The Final Domain.

Hints & Tips   |   Object Location


After the cinematic introduction forward and you will be confronted by the Eye. After this has occurred the homing droid will be released and Death On Two Legs will begin his run down the corridor. You should start running immediately as if the homing droid makes contact with Dubroc it will cause a large amount of damage.

You will come to a junction after the first stretch of the corridor, the top route is an easier option as the homing droid will only stay on the lower path. This way also allows you to pick up the insulated stick which can be found on the floor between two electric floor plates. The lower route requires greater speed as it is also taken by the homing droid. About half way round the lower route there is a health pack situated near a teleporter. The teleporter will place you on the upper route and thus will allow you to collect the insulated stick. There are electric floor plates on both sections, indicated as grey panels with a green flash, these should be jumped over as they will cause damage on contact. There are also proximity mines and these must be activated and then avoided. If the homing droid arrives at the end of the first section before Dubroc it will have to be defeated using the insulated stick. At the end of this area are a set of teleporters take either of them.

The second section leads to the generator. First you will have to navigate a series of jumps. Failure to complete the first jump will drop you into the blue plasma mist and will result in instant death. The second and third jumps if failed will require you to navigate a section of exploding floor plates. These are indicated by a grey panel with dark a dark grey marking. Exploding floor plates cause more damage than electrical floor plates and the explosion will throw Dubroc.

The open area after this section contains the generator. Upon entering barriers will be raised around the arena and Death will give a speech. The generator will be activated after this speech and escape will only be possible once it has been destroyed. The generator has three forms of defence: Firstly an electric drone patrols the area around it and will constantly home on Dubroc, attacking when within a certain range. The second mode of attack emanates from the generator itself in the form of lightening which spreads across the floor. The generator is not intelligent and its lightening attacks occur in a set pattern which once observed are relatively easy to avoid. The third mode of defence are the prximity mines which surround the generator.

To destroy the generator you must strike all four sides of its base and extinguish the lights displayed there. Once this has been accomplished the barriers will be lowered and you should progress down the corridor until you reach a set of teleporters, enter either of them.

You will now be placed in a teleporter maze designed to waste time and disorientate. The correct solution (when looking at the screen) is as follows; front left, punch pad, rear, front left, front, collect health pack, rear. The punch pad modifies one of the teleporters so that you can reach the heath pack, if you do not use the punch pad the last teleporter will take you out of the maze, bypassing this area.

Exiting the teleporter maze you will be presented with a compactor followed by a gap in the floor. You have to time the compactor and perform a running jump to reach the other side. Contact with the compactor will result in death. Drop into the open area following this stage.

You are now in the second of the combat areas; the robot arm. As before the mechanism will activate once Death has completed his speech. The arm will rotate to face Dubroc as it is rising, at its highest point it will then strike. There are four punch pads, one in each of the area’s corners, which control the mechanism for deactivating the arm. Two holographic displays are visible on the left and right side of the screen, the display which has a diagonal line running through it will remain unchanged and indicates the solution. The other display indicates the current state of activation. If both sides are the same the arm will be deactivated. To do this you must manipulate the modifiable display using the punch pads in the correct order. One of the pads moves all four blocks, one pad moves three, one two, and the last one. Start with the pad that moves all of the blocks and position the end block so it is at the top of the grid, this should take three hits. Move to the pad that moves three blocks and repeat the process so that the block next to the now stationary one is in a diagonal line. Continue the process with the two block pad and finish on the one block pad. The arm should now be deactivated and you can leave the area.

Progress to a point just a double step up and you will be presented with a choice of routes. The lower route is quicker and easier. It contains a proximity mine near its end which should be dealt with in the same way as in the Arena, before climbing up the wall at the end. The top route is more difficult but contains a health pack. On either side of the health pack are a set of drills that move in an ordered pattern. Observe this pattern and cross them at the appropriate time. Both routes take you to the same point which should be in front of a large swinging blade. This again is a timing puzzle, you will need to run across the plates beneath the blade when it has swung out of the way. Continue along a straight section and perform a running jump to reach the open area in front of you.

This area is the third and last of the combat areas in the corridor. Barriers will again raise and you will be trapped in the area fighting a shadowy image of Kazan; the doppleganger. Once defeated climb the wall and bypassing the exploding floor plates make you way to the end of the corridor. Jump onto the gangway not occupied by death and you will descend into the dome.

Once the elevator has reached the bottom and the Eye has given its speech run along the long platform and jump off its end to the first of the floating pads.

The first area contains the Baroness. You will have to defeat her to activate the teleporter in the centre of the area. Progress through the teleporter and repeat the process on the next two platforms fighting Mestopholies and the Ring Master. On the last platform stands Death, defeating him will destroy the Eye and enable you to access the last teleporter completing the game.


Hints & Tips

• Do not fall into the blue mist in the corridor as it will result in instant death.

• It will be necessary to trigger proximity mines in order to collect certain objects and access puzzles.

• Try not to use any health packs in the corridor as they will be needed 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 that 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.


Object Placement - by location

• Health Pack (3) - on lower start area near teleporter
- inside teleporter maze
- near drills at the end of the corridor

Insulated Pole - on upper start area in-between two sets of electric floor plates.