queen: the eye walkthrough
The Arena Domain:
Save the game often. You will need your energy in some
heavy fights.
Avoid combat with guards and troopers whenever possible.
They will only drain your energy.
Avoid the toxic swamp. It causes damage at the edges
and instant death at its depths.
Save some bazooka ammunition for Cyborg, as it is the
only really effective weapon against him.
You need both the key held by Tycho and the key in the
blade corridor to complete the level. You will not be
able to ascend the spike without both keys.
You can destroy wall and floating guns with the bazooka.
Nearly all the falls in the Arena are fatal, so be careful
when walking around at heights.
The spike elevator will only activate once all six watcher
keys have been collected and placed in the slots at the
Dias, and you have both Chakti and Chakta.
Watcher keys (lodestones) are locked in cages that will
only open once the watcher has been defeated. If you try
to collect the lodestone before the cage has opened, Dubroc
will be electrocuted.
The Works Domain:
The water in the plaza and sewer is lethal, so dont
fall into it.
The water in the plaza can be used as an offensive weapon
against the thugs, as they will also die if they fall
into it.
Killing the Professor will make it impossible to complete
the game.
If you kill Kepler or refuse to help him, the Professor
will not help you. This does not make the game impossible
to complete, but does mean that you will miss out on many
pieces of information.
Keep moving in the jail and library, so the rats and
bats do not home in on you.
The astrolabe puzzle won't work until you have broken
the plaque and placed the moonstone on the plinth.
Avoid the plants in the crystal palace by running before
they start moving.
Don't attack Kazan. It's futile.
The Theatre Domain:
Do not enter the dressing room adjoining the right wing
of the auditorium until you have collected the prism from
the other dressing room.
Examine the cover to the alcove in the dressing room
adjoining the left wing of the auditorium--it gives a
clue to the orientation of the prism.
Only the eagles talon can harm the Snakeman.
Try to avoid standing around in the main auditorium as
Mestopholies will use his magic attack against you in
this area.
Collect the hammer before you operate the Janus head
mechanism.
Zombies can be killed in the fly-floor by knocking them
over the edge.
There is a small area close to the Snakemans basket
in the right-hand dressing room where Mestopholies
magic cannot touch you.
Avoid center stage, as Mestopholies attacks will
become more aggressive and will inflict greater damage.
The band will only play once all items necessary for
Leroys entrance have been procured and implemented
correctly.
The magical chains in the foyer can only be broken using
the pole.
The pole can be used effectively as a weapon.
If the zombie holding the juggling club falls off the
fly-floor, the juggling club will appear on the stage
floor.
The Innuendo Domain:
Interacting with the organ grinder will change the audio
track in the circus.
Avoid the balloons that inflate at the sides of the tent.
Do not walk into the horses on the merry-go-round while
they are moving. They will hit you for large amounts of
energy.
You can get information on items by showing them to Magritte
and Kazan.
Attacking the Ring Master in the circus area will only
cause him to call the clowns.
Dont try to pick up the cockroach before you have
solved the puzzle; it will squirt acid over you.
If you try to extract the thorn sword from Humungos
foot before you gain his trust, he will kick you.
If you attemp to give Humungo the incorrect item to gain
his trust, he will attack you.
MonGolfier can not be harmed by ordinary hand to hand
combat.
To defeat the Iron Man you have to hit him three times
with a heavy blow. Pay attention to his health bar!
The trick to winning the throwing balls on the archery
stall is to follow the order of the clown heads.
Each head on the cranium crackers stall must be hit twice
to knock it from its perch.
You can only enter the big top once you have collected
the third part of the Juggler key.
In the corn circle, listen carefully to Kazans
first speech as it indicates the order which the keys
must be placed in.
For an extra clue to the key order in the corn circle,
show the power sign to Telamon the diver.
Do not trust everything the cornfield characters tell
you.
If you get the key order wrong several times, the iron
maiden will shut on Kazan, the Eye will win, and all the
domains will be under his power.
The Final Domain:
Do not fall into the blue mist in the corridor. Instant
death!
You will need to trigger proximity mines in order to
collect certain objects and access puzzles.
Try not to use any health packs in the corridor; you
will need them in the dome.
The insulated pole is the only weapon that can hurt the
homing droid and the electrical drone.
The switch in the teleporter maze changes the destination
of one of the teleporters so you can reach the health
pack near the beginning.
Do not follow Deaths path at the end of the corridor.
When in the dome, remember the tactics you employed for
defeating the other incarnations of Death. In this domain,
they will be tougher.
queen: the eye walkthrough end