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queen-the_eye.txt
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2002-05-26
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Queen: The Eye
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1) 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 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.
2) The Works Domain:
The water in the plaza and sewer is lethal, so don't 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.
3) 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 eagle's 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 Snakeman's 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 Leroy's
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.
4) 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.
Don't 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 Humungo's 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 Kazan's 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.
5) 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 Death's 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.
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