Hints for Queen: The Eye.
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.