LIF quotient: a good potion for this is
Wooden Heart.) If you meet Emelda's
handmaidens, they can only be destroyed by magic.
At the end of the corridor, Emelda will confront
you. If you do nothing, she will drain your Life
Force. To kill her, place the crusader's sword in the
pentangle, then USE the scroll you found in the
chest. Finally, stab Emelda with the dagger.
THE GAME IS NOW WON, AND ELVIRA WILL REWARD
YOU WITH A DISPLAY OF GRATITUDE.
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PART THREE
Location of Magic Ingredients
This section lists, in alphabetical order, all magic ingredi-
ents and their locations in Elvira, Mistress of the Dark.
INGREDIENT LOCATION
Absinthe Bar
Aconite Herb Garden
Algae Center of Maze
Beetles Dungeon
Belladonna Garden Path
Bird's Feather Falcon
Bleeding Heart Flower Herb Garden
Bird's Egg Maze
Black Lotus Center of Maze
Blood Lily Center of Maze
Bloodroot Herb Garden
Centipedes Dungeon
Dandelion Herb Garden
Dogwood Garden Path
Dragon's Blood Burial Chamber
(hole in skull
above door)
Earwigs Dungeon
Elderberries Herb Garden
Fern Living Room
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INGREDIENT LOCATION
Flame Flower Backyard Path
Firethorn Backyard Path
Four Leaf Clover Backyard Path
Hawthorn Backyard Path
Hay Outside Stables
Hellabore Herb Garden
Honey Pantry
Horsehair Stables
Ivy Battlements
Laudnum Bathroom
(Hole in Wall)
Lily Center of Maze
Lily Leaf Center of Maze
Maiden Tree Leaves Backyard Path
Maggot Garden Shed
(Dead Gardener's
throat)
Manticore Hide Chapel
(Prayer Book)
Mistletoe Backyard Path
Monsters Living Room
Moss Well
Mushrooms Backyard Path
Nettles Maze
Nightshade Backyard Path
(by Shed)
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INGREDIENT LOCATION
Parsley Herb Garden
Plantain Herb Garden
Poppy Outside Herb
Garden
Red Wine Kitchen (Pantry)
Rose Herb Garden
Spider Webs Dungeon
Thistle Maze
Vampire's Dust Vampire's Room
(left after vampire
killed)
White Wine Kitchen (Pantry)
Witch Hazel Herb Garden
SKID ROW