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Submitted by System on 09/03/2006, 09:50. Print file.
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OPERA FATAL
=============

Manufactured by: Heureka Klett
Language of my edition: german
Author of this text: Guenter Pajer
Date: 1997.10.19

0. General remarks, hints etc.:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Remarks to my english version if this text:
- - - - - - - - - - - - - - - - - - - - - -
I do not know whether there exists an english of OPERA FATAL or not.
And I do not know which technical terms and musical words could be used
in english and foreign languages.
So please excuse me being very wrong at some phrases and terms.
This text may not be very accurate at answering the puzzles.

But the text is intended to probably help you getting along within the plot
and help you where to find and use things within the opera house.

Installation hints:
- - - - - - - - - -
There is no installation in the common sense of computering.

To start the game I created an icon with the following attributes:
Description: Opera Fatal
Command line: D:\OPERA.EXE
Working directory: C:\GAMES\OPERA.FAT

Hereabout is: *) "Opera Fatal" a randomly selected description
*) "D:" CD-ROM drive (on your system it could be
another letter as well)
*) "OPERA.EXE" given by the program
*) "C:\GAMES\OPERA.FAT" a randomly selected directory
on your harddisk (should be an existing one)

By selecting a working directory on harddisk you are suggested that path
at saving and restoring a game thus you need not re-select another path.

Game description:
- - - - - - - - -
You wander about within an opera house and look for various hints.

The most important thing is to find a number of puzzle papers and to solve
them. The game consists of 6 levels. There are approximately 6 puzzles in
most of the levels which have to answered by typing them literally.
And there are numerous of riddles where you have to combine, collect or
move small or big things hanging about. And there are a lot of musical
questions you have to answer.

Concerning the musical questions I urge you to look up these basics
at those wonderful elements
"musical examples/theory/instrumental knowledge/history"
which you can open in the game control desktop.
You can learn a lot and even your children can take profit for school.
Please do pick up the answers from this text only in case of emergeny
(if you got stuck and do not know how to continue).

To help both of us to orientate let's suppose the opera house has a
south-north-axis: the main entrance is south, the stage is north.

In the rooms you can find not only those puzzle papers but as well
many hint papers. And there are a lot of nice ideas which have nothing
to do with the game itself but do their part well for the whole feeling and
surroundings. For example please open all the chests, drawers you can find
(everywhere your mouse cursor changes to the shape of a hand, arrow ...),
move the things you can reach (e.g. pictures, hotspots within pictures,
curtains etc.).
At the "normal" locations where it shows as a circle you cannot do anything
even with some "tool" from your inventory.

>From many locations you can only withdraw if you have closed again
the chests, drawers, curtains etc.
At some locations your movement may not be quite locical, thus for example
if you turn left and then right again you need not be headed exactly to your
pevious view. Just try anything in all the rooms.

If you are on a corridor for instance and want to turn aside through a door,
you typically have to go ahead first until the door can't be seen any more
and then turn aside to reach the door.

1. Level:
~~~~~~~~~
You enter the opera house. In the entrance lobby you get the first
hint paper "hanged in the air" on front of your face.
Move right towards the cash desk. Right of the curtain you see another
hint paper.

Move around a little to get a feeling of controlling the game and breathe
the atmosphere.

You cannot leave the opera house to go home or stroll to the city.

Look around the ground floor:
- - - - - - - - - - - - - - -
Staircase upwards or downwards in the East;
staircase upwards in the West;
the cash room in the East behind the curtain - you can enter this room
through the door near the staircase in the East;
the wardrobe room in the West - you can enter this room through the door
aside the staircase to the West (but by now the door is still locked).

The cash room: Look at the desk, open the central drawer to the left
and catch the mouse (this is one of those "tools" you will need further on).
Open the large drawer in the middle of the desk and see a hint paper:
"How to abbreviate the dynamic term 'pianissimo'"
together with some diagram - what could this mean ?
See the small box on the table to the right and take a screwdriver out of
the lower left drawer.
On the Northern wall of the room you see a pinning sheet. There is a
puzzle paper hanging:
"Question 2: How to call a tone step from b to ..."
(unfortunatly the rest has been torn away).
(You won't find the puzzle papers in numeric order but that shouldn't disturb
you).
Left of the door move away the curtain and take the key.

The wardrobe room: The door is locked but you can use the key here.
Do not matter - tools which have been used vanish to the void but you won't
need them any more.
In the inner bag of the coat you find the torn off rest of question 2
("... c"). Upon the small chest there is a safety pin you pick up to your
inventory. Within the drawer, below the box (move it aside) you see
a puzzle paper:
"Question 4: How to call a stepwise order of tones".
>From this wardrobe room you walk through another door to the West into the ...

Wardrobe chamber: Have a look at the table from the left side and the bottle
upon it. Within the bottle there seems to be a paper. The bottle can be
pushed (just to the back) off the table and smashes to the ground.
The contents reads as:
"Question 5: How to call the incomplete measure at the beginning
of a piece of music"
South hand side there is a big chest. On the inner door you find a paper:
"Question 7: Which instrument is hidden in the packing case"
Left of the chest down in the waste paper basket you find a paper hinting
to Mozart (with a picture).

Using the Eastern staircase you get down to the ...

Basement:
- - - - -
At the staircase landing you immediatly see the packing case. Unfortunately
it is locked and you don't have a key. But you can move it's right side a
little off the wall. At the rear edge to the right there is a black spot
(does your monitor show this shadow as dark as mine ?). Through this hole
you can recognize that hidden string instrument.

Turning right you see a metal door and nearby some pushbuttons arranged like
the diagram from the cash room (an elevator ?). Quickly you enter "pp" for
"pianissimo" and the metal door can be opened. You enter the ...

Electric room: You open the metal chest hanging on the opposite wall
(that one with the Mozart picture) by clicking to the middle and turn on
the characters of the composer's name in any order. Hereafter the main switch
below the chest can be turned on permanently.
When you turn on the speaker to the right, a paper falls down from the fan:
"Question 6: What is the priest's name in that opera
who robbed Pamina"
Left of the fuse chest there seems to be an interesting piece of brick wall
behind the bucket (acoustic effekt, use it later).
Before leaving the room can you really resist to screw in the fuse number 4 ?
(Number 2 still keeps empty a while).

Through the cellar door with the "NO ADMITTANCE" sign (who shall be kept off
by such a plates ?) you walk along a corridor towards North.
The very door at the end of it unfortunatly is locked but that one to the
left side can be opened. It leads you to the ...

Instruments room: Look around a little, try some instruments. Did you notice
the video camera hanging from the ceiling (just visable from the view when
you see as well the locked double door as well as the harp) ?
Left of that door you entered the room through, you see a small desk with
a paper upon it:
"Question 3: How to call this intervall"
(and two notes D and A are written)

Upper storey:
- - - - - - -
You can reach it via the Eastern or Western staircase. Don't be disturbed
by female sounding foot steps - you won't see other persons (helping you
or so).
Here lies the library to East and the secretary's office and the Maestro's
room to the West. The door to your own room, o Maestro, unfortunatly is
locked so you can only enter it through the secretary's office.

Secretary's office: Hardly entered you turn left, move aside the curtain
and you see a niche with a refrigerator, a table and a sewing machine.
At the drawer the handle is missing so you use the screwdriver. In the
box of coffee filters you discover a paper:
"Question 1: How is this tone called"
(and an A-sharp is written).
You go near the large table in the centre of the room from the chair side,
you open the drawer and see a hint paper:
" "Combination"
(and the notes F, A, C are written).
On the table there is the notebook in which you have write down your
answers to the questions (as well as now, in the first level as well as
later on):
Frage 1: A sharp (Ais)
Frage 2: semitone (Halbtonschritt)
Frage 3: quinte (Quinte)
Frage 4: scale (Tonleiter)
Frage 5: upbeat (Auftakt)
Frage 6: Sarastro
Frage 7: violin (Violine)
When you look up there is a monitor (no, not your own pysical one
but that one in the game) at the opposite wall which is blinking.
After turning on the monitor you can turn on one button on the control desk
(because you just have finshed one level of the game):
X O
O O
O O
and you see the instruments room on the screen (something has changed
here ...).

2. Level:
~~~~~~~~~
Ground floor:
- - - - - - -
Back to the cash room you can open the safe deposit box by using the
combination f/a/c and turning the wheel.
You can take out a single gold coin.

Basement:
- - - - -
In the instruments room you notice that the double doors have been swung
open - now the way to the orchestra ditch is now free. At the rear end
you discover
"Question 13"
(with no additional text)
and in the background on a plate there is "moderately fast = moderato"
painted over.

At the beginning of the orchestra ditch to the right there is a door
(you must turn left at first and then turn around), which you can unclamp.
This is short cut to the already known corridor towards the instruments room
and the packing case.

Also a new long corridor starts from here towards North and after a corner
to the West with some old furniture and requisites. Here stands the next
video camera (don't panic due to the foot steps and shadows).
At the back end (near the giant spider) under the board of a writing desk
you find a paper on which many informations are crossed out:
"Question 8/17 (or whatever): How to call the under..."
(This does not seem to be an "official" question).
To the left of it within the green metal case you find a coin with a "C"
in it and you take it with you.
Left of the table a little higher on wall there is a currency distributer.
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  1. Opera Fatal solution by System on 09/03/2006, 09:50