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Elvira: Mistress of the Dark cheats / Elvira: Mistress of the Dark hints / Elvira: Mistress of the Dark faqs / Elvira: Mistress of the Dark solutions Elvira: Mistress of the Dark faqs and solutions Part 1 INTRODUCTION ELVIRA, MISTRESS OF THE DARK is a unique embodiment of fantasy RPG, adventure, wise-cracking one-liners, and gore. This game plays like a "B" movie. The plot: "Damsel in distress hires you to help her save her home and the world from evil!" To truly enjoy this game, I suggest that you try to play it before using this walkthru. Explore and map thoroughly, and most of all, always save your game before any life-threatening encounter. There are subtle variations in achieving completion. This walkthru is based on my second go 'round, which avoids most of the gore. If you are the blood-thirsty type, go ahead and get killed by the different ghouls you meet. This will allow you to see the many ways your character looks when dead! The details are especially gruesome if you have VGA. Remember, log all the names of your save games, otherwise you will have to exit ELVIRA to list them in DOS. Throughout the game you will find a lot of items in different locations: Most of them are useless, some should not be removed, and others are important to have in your inventory. If you feel that you must take everything in sight, don't forget that the more junk you carry around, the easier it is to get tired. I found some of the extra stuff to be useful as location markers (good for mazes and such), but it is up to you. Always explore each location using the "point and click" method. Then, before leaving, check the "room" inventory, just in case you overlooked something. In order to avoid violating the off-disk copy protection, the actual recipes used to make specific spells will not be listed. For details, please refer to the booklet: "Emelda's Receipts and Spelles for ye of Magickal Artes." In this walkthru, you will only see the spell names used to complete this particular game. Your final EXPerience points will vary depending on the number of combat sequences and spells used. My highest was 75. Last but not least, a special "thank you" to Richard Kivisaari, in appreciation of the support and feedback. CASTLE: GATE/COURTYARD Congratulations! You have just been hired as a "Ghost-Buster" by the current owner of Castle Killbragant. Apparently the lady needs some heavy-duty "house cleaning." Since business has been a tad slow and your experience is ZILCH, your only possession is a canvas bag. Keep in mind that this item might come in handy for carrying things. Wow, check out the front of this place! Quite impressive and barely looks creepy. Well, what are you waiting for? Take a look inside. Oops, thought you could just walk in, didn't you? Well, meet the captain of the guard. Apparently he doesn't look too pleased at having unexpected guests drop by, but at least he is in a good mood and lets you live...for now. You are unceremoniously thrown into the castle's dungeon. While pondering if you will ever get out alive, the door to your cell swings open. Get a load of the silhouette! Guess there might be something worthwhile to this job after all, eh? Meeting the boss-lady was certainly an eye-popping experience. Free at last! Getting bailed out by the person you were hired to save is not how it is supposed to go. Elvira makes it clear that she is not impressed with you getting incarcerated on the first day of the job. What an idiot! After a major tongue-lashing, she gives you some pointers about finding a chest which contains stuff to snuff out Emelda, her evil ancestor who started all this mess. The first thing to look for is Emelda's recipe book. The spells that Elvira gives you were made before the book was stolen. Judging by the shape you are in, you will definitely need more to get through this thing alive. Don't forget weapons are needed. The dagger she lends you is good for starters, but you will need some heavy-duty stuff. Lastly, Elvira recommends that you start by exploring the castle courtyard. You are now in the courtyard facing the Blacksmith Shop. Don't bother to go in the smithy for now. Instead, go left and get some hay outside the Stable entrance. If a guard appears, get rid of him. You should partially explore the Stable, but leave quickly when things get a little hairy, otherwise you could become werewolf chow. Go to the front entrance and turn right. Notice that the main gate is closed? I guess you are locked in for the duration of this game. Oh, well, what did you expect? If you like, go left and you will find yourself in the castle's Souvenir shop; check out the stuff. There you will find an axe and a couple of shields. (OPTIONAL: If you wish, take the axe and the large round shield. I didn't bother.) At this time, avoid entering the Main Guardhouse. Remember what Elvira said about the captain of the guard being a "total sadist?" I recommended that you get some fighting experience before trying to tackle this guy. CASTLE: FIRST FLOOR/KITCHEN Time to check out the castle's interior. Go to the front entrance and up to the first floor. To your left is the Library. Get the black book with the pentangle (it is Emelda's spell book), turn around, and go into what resembles the living room. Get the monstera plant and the stake. Read the diary (note the reference to a ring). Leave the living room, turn right, and walk toward the hall. Bypass the stairs going up. The door left of the kitchen stairs is the bar. This room isn't guarded, so go on in. Get the bottle of absinthe, but don't drink it! About face and go down the stairs. Here is where Elvira cooks up her magic. Give her the recipe book. To avoid getting burned, get the oven mitts. Put your canvas bag into room inventory, place burning coal in bag, then take the bag back into your inventory. Turn right, check out the pantry, get the two bottles of white wine, and the jars of honey. Are you hungry? Go ahead and eat some the stuff left in the pantry. Go back into the kitchen and click on Elvira to mix up "herbal honey." Notice after Elvira whips up your request, your inventory now contains another bottle. Consume the stuff to gain knowledge of all the names of plants. Since this is the only spell that can be conjured up at this time, you might as well leave all the ingredients you picked up so far (honey, wine, and monstera leaf) in the kitchen. Less stuff to carry around, and in this game, things stay where you leave them. You can try to check out the secret passage, but Elvira's comments thwart any attempts. She will go in and tell you that it's too dark to see anything (save the game). There's no use hanging around, so go upstairs to the main floor. Go forward down the hall and turn left at the next door: this is the Armory. (Note: You may meet a guard wearing a red tunic in the hall. If not, you certainly will when you try to enter the Armory.) Combat sequences are deadly, but necessary. Almost every guard can be beaten without losing points. The more practice, the more experience you get. Once in the Armory, get the long sword, large shield, and crossbow. You now have most of your ghoul-busting tools. Important: Remember to USE the large shield for protection. If you previously picked up the axe and round shield from the souvenir shop, drop them. Leave the Armory, go left, and down the stairs to the courtyard. Save the game. GARDEN Make your way to the Garden Gate where you will meet another guard (your fighting weapon should now be the long sword). Go through the gate that leads to the garden path. Along the way you will find numerous spell ingredients growing everywhere: Help yourself. You will pass a locked door on your left. Forget it for now and proceed to the arched opening in the hedge. You are now facing a lawn and another hedge opening. Turn right, go past the Maze to the end of the path, and turn left again toward the garden shed. Go inside and examine the old biscuit tin on the table. Remove the packets of seeds, look again, and get the small key. Look around the shed, get the crucifix and the sledge hammer. Take a close look at what's left of the gardener. Ugh, boy is he ripe! Don't be squeamish: Get those maggots, and make sure you get them all. Turn left and go back through the arched opening in the hedge. Now is the time to try opening that locked door. So save your game, and use the small key you found in the garden shed. You will have to fight a couple of goons wearing monk's robes. Once they are defeated, proceed to explore the small enclosed garden, taking whatever ingredients you may need, and turn around. Hey, there's an archer's bull's eye! It's good for target practice, but it's too bad you don't have any ammo for your crossbow. Drop the small key, turn right, and head back toward the courtyard. (Are you still checking out all the vegetation along the way?) In this round, you should have picked up the following items: Aconite, Belladonna, Bleeding Heart, Bloode Root, Dandelyon, Deadly Nightshade, Dogwood, Elderberries, Firethorn, Flame Flower, Clover, Hawthorn, Hellebore (the incorrect "Hellabore" spelling was fixed in a program update), Maggots (2), Maidenhair, Mistletoe, Mushrooms, Parsley, Plantain, Poppies, Rose, Witch Hazel, Sledge Hammer, Small Silver Crucifix, and Small Rusty Key. CASTLE: SECOND FLOOR Go back to the castle's front door and zip upstairs. It's time to check out the second floor. Go up the stairs on your right, and open the door of the first room you are facing. That's funny, there's no guard! Check out sleeping beauty. Uh-oh, this one bites! Quickly use the stake and it's bye-bye Vampira. Get the dust she becomes, open the wardrobe on right, get the bolts, and drop the sledge hammer. Save the game and turn around. The second floor is a square layout with two bedrooms on each outside wall, and a bathroom in the center. For ease of clarity I will refer to the lady vampire's room as the first room on the north wall. Going around in a clockwise direction will bring you outside a "pink" bedroom (turn left and enter). Except for the vampire's room, you will have to fight evil monks before entering all rooms on this floor. Search the "pink" room thoroughly, then save the game. The next bedroom is "green." Remember to explore each room, and save the game after each exploration. The "blue" room is guarded by two murderous thugs swinging -- of all things -- maces! Watch out: they are VERY tough. Did you find the prayer scroll? Try the door in the middle (another guard). Good grief, talk about your pay-toilets! Did you find the laudanum hidden in the crack? Why guard an "unfinished" room? Check your points: Are they going up after each battle? Another locked room; don't bother looking for a key: This is Elvira's room, and it's strictly off limits unless you are invited. An orange (brown?) bedroom (who decorated this place anyway?). Are you still checking drawers and wardrobes? After another battle, you find the "purple" room is empty. Before going downstairs, check your inventory. In addition to the previous stuff collected, you should now have: Vampire Dust, ten Crossbow Bolts, a bottle of Laudanum, and a Prayer Scroll. Save the game, and go downstairs. ELVIRA, MISTRESS OF THE DARK Part 2 CAPTAIN OF THE GUARDS You're ready to cream that creep at the main gate. First, consume those two bottles you have in your inventory. Did you see that? Now you have two more scrolls. Forget the prayer scroll; I have a feeling this guy is not the religious type. Be prepared to use the fire dagger spell. Remember, this guy is a toughie. You will have to be real quick on the draw in order to zap him three times. Otherwise, be prepared for a lengthy combat sequence. This guy can be beaten, but it takes a lot of practice. You did it! Adios, el Capitan. Check out his desk and examine the stuff you find. Can you believe it? This guy had a mother who baked him apple pies! Don't forget to read the bulletin board, and take note of the warning "not to remove the crown." Get the notice. Whoa, there...a key -- a gold key -- with PRIMUS written on it. No wonder this guy fought so hard! Leave the notice and save the game. FALCON Gee, didn't you get rid of that guy guarding the gate to the garden? (NOTE: In this game, each time replacements appear, they are a little tougher then their predecessors.) It's time for target practice. Try hitting the bull's eye a few times. Boy, what a lousy shot! You missed the target by a mile. Don't worry, just keep on trying, and you will become an expert in no time. Practice is important to enable you to properly use the crossbow. Before you leave, get the three bolts stuck in the bull's eye, and save the game. Do you recall the square hedge opening across from the arched hedge? Now, that's someplace you can improve your skills with the crossbow. Hey, get a load of the guy with the falcon, but keep your eye on the birdie! As soon as it takes flight, use your crossbow, watch the guy fade away, and go to the bird. Look at what's tied to its leg: another gold key labeled TERTIUS. Get the bolt (don't forget the tail feather), and save the game. WEREWOLF Let's go check out the blacksmith shop. This place will have a guard, but after snuffing the captain, this guy ain't so tough. That fire sure looks hot! Look in the wooden box (did you find the crucible?). This container looks like it is good for withstanding high temperatures, so place it on the fire. This is a one-shot deal: If you goof it, go back to the previously saved game. First, put the small silver crucifix in the crucible (it will melt) and place a bolt in with it. Voila, a silver-tipped bolt! Save the game. Now, head next door to the stable and get rid of the guard (your experience should have increased considerably by now). Before you ran out of here the last time, didn't dog-breath mention something about using a silver-tipped something or other? Get ready (quickly) before he tears out your throat. Use the silver-tipped bolt. Whew, that was close! Now you can check all the stable stalls. Did you get the horsehair? Remove the loose iron tethering ring in the last stall, look in the hole, and get the gold key labeled SECUNDUS! Drop the iron ring and save the game. DUNGEON Well, you can't put it off any longer; you'll just have to go back and check out the dungeons below the castle. Using the side entrance, you will find yourself in a small vestibule. Before you go any further, the floor plan is square with four doors on each of the outside wall and three on each of the inside walls. This is a very noisy area. The architect who designed this place probably didn't know how to use a level so all the doors slam shut. The best way to approach this maze is to go in a clockwise direction like you did when exploring the second floor of the castle. Apparently, they don't feed these guys too well down here, but don't let that fool you. The bone brigade will give you their best shot. Check each room carefully because most of them are alive with creepy-crawlers; collect them all. Are you picking up those spider's webs before you enter some of the rooms and corridors? By now you should have gone straight down the first corridor, turned right, gone down the second corridor, then turned right again. When you reach the second door on the inner wall (on your right side when looking down the third corridor), you might meet one of the bones boys wearing red. This guy is tougher than the others, but once you get rid of him, go into the room he guarded. You should be in another small vestibule. Open the inner door and save the game. A torture chamber! No good castle should be without one. Get the bag of salt (useful in the prevention of decapitation). Look at the ring in the floor to your right and get it. Check out the mess you made. Obviously the guy you dug up isn't going anywhere without your help, so get the bones. Hey, here's another gold key labeled QUARTUS. Look around: Did you inspect the grisly tools of the trade and notice the fire tongs? Don't get them yet unless you want to meet the guy who runs (ahem) ran this place. To avoid that, put your canvas bag into room inventory, place the fire tongs into the bag, and take the canvas bag back into your inventory. Save the game, and continue to examine each room until you come back to where you entered. Before you leave, make sure that you have collected the following: five spider's webs, ten spiders, five beetles, five earwigs, five centipedes, salt, fire tongs, and bones. If you find you're missing some of the ingredients, go around a second time. In either case, save the game before proceeding to the next part. COOK Are you starting to itch? Hurry back to Elvira's kitchen and have her mix up some more of her spells using those darn bugs. At this point, upon entering the castle you should hear a loud scream. Elvira will come running and tell you to get rid of some lard-bucket who has taken over her kitchen. You have to get rid of this tasteless (see Note) cook so that Elvira can continue to whip up her spells. Elvira informs you that she is going to lie down for a while. (Save the game.) NOTE: If you want to, go upstairs and enter her bedroom (remember the locked room). Elvira will give you a few more clues about the cook having no taste in cooking "all her food tastes the same, because she doesn't use salt." If you do this, be sure to save the game afterward. Down in the kitchen, get ready to throw the salt at this fiend. Watch her melt (what a slug), and Elvira quickly returns. By now you should have the ingredients for Elvira to conjure up the following spells: Alphabet Soup, Mind Locke, Spagetty Confusion, Knightyme Pleasure, Fingerlight, and Palmlight. Leave all your ingredients in the kitchen. For now, you can put all the keys in the canvas bag, and leave it there also. Keep your crossbow and bolts, spells, sword, and shield. Drink your soup, and before you exit the castle, try to read the inscription written above the castle's main door. GARDEN MAZE Save the game and amble on back to the Garden to explore the Maze. Before entering, a few words of caution. Some of the Gremlins that patrol the Maze are thieves. If you get zapped by one of them, you may lose an important item in your inventory (now you know why I suggested leaving some of your stuff in the kitchen). Worse, if you are forced into hand-to-hand combat, they can (and will) drain your lifeforce. Before entering the Maze, use the Knightyme Pleasure spell to get total protection against all non-contact magic weapons, and save the game. Killing these critters can be done with the Fingerlight and Palmlight spells. Use your bolts only when you run out of spells. Important: When you exit the maze, you must have at least one bolt (I had three). Explore the maze a few times, mapping it so you'll know where all the ingredients can be found. I recommend picking up the ingredients after you have killed all the Gremlins and discovered their hideout. This way you can use them as markers to find your way out. The Gremlins' Lair is at the end of the Maze. Before entering, you may or may not see little red "eyes" through the opening in the hedge. If you do, fire two bolts to kill what is left of them. Go inside and you will find Elvira's Ring. Further in is a small pool with a stone cross. Here you will locate Algae, Black Lotus, Blood Lily, Lily Flower, and Water Lily. On your way back through the Maze, you should add Thistle (2), Nettle (1), Fern (2), and Egg (1) to your inventory. Save the game after you've exited the maze. ELVIRA, MISTRESS OF THE DARK Part 3 CRUSADER'S SWORD Head back to the castle's front entrance, go upstairs, and down the hall past the kitchen stairs. You can check out the room on your left, and fight the guard only to learn that it is an empty grand hall. The room to explore is the chapel which is directly across from the grand hall. Again, fight the guard. Get the book with the cover made of a strange animal hide (manicore), and go to the altar. Look closely at the gold and silver artifacts but don't remove them. Notice the shape of the opening in the cross? It looks like Elvira's ring would just fit nicely. Place the ring on the cross, and get ready for the light show! Hey, look at what's happened to the altar. Enter the hole and save the game. You find yourself in a small chamber with a gold crown sitting in the middle of it! Remember the warning about "not removing the crown"? Who listens to warnings? Remove the crown but don't leave the chamber. Instead, look closely at the wall mural. It depicts an angel holding a glowing sword, and a couple of knights, one of whom is wearing a crown. Did you say your prayers? Get out your prayer scroll and use it. There goes the wall (so much for works of art!). Look at the skeleton of the king sitting there on a throne. He is holding a glowing sword, like the one depicted in the mural. Place the crown on his head, get the Crusader's Sword, and examine it. That the pentangle symbol seems to be quite a popular motif around here. Leave the chamber and save the game. MORE SPELLS Now, go back to the kitchen. Get your canvas bag and all of the previous ingredients you left here for safekeeping, then have Elvira mix up some of the following spells: Glowing Pride Thorny Splinter, Cat and Dog Broth, Lucky Surprise, Mushroom Tenderness, Propitious Surprise, Manicore Flip, Painfree, Wooden Heart, and Iced Magicke. After Elvira mixes up your requests, go back to the secret passage. This time when she opens it, place the Glowing Pride inside, and it will light up the tunnel. You can try to enter again, but Elvira still won't let you; however, when she goes in, it won't be dark. Check her right hand when she comes out. Well, there you go: another gold key, this time labeled QUINTUS! Save the game. ELRIVA, MISTRESS OF THE DARK Part 4 BATTLEMENTS It's time to explore those towers. The layouts of the battlements and towers are square, with four main corner towers that you can access from the courtyard. Unless you have scouted the battlements, you probably would not have noticed four secondary towers. These smaller towers are accessible only by walking along the top of the walls. The secondary towers are located as follows: one on each side of the main gate (remember your first glimpse of the castle; you read that sign didn't you?), and one on each of the side walls (there are no small towers on the back wall). For the sake of clarity, I will refer to each tower as points on a compass with "south" being the main gate. Enter using the southwest tower and check out the well by climbing down the rope. You will see a couple of clumps of vegetation stuck to the sides of the well. Get the moss and leave the rope where it is. Climbing down into the well water is not necessary at this time, but do so if you wish to map. (Save the game first, though!) Climb up out of the well and save the game. Go up the stairs, kill the guard, and travel out through the door. You will see one of the secondary towers (west). Get the ivy, go in, and kill the guard. Go upstairs. Wow, fully primed cannon! And look what it's pointing at: the northwest tower. Examine the cannon. You should see a short white rope that resembles a fuse. If only you had something with which to light it. (You do, but don't light it at this time or you will get an unexpected surprise.) Go down the stairs and travel toward the northwest tower. Watch out for the knight because he's invincible in close contact fights. The only way to get rid of him is to use your trusty crossbow. When you nail this guy watch what happens closely. He keels over the side of the battlement and splash! Well, of course this place has a moat! (Save the game.) Enter the northwest tower. Funny, didn't all the other towers allow you to climb the stairs to the top? Keep on traveling east across the back wall. You will note that in this part of the game there are guards everywhere -- at the courtyard entrances to the towers, on the second floor of each tower, and even some that come out to attack you on the battlements. (If you still have them in your inventory, you can use two bolts on the archers.) Use whatever it takes to get rid of them. Keep on traveling toward the northeast tower. Go upstairs, watch for the wooden beam, and walk across it. From here you can see the moat. I hope you did not remove the well rope. If you did, do not use it on the beam to climb down, or you'll never get out of the moat. (Save the game.) Climb down the stairs. Go to the east secondary tower (nothing here), continue toward the southeast corner tower, and climb down the stairs. Here is the entrance to the catacombs. CATACOMBS Before entering the Catacombs, save the game. The three segments of catacombs are hexagon in shape (six-sided), each having three rooms (crypts) containing two coffins each. All three sections intersect in the center (the center is marked by the "hole" in the floor). Overall, this area looks like a honeycomb. Note: Each segment has an important item to find or task to be performed. Although the layout is pretty simple, exploration is not! This place is well-guarded by a variety of demons: floating skulls, green gill-men, and a monstrosity that beats you to death with a rock. Consume the Manicore Flip before you start moving around in this area, use the crusader's sword, and save the game. Combat is not easy to avoid, but you can defeat the skulls and gill-men without too much trouble. Once you get rid of all the gill-men, the skulls do not reappear. The most difficult sequence is the fight with the rock creature. This monster can only be killed using the crusader's sword. This particular battle can be very long, and it is probable that you will lose some points. Don't worry: That is what the Wooden Heart is for. Once you've lopped off the creature's hand, get the rock, then quickly strike him on the top of his head. Go in and check the coffin on the right, and you'll find the iron key to the underwater grate. The way this guy fought, one would have thought the key was made of something a little more valuable! Read the inscription on the rock. You can't make out what it says? Dumb-dumb, why didn't you drink your soup? The sequence of events may not occur in this order, but if you can first, try finding the key to the locked grate in the well. Then, look for the dragon's bloode (inspect the hollow eyes of the carved stone skulls above the doors). Finally, locate the empty coffin so you can lay the bones of the torturer to rest. Should you come across the empty coffin first (always open coffins starting on the left), place the bones in it, replace the lid, and save the game. Do not remove the lid of the coffin on the right unless you have the grate key and dragon's bloode. If you have everything, open the coffin on right, and things should start getting a little damp. (Save the game.) WELL/MOAT Go down into coffin until you reach the bottom, turn around, and go forward until you reach the locked grate. Unlock the grate and go through. You are now in the moat. Go up to get some air, save the game, then head back down to the bottom. Turn right, go four screens, turn left, and save the game. Do you see the outline of a body? Go forward one screen, and wonder no more: Here is where the invincible knight fell. Look at the sword, get the gold key (SEXTUS), and quickly go up to get some air. Turn around, go one screen toward the castle wall, and save the game. Go down to the bottom, turn left, and go forward four screens. Turn left to reenter the grate. Go forward until you see the directional "up" arrow change to red. Very quickly click on it to go up to the surface, turn, and you will see the well rope. Save the game and go up again to get out of the well. You will meet another guard (depending on your experience points using the crusader's sword is not recommended). I hope you changed back to the long sword before leaving the well! ELVIRA, MISTRESS OF THE DARK Part 5 CANNON/CHEST Go up in the tower (get rid of the remaining guards), go through the door to the next smaller tower, and go up to the top. Now that you buried the bones of the torturer, you can safely remove the tongs from the bag and put them into your personal inventory. Do the same with the lit coal by first placing the tongs on the lit coal, then using the "lit fire tongs" on the short white rope (cannon fuse). Watch the far tower; there she blows! Go down, save the game, and travel to the northwest tower. I guess the cannon cleared the staircase, because now you can go upstairs. You should be looking at Elvira's chest (broad grin). Notice the six impressive looking locks. Coincidentally, you possess six gold keys! Save the game, insert the keys into the locks, and open the chest. You will find an old scroll of spiritual mastery and a ceremonial dagger: Take both. Should you get grabbed by a creature (the guardian of the chest), restore and put keys in the locks as follows: PRIMUS, SECONDUS, TERTIUS, QUARTUS, QUINTUS, SEXTUS, and save the game. If you wish, you can go to the top of the tower to get a bird's-eye view of the garden maze. Do you need to stock up on more spells? Go back to the kitchen and have Elvira conjure up the following: Brain Ache, Clotted Surprise, Demon's Brew, Ice Sponge, Maiden's Turnover, Monstera Pie, and Mushroom Tenderness. Consume some of the spells to produce more scrolls in preparation for any other encounters. EMELDA AND ENDGAME Go toward the southeast tower, kill the guard, and go down to the catacombs. (Save the game.) You may or may not meet more of the skulls or gill-men, but you will probably encounter Emelda's spirit. To avoid her, move quickly when traveling to the center of the catacombs, and locate the hole in the floor. Look closely at the hole; that rock looks like it might just fit. Place the rock in the hole.... There goes the floor! Save the game, go down, and meet Elvira's evil ancestor, Emelda. But be careful: She is cunning and will not allow you to leave. Your spells have no effect on her and she is rapidly draining your lifeforce. Look at the design on the floor. It's the same as the one on your crusader's sword. Put the crusader's sword in the center (hole) of the pentangle, and that will slow Emelda a bit. Now, use the scroll you found in the chest. Oh-no, she's still ticking! Use the ceremonial dagger. Congratulations! Elvira and the rest of the world are forever in your debt. Other Elvira: Mistress of the Dark cheats hints faqs solutions: 1. Elvira: Mistress of the Dark cheat codes 2. Elvira: Mistress of the Dark cheat codes 1. Elvira: Mistress of the Dark faq and solutions |