Hints & Tips | Object Location
You begin the works zone awakening on the ledge of the astrolabe. There is a flint pack near your starting position which should be collected. Get up and walk round the plaza to where the lover and Cosimo are attacking Kepler. At this point you should attack either Aligheri or Cosimo causing the prince to run to the ballroom dropping the mirror he was holding.
If you do not break up the fight eventually Kepler will be beaten to the ground and the lover will leave, this will mean that the professor will no longer help you in the domain. Entering the ballroom before breaking up the fight will result in Dubroc meeting the Baroness, she will give him a crossbow and ask him to kill the Professor, the only reason for starting this route is to collect the crossbow.
Once the prince has entered the ballroom defeat Cosimo and talk to Kepler who will give you the old thought stone. Follow the path of the prince and collect the mirror. Enter the ballroom.
Entering the ballroom at this stage will give you the first opportunity to meet the Baroness and her Lover. After making their speech you have the option to leave or move forwards. If the later option is chosen the Horned Guards will be set upon you and you will have to defeat them. The Horned Guards are invincible so there are only two options. Firstly you can leave either through the main doorway or via the secret door in the left hand wall, to open this pull the lever against the wall. The secret passage leads you to the sewers (see later). If the Horned Guards defeat you, the Lover will have you sent to Jail.
Awakening in the jail you will be taunted by the lover who will then walk away. To escape the jail you need to pull the loose railing from the cage and then use it on the door to escape. There is a health pack in the jail area which will enable you to reclaim some of the health you lost getting there. Avoid the rats both in the jail and the sewer as they can not be killed.
Make you way round the edge of the sewer staying close to the wall and avoiding the tentacles that swing from the sewer. At one end of the sewer there is a covered plaque, hitting this will produce a sound that will link it to a puzzle element at a later point. The exit to the sewer is through an archway with a series of four designs on it sides. The pattern of these designs should be noted as it is required for opening the teleporter to the Professor’s tower. Leave through this exit and you will reappear in the plaza.
Note, the secret passage way from the ballroom also leads into the sewer. It can only be opened from the ballroom. The jail can only be opened from the inside.
If you exited the ballroom and came straight here, go to the sewers via the entrance to the left of the Professor’s tower. To get past the electric barrier in front of the Professor’s bridge walk into it once and as it is recharging run at it again. If done correctly the second time you should pass straight through. Once in the sewers follow the instructions in the jail and sewers section before returning to the plaza.
After having performed the tasks in the sewer go to the base of the Professor’s tower and pull the levers to arrange the symbols in the correct order. Once the door has opened step inside and you will be teleported to the top of the tower.
If you have saved Kepler the Professor will greet you, otherwise he will be holding a gun and from this point on will not help. If you persist whilst he is holding the blunderbuss he will kill you. Walk towards the Professor and give him the old thought stone which he will exchange for the new thought stone. He will also tell you of the plight of the Works zone and inform you about the fabled Juggler Mechanism which will enable you to bring harmony to the worlds and return you to your home. The Professor also asks you to collect a gem from the Library which contains an archive of lost information. Leave the Professor’s tower via the teleporter.
Make your way across the plaza to the crystal palace and enter. Note there is a hammer, health pack and quiver of arrows for the crossbow nearby which you may wish to collect.
Walk forward and note the statue in the centre containing a slot with the image of the Death’s Head guitar. There is a broad sword on the lower floor on the left hand side of the palace and a health pack and flintlock on the upper floor. From the start area walk to the right of the palace and you should meet Kazan who ask you to find her a scroll. Leave through the main door.
Head towards the museum and on the way give the new thought stone to Kepler. At this point Kepler will become helpful giving clues to the identity of objects shown to him. Continue across the bridge to the museum and you will be challenged by the museum guardian. Only those without vanity may enter - to do so select the mirror and holding it forwards, move towards the doors. The guardian will fire three shots which will be reflected off the mirror ringing the bell. The third shot reflected will result in the doors opening. There is a health pack to the right of the museum which can now be collected. Enter the museum.
On entering the museum the doors will be locked and Dubroc will be trapped. Search the area to find the film reel. There is also an axe, and a health pack. Once you have secured the reel place it on the projector found in the rear of the Museum, doing so will activate the toys. Defeat both of the toys and collect the clockwork key from the back of the black and white toy. Use this key on the projector. You will now be played part of the Radio Ga Ga video which contains the solution to the clock puzzle found at the rear of the Museum. The last time shown on the clock face in the video is the correct solution to the puzzle. Go to the clock at the top of the stairs and using the levers on either side push the hands so that they read 3:40, the clock face will then open.
Proceed though the hole and you will enter the secret library. Again the door will lock and you will be trapped. Go to the left and right chambers and collect the scimitar and scythe. Then go to the rear of the library and collect the gem. Note the bats that inhabit the library should be avoided as they can not be killed. Collecting the gem will activate the Sentinel who must be defeated to escape. To do this you will have to use a weapon the pistol, iron bar, and broad sword are particularly useful for this task. Once the Sentinel has been defeated both doors in the museum will again be opened. Leave the museum.
On re-entering the plaza you will be greeted by Cosimo and Lorenzo. Either defeat them or avoid their attacks and go the Professor’s tower.
Give the Professor the gem and watch the video. This gives the clue on how to end the game by using the Death’s Head guitar in the crystal palace. After the Professor has finished talking leave the tower and return to the plaza. Cross the plaza and enter the crystal palace.
Once inside head to the rear of the building and you should find a slab marked in the form of a tarot card. Select the scythe and place it in the hole at its end. The slab will descend and as it raises the scroll will be on top of it. Collect the scroll and take it to Kazan, she will exchange it for the moonstone which is necessary to complete the astrolabe puzzle. Return to the plaza.
Place the moonstone on the plinth in the corner of the plaza marked with the Roman numeral I. This will make a chime which is the same as the noise heard when the plaque is struck in the sewer. Go to the sewer and hit the now fractured plaque, it should break revealing a cryptic puzzle underneath. The solution to the puzzle is XIII. (The first line of the riddle gives the clue: the X is the crossed back, the I’s the straight back.) Return to the plaza and press the buttons on the plinths in the order XIII. Doing so will activate the astrolabe and allow you to collect the heart. Now go to the ballroom
Having acquired the lovers heart, you will be able to challenge the Baroness. Firstly you will have to defeat the existing Lover Aligheri. The Lover Prince is adept with the rapier and has a long reach so the best weapon to defeat him with is probably the flintlock or the crossbow. Once he has been defeated either kill him or let him go, it does not matter which option you choose. The doors to the bedroom will now be unlocked and you can progress inside. At this point make sure you have collected all of the health packs as you will not be able to leave after this point. Enter the corridor leading to the bedroom.
Walk the length of the corridor and place the heart in the device blocking the end doorway. Pass through the door and you will be confronted by the Baroness. As she leaves the room you will catch a fleeting glimpse of her true form; that of Death on Two Legs. Go to the right of the bed and collect the Death’s Head guitar from the wall. The Baroness will at this point return and you should quickly run to the mirror on the far side of the bed. Enter the mirror and you will be teleported to the crystal palace.
Walk forwards and the Baroness will follow you into this area. As she enters she will lock the doors and cover the slot to the Death’s Head statue. You will have to defeat her before these will become available again. Once she is defeated place the guitar in its slot and you will have completed the domain. The professor will give you the first part of the Juggler key required to activate the juggler in the Innuendo domain and will then teleport you to the Theatre 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 die if they fall into it.
• Killing the Professor will make completing the game impossible.
• Killing or refusing to help Kepler means that the Professor will not help you. This does not make the game impossible to complete but will mean that you will miss out on certain pieces of information.
• In the jail and library keep moving so that the rats and bats do not home in on you.
• The astrolabe puzzle will not function 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.
• Attacking Kazan is futile
Plaza
• Health Pack (2) - to the right of the museum
- on the outcrop of the ballroom reached by jumping from the crystal palace
• Quiver - next to health pack number 2
• Flint Pack - on astrolabe in the centre of the plaza
• Heart - in the centre of the astrolabe
• Mirror - dropped by lover on bridge leading to the ballroom
• Hammer - to the right of the crystal palace
• Old Thought Stone - held by Kepler
Professor’s Tower
• New Thought Stone - held by the Professor
• Test Tube - found on one of the tables
Sewer
• Health Pack - behind a pillar in the prison room
• Crowbar - a loose bar in the prison
Crystal Palace
• Health Pack - upper balcony area
• Flintlock - upper balcony area
• Broad Sword - left hand wing on lower floor
• Ripley Scroll - inside tarot card mechanism
• Moonstone - held by Kazan
Ballroom
• Crossbow - held by the Baroness only collectable if you enter before the lover does
• Lever - opens secret passage to the sewer
Museum
• Health Pack - behind cabinet on rear right hands side
• Film Reel - behind a pillar on the left hand side
• Axe - on the floor in front of the stairs
• Key - attached to the black and white toy
Library
• Scythe - left hand chamber on the wall
• Scimitar - right hand chamber on the wall
• Gem - on podium at the rear of the library
Bedroom
• Death’s Head Guitar - on wall to the right of the bed