TGDB.net - Game news, cheats, solutions, walkthroughs, trainers, saved games and much more!

Home » PC » Realms of the Haunting » Realms of the Haunting solution
Submitted by System on 09/03/2006, 09:50. Print file.
Jump to page:
01 · 02 · 03 · 04 · 05

Sponsors:

Realms Of The Haunting

Chapters I - XX (Complete)
Version 2.0
1st February 1997
© Nick Brown: nickb@netcomuk.co.uk

Chapter 1 Chapter 12
Chapter 2 Chapter 13
Chapter 3 Chapter 14
Chapter 4 Prisoner
Chapter 5 Chapter 15
Chapter 6 Chapter 16
Chapter 7 Chapter 17
Chapter 8 Chapter 18
Chapter 9 Chapter 19
Chapter 10 Chapter 20
Chapter 11

Acknowledgments and thanks to all at Gremlin Interactive for producing a 'best of breed'
game.
In particular to Antony Crowther whose games have always been crafted to a very high standard.





About this guide

Please feel free to distribute the guide, but please no commercial reproduction without my
consent. I would be grateful if you distributed it as written, if for no other reason than I will
be
able to understand any queries :-)

Special thanks to JAv for walking the walkthrough and to Ted for the map of the House.

It is highly likely that this guide is not 100% complete, I certainly found a few new things
when I went back through the game to write it up. That said, I don't believe that I have
missed anything of great significance. If I have, please let me know and feel free to mail me
if you have any other corrections, comments, additions, or just need more help.

Realms is a superbly atmospheric game that blends adventuring, puzzle solving, action and
a movie based plot almost perfectly. To maintain this I have tried not to reveal too much
about the story line and have not revealed anything about the locations of where you will
encounter the many creatures that inhabit the game (unless it is unavoidable). The main
purpose of this guide is to assist you in getting around when stuck without spoiling the unveiling
of the plot, nor the many 'jumping out of your boots' surprises that appear throughout the
game.

There are some locations and puzzles that are almost impossible to describe without
resorting to some fairly serious mapping. The in-game maps are very helpful, so I have not
attempted to do any further mapping here. The approach that I have taken with these
locations or puzzles is to provide an overview of what you need to do and the whereabouts of
important items or areas that must be explored so that you can progress to the next Chapter.



General stuff

The game is best played in one of the Vesa resolutions. Once you have initially set up the
game for Vesa you can toggle resolutions using F6. If you have some trouble replacing save
game names in the Vesa resolution, just toggle to one of the other resolutions , save the
game and toggle back to your preferred res.

One gripe. It is a great shame that the keyboard keys for slide left and right are not the same
as for almost all the other games that use this type of engine, i.e. ALT and left/right arrow.
Because of this I completed the game without using the slide keys.

Some items (particularly in the early Chapters) are rather tricky to spot. Use the
tilt up/down and the crouch keys when looking for potentially 'hidden' items.

If the guide says 'click' on something, it assumes that your cursor has lit up green, i.e.
you
can operate/place/open something.

Should you play the game with 'easy item selection' on or off? If you go for the more
difficult
option the game clearly will take longer, however the game's usage of items is generally very
logical, so not too many frustrations there. One advantage of going for the easier option is
that you get to know very quickly if you are missing the appropriate item, avoids going though
all of them one by one just to be sure. There are a couple of places in the game where even
easy item selection does not help - take care.

If the guide says 'left or right of X' in describing a direction to move to, or the
location of an
item it assumes that you are facing X.

Many of the Chapters can be solved by a number of routes. If you veer off the route that I
have given you are likely to be fine, just keep checking the guide to ensure that you have
visited all of the important locations.

It is crucial to keep returning to your inventory and inspecting items again and again,
especially after you are joined by Rebecca.

You do not have to slay all the creatures you encounter, however none of them are
particularly difficult to sort out.

You may like to experiment with the choices offered in the Film clips to see further footage, but
do save first.

The main locations in the guide are numbered. The numbers relate to locations within that
Chapter. If a reference is given to a location in another Chapter it will be written as
IV(2) i.e. location 2 within Chapter IV.



The Game



Chapter I - Shadows

This is a short chapter and the game manual provides a walk through of most of it. Here it is
again for completeness.

1. You start in the Front Hall facing a double door with other doors to your left and right.
These doors and others in the house are marked with protective wards and at this stage in
the game you are unable to open any door with a ward on it.

Inspect everything you can in the Hall and pick up the book (Look Homeward Angel) and the
Colt ammunition from the table directly to the left of your start point.

2. Go left from the start point and enter the lit room directly ahead of you. The typewriter will
start to type when you enter the room, rather odd, since it has no ribbon - spooky or what!

Items to find: Colt ammunition on the table under the window
The Colt pistol on the table with the typewriter
The page that the typewriter produced
A scrapbook containing an article on Crop Circles

3. Exit this room by one of the doors to the left or right of the typewriter table. You can't
enter
the rooms with wards on the door yet, so go up the stairs and light the two candle sticks on
the landing by the window. Turn down the passage, check the door - it is locked. Go to the
end of the passage and light the two candles, take care with the second one , so stand to the
side to avoid the fireball trap. The picture slides away revealing a key, pick it up, you can now
open the door and enter the Study (Sarcophagus Room) and:



Chapter II - Sign and Portents

1. The Study
Turn on the lights with the switch by the door and explore the room well. Pick up all items and
inspect all objects.

Items:
4 Gold coiled serpents
A sword (the left one of the 3 in the rack)
A shield with a dragon motif
Letter (on the floor near the shield)
3 masks (under the large picture)
Colt ammunition (on writing table)
3 letters (on writing table)

Also:
The clock - note down the time when it chimes!
Creepy sounds from the wind up record player
The Sarcophagus - can't open yet (you need all the Gold serpents)

Hint:
Always keep 1 Gold serpent with you

The entrance to the main part of this Chapter is a secret door in the bookcase nearest the
writing table.

2. Follow the passage to the platform from which you can see the molten river. Don't worry
about the rock fall that seals you in!
Take note of the square recess to the left of the large shields.
Leave by the only onward exit and go to the chamber with a pool to find some ammunition
for the Colt and leave by the only onward exit and follow the passage to:

3. Room with Pentegram in the centre
Items:
Metal Orb (used to open the door with the Orb recess)
Ammunition for the Colt (under Orb shelf and in case)
Ammunition for a shotgun (in case)

Exit through the opening in the wall with the Orb door, follow the passage over the bridge to:

4. Circular Room
Items:
A shotgun
Ammunition for shotgun
2 healing potions

Return the way you came to (3) and use the Orb to open the Orb door. Go into:

5. Small study with fireplace
Items:
Healing potion
A Sketch (the door opened by the Shrive)
Map of the Mausoleum (this complex)

Go back to (3) - take the Orb if you like and exit by the opening to the left of the alcove where
you found the Orb, to:

6. The top level (entrance platform) of the Chamber with 2 large Horned Statues
If you now decide to go down the stairs you will not be able to get back up them. This is not a
problem, the complex can be explored a number of ways. If you choose a
different route to the one I describe, just keep checking that you have visited all the locations.
Go through the only door on the platform to:

7. Room with Red Pentegram and Tomb
Find the secret panel behind the tomb. (This is the way in to here if you ever need to come back
from the main statue hall. It also takes you to the Throne Room - see below)
Go through the door up the small flight of steps - it is opened with the lever to:

8. Store Rooms
This is a self contained area.
Go into the main store room (the one with bars) and carefully search the crates for shotgun and
Colt ammunition. Climbing up on a crate and looking down helps locate some of items. Find the
lever next to the bars. The door it opens can be seen from here but it is timed, so be quick when
running round to it. In this room you can find more ammunition, spooky sounds and a key. This
key opens a door in the main Statue Hall, don't use it (unless you want to see a different
Film
clip) until you have visited the Throne Room. Return to (7) and go through the other door with a
lever to:

9. Run the Gauntlet
The denizens here will keep regenerating until the puzzle is solved. The aim is to press all
4 hand panels. There are 2 on the wall opposite the entrance, 1 in the room where the
creatures come from and the fourth (only visible after the other 3 have been pressed) is in
the little side room. After all 4 have been activated the creatures will disappear and you can
now read the writing on the wall and use the teleport pad to take you into:

10. Hall with 2 Statues
You arrive (if via the teleport pad in (9)) facing one of the statues. The statue can be moved
to reveal a passage. Click on it and say the words learnt in (9). Don't do this yet if
you are following my route. Walk up to the door to the left of the statue (check health first).
It will explode and you are dropped down into:

11. Dripping room with Chains
Open the portcullis (3 attempts required) and find the shotgun ammunition. Go up
the stairs and you will see on your right the entrance to the Throne Room. Before going in
explore the rest of this area. In the room with writing on the door there is shotgun
ammunition and get more ammunition in the other store room. The stairs going down take you to
the Statue Hall, the stairs going up take you to (7). Now go back to the Throne Room:

12. Throne Room
You will have to sit on the throne to progress. You can now go safely through the locked door
with the lever in the Statue Hall. This passage leads you to:

13. The Temple with Winged Statues
This is a self contained area, explore it all and you will find the Shrive and Staff, some healing
potions and learn some more of your destiny. Now go back to (10) and
move the statue out of the way. Go through the opening to:

14. Your first encounter with Florentine
You have to talk to him and go with the flow, save before going in! After this encounter is
over go through the double doors and continue to the next double doors. Use the Shrive to
open them and go into the:

15. Mausoleum
Search all crypts and alcoves for ammunition and the essential Gold Coiled Serpent. Avoid
going too near the altar at the end of this area until you have completed searching and have
saved the game. Now approach the altar to meet Aelf for the first time. Once this clip has
completed you can get the healing potions that are on the altar - you may need them :-) When
Jump to page:
01 · 02 · 03 · 04 · 05

Sponsors:

Other files from this game:
  1. Realms of the Haunting document by System on 14/03/2006, 06:30
    A hints collection.
  2. Realms of the Haunting solution by System on 09/03/2006, 09:50