Theatre Domain

Hints & Tips   |   Object Location



1. Start

Dubroc begins the Theatre domain in the foyer. Other than exploring this area the player can only pick up the health pack situated at the top of the stairs. The doors leading to the side chambers are currently magically locked and attempting to open them will inflict damage. Leave the foyer by the main doors to enter the auditorium. Once inside Mestopholies will cast a spell over Dubroc dragging him into the crypt via the trapdoor.

2. The Crypt - part 1

After the disembodied head of Mestopholies has finished talking you are free to explore this area. Enter the prop room and collect the Janus head key, doing so will trigger an attack by two zombies. It is not essential to defeat these zombies, however, it will make progress in the crypt easier. Return to the main area of the crypt and find the two sawn lady boxes. One of the boxes is lying on its side and has a drum stick on top of it which should be collected. Walk across the room and collect the fuse on the table. Return to the centre of the crypt to the area with four levers and pull any one of them. This will trigger Banquo’s ghost who should be defeated.

Return to the levers and pull them in order of ascending musical scale. You will know that this order is correct as every correct lever in the sequence will increase the number of notes being played by one. Once all four levers have been pulled the teleporter will activate playing a video (A Kind of Magic) the cherub face plate will also drop to the floor.

Go to the side of the crypt opposite the teleporter and you will see a screen displaying static. By using this screen Dubroc will be able to see what is occurring on the stage. Walk to the box near the rear of the crypt and try to use it, you will hear the voice of the imprisoned Leroy. Attempting to use the lever behind the box will be unproductive at this point. Go to the teleporter and before entering pick up the cherub face plate.

2. The Auditorium - part I

You will appear in the auditorium in the left wing. Using the teleporter again will return you to the crypt. Note, you will not be able to reach the crypt via the trapdoor seen at the beginning, which is controlled by Mestopholies. Collect the health pack to the right of the teleporter. Directly ahead is Mr. Fahrenheit who will tell you his plight if you approach. Be careful though, as if you push him too often he becomes desperate and rushes to his death on the stage. Go through the doors at the far end of the wing and you will be in dressing room A.

3. Dressing Room A

Pick up the hammer on the floor by the stage lights. Go to alcove on the left of the room and note the orientation of the triangle (prism) on the door. Go to the mechanical device in the other alcove and place the Janus head upon it. Back up to the levers and pull the right hand lever until the black face is to the right, then pull the left lever. Collect the prism from the now open alcove. This will trigger the appearance of the disembodied Mestopholies head who will lock to doors and attack you with spiders. Either kill the spiders or go straight to the doors and use the hammer. Escape through the open door.

3. The Auditorium - part II

Staying behind the stage run towards the other wing. Before you reach it you will find the sawn lady who will tell you her tale if you approach. On the wall opposite to her is a grave stone, use the hammer on it and collect the skull. Continue across the rear of the stage and open the doors to the second dressing room and enter.


4. Dressing Room B

On entering this room Mestopholies will appear, locking the doors, and summon the snakeman. You should quickly dodge his first attack and run to the mirror at the rear of the room. Use the prism and orientate it as was shown in dressing room A (prism line horizontal). If correctly used another part of the Queen archive will be played and you will see the eagle’s talon being thrown through the mirror. Collect the talon and use it as a weapon against the snakeman. Once defeated Mestopholies will begin talking, during this period you should run and stand on top of the tipped over basket and wait there until the magic attack has finished. Note the eagle’s talon will be destroyed in the final blow against the snakeman. Collect the piano roll from the now open alcove and using a running jump get onto the dressing cabinet on the left of the room. Moving along the cabinet you will find the cog which you should collect. One of the locked doors will have been blown off its hinges during Mestopholies’ frenzied magic attack, you can now leave through it.

4. The Auditorium - part III

Re-enter the auditorium and walk forwards turning left at the first opportunity. There is a flight of stairs ahead, just beyond the top of these stairs is a health pack which you may wish to collect. At all times in front of the rear stage area (with the exception of the orchestra pit) you should keep moving as Mestopholies will launch magical attacks at you. Always avoid the centre stage area which is defined by a large carpet. In this area Mestopholies is at his strongest. Head to the main body of the auditorium and running up the aisle enter the foyer via the double doors.

5. The Foyer

Walk to the green pillar with the cherub motif and use the cherub face plate on the blank side, collect Leroy’s hat when it appears. Go to the skeleton statue and use the skull. This will trigger the Gas Daemon and will also release of the pole from the skeletons hand. If you are quick you can collect the pole and use it as a weapon against the Gas Daemon, in either case he needs to be defeated. Open both of the magically sealed doors using the pole and defeat the skeletons. Collect the fuse and lens from these side corridors and exit the foyer through any of the three doors now available.

6. The Auditorium - part IV

Head towards the left hand side of the stage and you will find a rope lift. Step onto it and you will be raised to the fly floor.

7. The Fly Floor

Defeat the first zombie and make your way across to the other side of the fly floor avoiding the swinging sand bags. Note falling off the fly floor will result in instant death. Defeat the other zombie and collect the juggling club. Pick up the fuse and place the lens into the stage light. Pull the lever and you will illuminate the stage (necessary for Leroy’s entrance). If you have already raised the box to the stage you will see a slightly different set of events here. Return back across the fly floor and use the elevator.

8. The Auditorium - part V

Leaving the lift go the rear of the stage and enter the left wing. Give Fahrenheit the juggling club and then enter the teleporter.

9. The Crypt - part 2

Put the hat on Leroy’s box and collect the song book. Place the cog on the bare peg in the lift mechanism behind the box and pull the lever. Once Leroy’s box has risen to the stage enter the teleporter.

10. The Finale

Head back to the stage area and continue to the main body of the auditorium and down into the orchestra pit at the front of the stage. Place the piano roll in the piano, the songbook on the music stand to the left of the piano, and the drum stick on the drum in the corner opposite the piano. The band is now primed, a key event needed for Leroy’s entrance. Make your way into the upper stalls of the auditorium and go to the area directly above the main foyer doors. Place all of the fuses in the fuse box and pull the lever. The auditorium now has power. If all of the other key events have been completed the game will enter a sequence where Leroy and Kazan are freed, and Mestopholies is defeated. Upon completion of the domain Leroy will give Dubroc the second part of the juggler key, the Earth element, and Dubroc will be magically teleported from the zone.


Hints & Tips

• Do not enter the dressing room adjoining the right wing of the auditorium until you have collected the crystal 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 crystal.

• 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 operating the Janus head mechanism.

• Zombies can be killed in the fly-floor by knocking them over the edge.

• There is a small area near to the snakeman’s basket in the right hand dressing room where Mestopholies’ magic can not touch you.

• Avoid centre 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.


Object Placement - by location

Foyer

• Health Pack - at top of stairs
• Pole - in the hands of the skeleton statue (initially unobtainable)
• Leroy’s hat - inside the pedestal with the embossed cherub faces
• Lens - left hand side chamber
• Fuse 1 - right hand side chamber

Auditorium

• Health Pack - in the upper boxes on the right hand side of the auditorium
• Health Pack - next to the teleporter
• Fuse Box - upper auditorium area at the entrance end
• Gravestone - behind the stage
• Skull - inside the gravestone
• Teleporter - archway behind the stage in the left wing - access to crypt

Dressing Room A - Left Wing of Auditorium

• Hammer - on the floor by the stage lights
• Janus Mechanism - right hand side of room and two levers in the middle of the room
• Crystal - inside the covered alcove on the left hand side of the room


Dressing Room B - Right Wing of Auditorium

• Cog - on top of the dressing cabinet on left hand side of the room
• Eagle’s Talon - appears from inside the mirror and lands on the dressing cabinet on the right side of the room
• Piano Roll - in the covered alcove at the rear of the room


Crypt

• Teleporter - archway at the rear left hand side of the crypt
• Teleporter levers - in the middle of the crypt (4)
• Cherub Face Plate - by the teleporter
• Viewer Screen - on the wall opposite the teleporter
• Janus Head - on a box at the rear of the prop room
• Fuse 2 - placed on a table against the left hand wall
• Drum Stick - placed on the sawn lady box
• Leroy’s Box - situated on the deux et machina
• Lever Mechanism - found behind Leroy’s box is used to operate the deux et machina
• Song Book - inside Leroy’s box


Fly Floor

• Juggling Club - held by the second zombie
• Stage Light - at rear of the fly floor
• Fuse 3 - by the stage light

• Juggler Key part 1 - starts in the inventory
• Juggler Key part 2 - given to Dubroc on completion of the Theatre