Realms of the Haunting

Realms of the Haunting

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Walkthrough
By Hamakei
This is a walkthrough for Realms of the Haunting. Does not include plot details or item guides.
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Introduction
This is a simple walkthrough for Realms of the Haunting. It does not include detailed plot analysis or lists of weapons, characters or suchlike. There are separate guides for those.

The most important hint I can give is this - you have ten save slots. Use them. There are a couple of places where you can get stuck if you've missed an item, but on the whole ROTH is generally good about not letting you get into "unwinnable" situations.

The second most important is this - there is no score tracker in the game, so don't waste ammo shooting everything that moves. Quite often you'll be passing through an area you're never coming back to, so there's no point in wasting ammo killing everything as you go.

Playing in Easy mode will have the game give you the correct key or object when interacting, simplying many of the puzzles. It won't do all of them though - for example if you have to choose which crystal to give as an offering, it'll just put the first one from your inventory in your hand, which may not be the right one.

If you're confident, it's worth using the sword as a weapon to begin with. It's very powerful and needs no ammo - the catch is of course you have to be close for it to work. As a rule, monsters don't pass through doorways so you can use this to your advantage. Some of them will climb stairs though, so watch out for that.

Most of the letters, journals and pamphlets you come across in the game are entirely optional and you can ignore them if you don't care about the story (fool). This guide will alert you to some of them, but whether you pick them up and read them is up to you.

To combine items in your inventory, pick one of them up with a left-click, and then right-click on the item you want to use it with. If you want to use an item on yourself (like a healing potion), pick it up, then use it (right-click) with itself.

To examine items in your inventory, right-click on them. Many items such as maps can be scrolled by clicking and dragging the cursor across them. Clicking on the magnifying glass provides a description, and clicking on the 'I' if available provokes a discussion about the item.
Chapter 01 - Shadows
Collect the ammo from the table next to the hatstand. There is a book which you don't need, but it's title may give you some idea of what we're dealing with here.

Turn left and head towards the lit room with the typewriter clacking away. Your first weapon is here - the Colt 45. Collect it and the ammo. You can optionally get the notes and the letter from the typewriter [when it's finished].

Go through either of the doors flanking the desk, turn left towards the open window, then go half-way up the stairs and take a right.

At the end of the corridor are two candles. Light them, then hug the wall and wait. A blast of energy will smash the window at the end. Pick up the key from behind where the painting was, and use it to open the study door half-way along this corridor. Go in.
Chapter 02 - Signs and Portents
If you want, you can light the candles or turn the lightswitch on by the door, or both. Collect all the gold statuettes lying around on the floor, take the sword from the rack by the door and take the shield. There is a burned letter by the fireplace if you want to read it, and three notes on the desk. The masks have no function in the game.

Play with the Grandfather clock. Note what happens.


When you're done here, open the bookcase to the right of the desk to reveal the secret passageway. Your first monster will appear down here. You do have to come back this way, so it's up to you if you want to kill everything that moves down here. Monsters will appear at various points and I won't note them all, so just keep an ear out.

The Mausoleum
Follow the path down to the platform, and continue across and down more stairs. In the room with the pool of water there is some ammo to collect on your right, and continue down the path to the room with the pentagram. There is some ammo in the crates, but touching the shotgun shells will produce a monster in the pentagram. On a shelf there is a globe and some ammo underneath. Pick up the globe and put it in the indentation on the door to your right - this will reveal a secret room.

In here you'll find a monster, a map of the mausoleum and a cache of ammo and healing potions. Take them all. Remove the globe and put it back in to open the door again. You can leave it here after this point as you won't need it any more. Head out of the room, and take a left, down to the walkway over the lava. A monster will appear *behind* you here, so watch out.

In the cavern at the bottom, a series of monsters will appear including one behind you again, but it's worth it as you'll collect the shotgun, and a cache of ammo and healing potions.

Leave and go back to the room with the pentagram, then go down the only passageway not yet explored, to the left of where the globe was collected. You'll meet your first golem down here, and the sword doesn't seem to hurt them. Luckily a few shotgun blasts do. You can blast them apart with the pistol when they're on the ground. Continue to the lit room and go through the door on the left.



On your left is a door with a lever next to it. Pull it and go through the door. Go down, and when you get to the next door at the junction, go through it. This room is full of open crates with ammo, so have a dig around and see what you can find. When you're done, pull the lever by the railings and leave through the door again. Take a left then a left again to reach the door you've opened.

Collect the key in the far corner, and again check the crates for useful things. Take care when leaving the room, as there are two golems waiting for you. Kill one of them and head back up to the door with the lever. Go through, turn left and there's another one. Pull the lever and go in.

Follow the path, and you'll see a handprint on the wall opposite. Run and press it, then press the one to the right of it. Turn around. You'll see golems being generated in a pentagram. I'm afraid the next handprint is in there. Go and press it, then as you head away from the pentagram, turn right. When you reach the dead-end, turn around and you'll see a final handprint. Press that to stop the regeneration.

Walk up to the words on the wall and use them. Adam will read them out loud. Step back in to the pentagram and you'll be teleported to the other end of the brightly lit room.

On your left, you'll see what looks like a wooden door. Step up to it. Ouch. There's a healing potion near where you fell, and you might need it by this point. Go through the cellar and open the gate on the left - it'll take a few clicks before it rises. Go up and grab the ammo off the table, then take a left and climb the stairs.

You'll come out of a secret passageway. Turn right and go through the shimmering light, then down to the huge, intimidating chair at the end. Use it. Watch. More ouch.

Now you've got the brands, head back out of this room through the light again. Opposite, there is a door which leads to a storeroom. There is some ammo in here. When you come out, turn left and go through the door with the writing on it (mind the golem). There is more ammo in here. Leave, follow the stairs and go out the open door.

Go down to where you teleported to and turn right. There is a door here with a keyhole. Use the key you picked up and go through and down the corridor. There is a video where nothing happens. This is good. If you tried to come down here without being branded, bad things would happen.

At the end, take a sharp left and follow the corridor round. Save just before you get to the bridge. When you approach the row of healing potions, three monsters will appear. Two yellow ones as usual, and a rather more strong red demon. That one will take some killing. When you've disposed of them, don't forget to collect your potions. Head back to where you came in, then turn left and approach the water. Hug the right hand side and go up the stairs. Go to the pedestal and collect the Shrive and Staff.

Two of the statues will come to life here, but you can just run if you like as you won't be coming back here. Go back down the bone corridor, and turn right. When you get to the huge white gate, use it, and speak the words of power. Whilst the gate is lowering, two yellow demons will appear behind you.

Once the gate is lowered, go through, follow the corridor and say hello to an old friend. Say whatever you like.

You have to kill all three of the skeletons before you can leave this room, and it's better to use the staff. If you use a gun, sometimes the remains reanimate. Go through the door and use the Shrive on the big double-doors.

Aelf

Your goal here is the raised section at the far end of the pool, but it's worth checking the nooks down both sides before you go there as there is some ammo to be found, plus another serpent statuette which'll come in handy later. When you're done, approach the raised section to meet Aelf.

Don't panic. There are about a dozen skeletons running down towards you, but before you leave, turn back to the altar and collect the healing potions lined up at the back.

Now you can panic. You're going to head all the way back to the study. Remember the way? You won't be coming back here so if you just want to run that's up to you. All the way down this room, through the double-doors. Back through where the words of power were spoken. Oh.

You can't go up the stairs as they collapse on you, so instead go through the door, turn left, go through the secret passageway and then take a left at the end of this room. Two red demons will appear. Keep going. Follow the linear path until you get to the room with the pentagram, turn left. Go through..keep going...until you arrive at the room where the roof collapsed behind you.

Put the Shrive in the round slot to open a secret passageway back to the study. Go through it and meet Rebecca.
Chapter 03 - Keeper of Time
Hang on to your statuettes - you're still short. Also, monsters will now materalise throughout the house at various points, so listen out.

Now you have Rebecca, you can at any point discuss with her topics you've come across - they're in your inventory under the "I" category.

Leave the library and head back to the foyer. Go through the double-doors opposite the front door and collect the helm. Wear it (optional). Go through the door at the back, then head through the door directly opposite into the dormitory. Immediately on your right there is a chest. Push it. Before leaving, grab the health potion on top of the fireplace.

Go through the door on your left to be in a long corridor. Take your second-left and you'll be in the typewriter room again.

Go through the door opposite, then the door on the left. Stand by the fireplace and wait. A green crystal will appear. Take it. Go back through the typewriter room and into the door immediately opposite. Use the green crystal in the dome.

Go and speak to the Gnarl. Ask for what he's offering, then say that you're ready. Take the two masks that appear on the balcony, then use the dome again.
Chapter 04 - Tales from the Tower
Leave the room, and enter the next door on the left. This room opened when you pushed the chest earlier. On your right as you go in there is a discoloured tile on the floor. Push it to open a door at the end. In there is a map of the house. Very useful.

Leave and take a left to be back in the dormitory.

Go through the door opposite, and spin the sword on the wall to open the door on the left. Go through, and enter the door on the right. Rebecca has a vision.

Collect the items from on top of the bookcase, then the pile of ammo in the far corner (approaching this will spawn skeletons). Leave the room and continue up the stairs to your first Tower gate.

Stand on the gate and use one of the masks to enter the Tower. Talk to Raphael who is nice, but cryptic.

Follow the path to either of the light doors (quick-save often - falling off the path is instant death) and continue until you get to another Tower gate. This will bring you to the house's central courtyard, which to me seems ridiculously inefficient given it's next to where you picked the helm up...

Step off the gate and have a look round. If you attempt to return, a mocking voice tells you that you can't. Do it again, and he sends a monster to teach you a lesson. Looks like we're not going anywhere in a hurry. There are two pools of water in the courtyard - one square and one round. The round one has a key in the bottom of it.

There are two doors here - one leads to an empty room and the other leads to a room with a scrap of paper in it. Collect the paper and all hell breaks loose. Don't worry - you're not coming back here and you don't have to fight them if you don't want - just run back to the gate and put the mask back on.
Chapter 05 - The Offering
Follow the Tower path back to where you met Raphael. Incidentally, if you push any of the yellow markers on the Kuduruus, it'll heal you.

Step on the gate to return to the house, then step off the platform. After a few seconds, the rune explodes and a handprint appears on the wall.

Press it. Go through the door which was previously locked and follow the path until you come to a button on the wall. Shooting it makes this platform raise. In the room to your right are some very nasty things, so you'll have to go in there to catch their attention, then lure them back here onto the platform before crushing them. When they're all dead, take a LEFT and go into the chapel. Use one of your statuettes on the marking on the floor to trigger the moving platform. Ride it up and collect the key from the ceiling. Don't forget to collect your statuette before you leave.

Go back into the room the monsters were coming from and go through the only door you can get to (the other being blocked by crates). Pull the lever to spawn another monster. This one moves the crates out the way for you. You can kill it in the usual manner, or run round it and go through the door you can now reach.

The door opposite leads to a room with some ammo and health, but will spawn a monster. Leave and go down the stairs, following the cave until you reach the huge cavern with the hanging lanterns. Run all the way to the end of it for your first meeting with Hawk.

Continue down to the Caverns, and SAVE YOUR GAME. This section can be a little confusing, but you can use the map if it'll help.

Keep left all the way to the room with the red crystal. Take it and double-back. When you get to the "inside" section, take a left. There is a room on your right with a teleporter.

If you take it, you'll end up in a room with some health potions. Take them and come back. Continue N until you're "outside" again, then turn left. Follow the path, keeping left. You'll arrive at a dead-end but don't worry, turn around and keep left, and you'll end up at the Bridge, with the Watcher.

Also in this section is a notch cut into one of the walls with some ammo and a Blue Crystal. Take the ammo, but don't offer the Blue Crystal to the Watcher, or it'll hurt you.

Talk to the Watcher, then give it the Red Crystal. NOT the blue one!

Chapter 06 - Journal of Evil


Here follows a simple jumping puzzle - you may wish to kill the monsters so as not to get an energy blast in the back. Just keep going down the corridor, timing your jumps until you get to the end. The wall will come down and you'll enter the basement of Florentine's Observatory.

There are a couple of monsters lurking here, but there's also some ammo in the debris at the base of one of the pillars, so keep an eye out. When you're ready, go up the stairs and through the door.

This section comprises four rooms, with an X-shaped corridor between them all. There is also a nasty squealing thing with sharp knives patrolling. You may wish to kill it or it'll get in the way.

One of the rooms contains a bookcase with a health potion on it. Another contains an open case with some health potions. One contains a bed with Florentine's Staff under it. Get this, it's important. There is also a locked cabinet in a wardrobe which you can't open yet.

Go into the corridor and proceed up the stairs. There are a few monsters here and it's up to you whether you want to handle them. At the top of the stairs, cross the room with the flickering light and enter the observatory. On your right is a lightswitch.

Flick it so you can see what you're doing. You may wish to kill the creature here. There are a few optional notes you can grab here, but the main thing you're here for is Florentine's Journal. Take it and return to the room with the cellar.

Read Florentine's journal. You don't have to actually read it, but opening it will reveal the key hidden in the pages. This opens the cabinet which'll give you...your final statuette!

Go back down to the cellar and pick up Aelf's breastplate. After the video some monsters will be spawned - there'll also be a couple of health potions where the breastplate was. From looking at the candles, turn right and go through the low door to the gate.

Use Florentine's Staff on the indentation on the left to activate the gate. Stand on it to go to the study.
Chapter 07 - Beyond the Gate
Put the statuettes in the indentations around the sarcophagus and it will open. If it turns out you're still missing one, it's probably either the one from the mausoleum or the one from the observatory. Never mind - if you put the staff in either of the indentations on the side of the sarcophagus, it'll teleport you to those places.

Go down the ladder and follow the path. Don't fall off! When you get to the clock, turn right and climb up to the platform. The levers on the floor control the time. Set it to 6'o'clock and push the handprint on the wall behind you. If you get it wrong, it'll spawn a monster. If you push the handprint after opening the door, it'll send an energy bolt at you.

Before going near the door, arm yourself with the shield. It'll deflect the energy bolts.

Once you're at the top of the stairs, you can go back to your usual weapon. Enter either of the rooms, left or right, and pick up the chalice. Fill it with water if it isn't already and continue down the corridor to the mosaic. Say hello to Hawk.

SAVE YOUR GAME. This is one place where it's possible to get completely stuck. Arm yourself with the chalice if you haven't already, and "fire" it at the fish-door on the left. Go through and pick up Aelf's Dagger.

If you make a mistake and go through the wrong door, you'll pick up the wrong sword, and be unable to defend yourself when you meet Belial.

Don't give him the Shrive, obviously. Say that you've got nothing of his, and Adam will shoot him with Aelf's Dagger. If you have the other sword, that option is not available and you have no choice but to give him the Shrive, and he kills you. Oh well.
Chapter 08 - The Mark of the Beast
Wasn't Belial lovely? Anyway, you have to head back to the study now as you're on your way to Raquia. You may want to kill the monsters that appear as you will be coming back this way later.

When you get back to the study, head down to the main foyer. Pick up the card Gaul left you if you like. It doesn't do anything, but it is a talking point with Rebecca. The rune on the door opposite will break, granting you access to the rest of the house. Go through the door, and follow the U-shaped corridor until you enter the room with the Pentagram. Kill the monster, then light all the candles. A monster will appear (not in the pentagram as you might expect, but) in the corner of the room. Kill it and pick up the tiny statue it leaves behind.

Have a look at the house map. If you didn't pick it up in the locker room, there's a guide on here with a copy. You're heading for the North corner, but there are a few optional things you can do on the way. The room immediately N of the pentagram room contains some goodies - go up the stairs and look in the cabinet. The tower gate in the bottom right corner has been deactivated - it's a talking point if you like. The dining room just above that has a few health potions on the table.

There is an optional weapon you can pick up - the flintlock. A fairly powerful weapon which doesn't need ammo. It's in the room with the skull, just above the courtyard on the right. You'll need to kill the creature in there before the secret panel opens, and it'll spawn some monsters outside.

Pass by another dysfunctional gate, and proceed up to the library, marked by the eyes in the top-right. Put the statuette in the slot by the door to open it. Don't forget to collect it once the door's open.
Chapter 09 - By The Seven Be Bound
After the Security Spirit sets the alarm off, switch the light on and kill everything within sight. There are a few goodies in here, such as a map, some interesting pamphlets which fill in some back story, and some health potions.

As you leave, some more monsters will appear. Kill them. If you go out into the garden on the right, you'll get your first glimpse of the Dodger trying to break through the Tower gate. Luckily it doesn't succeed. Follow the corridor round and you'll come to another statue-slot door. Through there and down the stairs to the basement.

Follow the rats - they'll lead you straight to the end of the maze. Go through the pool of water and through the double-door where you'll see Gaul again.


Note: It is possible to skip the library and go straight down to the Temple. You'll miss out on a map, and the game will also jump from Chapter 8 to Chapter 10. But if you're trying for a speed-run or something, I guess it makes sense. I did it by accident the first time I played...
Chapter 10 - The Key of Tears
Pick up a green crystal. Go up to the altar and pull the lever behind it to open the door.

Go through, stand on the gate and put the mask on.

When you appear in the Tower, there'll be a red dragon flying towards you. Kill it quickly as it can do some serious damage very quickly.

We're heading for Raquia now, and it's quite a trek. If you didn't get the tower map from the library, use one in the guide. Or follow these instructions:

Head through the light gate. Take a right at the junction, and follow the path round and over itself. Go through the next light gate. Follow the path, and when it splits, keep going forward. Left would take you to Arqua, and we're not going there yet. Go through another light gate, and keep following the path, over the glyph with the cross on it (Doesn't appear to be working). Go through another light gate and follow the long tedious path to the Raquia mantle. There is another red dragon in here so watch out.

Raquia Maze

You're reasonably safe in Raquia, although there is the occasional monster to watch out for. Follow the path. If it splits, either one side will be a dead-end or they'll both lead to the same place. Eventually you'll come to a huge pool - at the other end of it you'll meet Raysiel. Be nice.

Got a map? Good. It'll make this section so much easier. You need to collect all the items in the maze before heading to the tower. If you don't have a map, get one from the guide.

First, collect the earplugs. Take your first left to get to them. Then, go for the jewelled haunch. Keep left and you'll find it. Push the switch next to the bench to lower the platform.
Then, the panpipes. Take the right exit, then left, right. Left, Right, second right. Time your jumps to the pipes, then return the way you came in. Take a left, then your second right. When the path splits in the rectangular section, take the left path.
Follow it all the way round, and at the final split, the left path takes you to the spirit ring (time your jumps again), the right path takes you to the tower.

SAVE YOUR GAME before going through the gate. If you aren't carrying the jewelled haunch, you'll get stuck here. Walk forward until you awaken the guard. Make sure the haunch is in your hand. Steady your hand. Steady... when it gets close, the cursor will change from the red "shoot" option to the green "use" option. When that happens, click on the lion to give it the jewelled haunch. Peace at last.

Raysiel's Tests
Click on any of the gates to lower them and enter the tower. Hug the right-hand wall until you get to the clockwork room. You have to make it across here without touching the floor too many times. You're allowed a few mistakes, but not many. Quick-save often.

Take a left and head for the lever against the wall. This activates another set of platforms. Follow them round, [you'll have to jump onto a moving platform from some steps which go up and down] and eventually you'll end up on the right-hand wall. Pull this lever, and it activates a platform which goes between the exit and the platform you're on, along the wall.

When you make it into the next room, the puzzles begin. Some rooms are trapped, so make sure you have the right item before you enter, otherwise a noise will be produced, and that counts against you. The first door on your left has notes printed on it. Use the panpipes to open it. Enter and collect the jar of oil and the specs. Skip the next door with the head. The next door opens freely, but don't go in yet. Equip the earplugs so you can't hear the sound of the siren. Take the key from around it's neck and leave. You can take the earplugs out again, but the game doesn't seem to care either way.

Skip the next door. The next one has creaky hinges, but you'll use the oil on it automatically so it opens. You have to get to the table at the end and pick up the scroll without knocking the stacks of books over. Looks easy, BUT... wear the specs. They'll reveal invisible lines which if broken will topple the books. You can jump on top of the books if you like - get the scroll and leave again. Read the scroll.

The next door is a chapel of some kind. Take all the gems off the window and arrange them into their correct places on the floor - the game won't help you with this so you'll have to select the items manually. Once done, you'll get a rainbow key.

Go back round to the door with the head, and click on it. The word of passing is SPIRIT. Go in and collect the flask. Take it a few doors along to the room with the ice and use the flask to melt the floor. Collect the armlet. Go to the final room in the circle, the one with the wooden floor. Before crossing it, wear the armlet. It's a nightingale floor, and would creak when you stood on it. Use the rainbow key to open the door, and look inside the cabinet for a multi-coloured gem. Place this in the indentation at the base of the huge platform. Ride it up and go through the metal doors.

SAVE YOUR GAME. One wrong move here will take half your health away in an instant. Switch run mode off, and keep crouched for a better view. You have to navigate this room to the gemstone without touching any of the gems. Head to the back right corner, go left a little, then diagonally to the front left corner. Turn and you should be able to make it to the gemstone. Pick it up, and use it with the ring. Wait for the gems to vanish, then go through the door and stand on the plinth. Wear the ring.

It is possible in some versions of the game to get trapped here in this room if you take the ring off, but I couldn't get that outcome in the Steam version...
Chapter 11 - Captive Angel
Now you have to go AAAAALLLLLLL the way back to the study and down to where Hawk is being kept prisoner, and there's no shortcut. Sorry.

First off, in the clockwork room, jump off and run to the exit. You're allowed a mistake or two, so we might as well use it.

The maze will be alive with traps now, but it's possible to escape without meeting any of them, so long as you don't make a wrong turn.

Head straight over, straight over, straight over. When you get to the long N-S run, take the only right turn you can. Take your first left and go to the end, then take a right and follow it round. Head all the way back to the Tower gate. You can run if you like - you won't be coming back here again.

Follow the Raquia loop in the tower, back through the light gate, over the Cross plinth (Still not working), and jump down. Yes, we can take a little shortcut here. Follow the path and take a right, then go through the light gate and you'll be at the Heled gate. That's saved some time.

Head back through the temple, and through the basement (follow the rats again) back upstairs. You won't be coming back here again.

When you get upstairs, head back to the study. You can get most of the way there by keeping to the right wall - that'll get you as far as the rotating sword lock, then head through the dormitory, along the corridor and up the stairs back to the study.

Back down the ladder, through the clock room and all the way back to the mosaic. Use the key in the lock. Meet Hawk. Ask him as much as possible - anything he tells you will be added to your inventory so you can recall it later.
Chapter 12 - St. Michael's
Vicarage

For some reason we now go to your Dad's church. Go up the stairs and onto the stone. Save as soon as you arrive. Kill everyone, as there'll be a lot of back and forth here and you don't want them to get in the way. Go to the vicarage, and the rune on the door will break as you approach.

Go inside, look under the doormat to get the wand, and look in the cabinet next to the door for a torch. The wand can be used to dispell these infinity runes - just shoot it at them. If you have the torch equipped, you can also see the invisible green runes dotted around the place. These can also be dispelled the same way, but you have to be carrying the torch to do this. Some doors will only appear after you break the rune locking them.

Head to the back of the house into the kitchen and look in the fridge to find a key. Naturally. Take this upstairs. Go through the first door, open the wardrobe and dispell the rune inside. Smash all the runes you can see in here, then go back out to the corridor. Go through the next door and go through the bathroom. Use the key to open the door opposite to reveal the bedroom with the green carpet. There is a key in here you need, but three monsters will spawn when you enter. Go to the final bedroom (well, spare room), and you can climb up and crawl through the hole in the wall to the little room with the cabinet you saw earlier behind the wardrobe. Use the silver key to open it and get the key. Exit through the wardrobe and go back downstairs. Go to the TV room (left before the kitchen) and unlock the door to the sitting room. Go in and kill everything. Take the journal off the shelf (It'll catch fire and burn you). Pick it up off the floor and open it to get yet another key.

At this point we've done everything we have to with the house, but there is another extra. Take a right before entering the kitchen to go down to the wine cellar. There is a door locked with a green rune down here. Go through it in to the lab. Pick up the health potion off the bench, and the leafy key on the floor by the door. Back in the cellar there is a huge ornate door which can be opened with this key. Take a look at what's down there. Weird, huh? You'll be coming here much, much later.

Church
Go back outside where some more monsters will appear. Kill them, then go to the church. A monster will drop down from the roof. Kill it and collect the coin it drops. Put it in the donation box (all for a good cause, right?) and entry will be permitted into the church.

Go all the way to the back and look at the stained glass window depicting St. Michael (Aelf) casting a demon (Belial) out of heaven. You'll collect two feathers.

Go to the door near where you came in and use the key from the journal to unlock it. Go upstairs. On the first landing you'll collect a tiara. On the second landing you'll collect a key. Go back down. This key opens the closed off area near the stained glass window. Go in, and put the tiara on the statue. Put the GREEN feather in the hole in the front. Putting the RED feather in there spawns a monster. A panel will open, revealing Aelf's Helm.
Chapter 13 - Sword of the Dragon
Before you leave, have a look where the Helm was for a couple of health potions. Go back to the mantel stone.

Rather than appearing back under the study, you'll be taken to where the Cross mantle was in the Tower. This can now be used to get back here, although goodness knows why you'd want to...

We're going to Arqua now, so use your map. Or, take a right, go through the light gate, and follow the central fork to the Arqua mantle stone. Watch out for another red dragon nearby.

Before travelling to Arqua, be sure your health is topped up. Whilst there isn't much that can hurt you in Arqua, there is still falling damage, and you're not allowed to take any health potions with you.

Arqua
Once in Arqua, proceed in either direction then go through a gate. Head to the building, and find the red teleport circle to take you upstairs.

Leave the room you're in. The centre piece is a fountain, surrounded by four markings representing the elements. Cloud (air), Waves (water), Fire (fire) and an Orange Square (earth). Outside of them are two bronze markings on the floor, one with an eye (for a magnifying glass) and one with a chalice. Clicking on either one of them will take you to a mini-room with the item. You need both, so teleport, navigate your way around to collect the item, then come back and get the other one. The chalice is at the top of a set of steps, the magnifying glass is underneath a panel you have to push to open.

You now have a puzzle to complete, and some people find it quite illogical. That's because it is.

Once you have the chalice, fill it with water and use it to dispell all four gates as you did to claim Aelf's Dagger. Each of these four rooms contains items you need. Some can be collected, some are hidden behind panels. Collect what you can immediately. Two of the blank panels can be read only if you're carrying the magnifying glass. The third blank panel needs fanning (use the fan on it). I told you it was illogical.

You should now be carrying a scroll in the "magical items" section of your inventory, but if you examine it, Adam will say he can't read it. Use the magnifying glass on it to move it to your "general" section. Now there is a series of combining to be done:

  • Combine the Flint and the Cylinder to get "Flint & Cylinder"
  • Combine the Flint & Cylinder and the scroll to get fire.
  • You can now open the box which says "BURN" to get the tinder.
  • Combine the Mortar and the Pestle to get "Mortar & Pestle"
  • You can now open the box which says "GRIND" to get the water pipe
  • Stand in front of the box which says "BONG" and combine the water pipe with the Flint & Cylinder to get the Amber
  • Combine the Amber with the Mortar & Pestle to get the ground amber
  • Combine the Flint & Cylinder with the Tinder to get...a fire
  • Combine the Bowl & Powder with the Flask & Powder to get....snow. What?

You now have to place the items around the fountain in their appropriate places. Fan on Wind, Fire on Fire, Amber on Earth and Snow on Water. You'll know you've done it right because light will appear in the fountain. Also, Rebecca will tell you. Now, more combining! For some reason this has to be done in a certain order.

  • Combine the pipe with the snow
  • Combine the pipe with the ground amber
  • Combine the pipe with the fire
  • Combine the pipe with the fan

Give the pipe to Tishtrya and receive Eternity. I hope it was worth it.
Chapter 14 - Vengeful Souls
You may have noticed at this point that the game doesn't actually tell you where to go next. Obviously the Chamber of the Soulstone is your final destination, but there's no way to reach that from here.

Stand on the teleporter with the white trim to go back downstairs, and head back to the Tower. This time you're heading for the Heled mantle, but not the one that goes to St Michaels, the one that goes back to the Temple.

Follow the path back to the junction and go right. Keep following the path, and at the only junction, go left. You may notice that just before you reach the Heled gate, you can glimpse the Sheol gate in the distance, but with no way to get to it. Don't worry, there'll be a way.

Step on the stone and get captured by Belial.
The Prisoner
You can't do anything until Rebecca comes to free you, so spend your time reading the newspaper cuttings on the wall.

I wonder why Belial doesn't just kill you like he wanted to do before? Perhaps he wants to show you off to Florentine...
Chapter 15 - Where the Dead Lie
After you're freed, have a look in the other cells. One contains a huge cache of ammo and health potions as well as a map of the Graveyard Maze.

You may not have the Shrive or Eternity, but never mind. We'll still go to Sheol.

You're not coming back here, so you can leg it if you don't want to fight. Go up and out of the crypt. You'll be in a huge graveyard, but there's absolutely nothing here but monsters so just run in a straight line towards the back of the house. There's a gap in the wall which you can go through. Turn right [there will be monsters behind you, so either kill them or be quick here] and head towards the fires. Burn each of Florentine's journals in the fires. When all three are done, the gate to the right will open. Go through.

Incidentally, I presume the door with the rune on it which won't open (ever) is the one visible at the top of the House map with the crosses....? Would have saved some time if we could have just come through there... *grumble*
Chapter 16 - The Gate
Now comes the Graveyard Maze. You have to navigate your way to the mantlestone in the centre and escape to the tower.

Or... you could just put the mask on immediately. Try it. The game is glitched here and you can wear the mask anywhere to go to the tower. So let's do that. There isn't anything plot-critical in the graveyard maze anyway.

In the tower, follow the path round and go through the light gate. Watch out for a red dragon. Follow the path and go through another light gate to come across the Sheol mantlestone. Of course, you don't have Eternity so can't use it. Gah! So near and yet so far! Jump over the little gap and go through the light gate to find... the Shrive and Eternity. Wait... what?

Don't ask. Just don't ask. They're there for the taking, so grab them and go back to the Sheol mantlestone. This will take you to the Sheol archway. Speak to Abaddon, and when you're ready, go through the archway. You'll leave Rebecca behind as you only had one crystal (you fool.)

Brain Hunting
Now comes many people's least favourite section of the game. You have to collect 16 brains and feed them to the machine, which lowers the platform so you can go back through the archway. Why? Just because. The game doesn't give you a map for this section, so I've made one. Apologies for the quality, but it should suffice to get you through this bit.

The shaded areas are underground, so you can't get directly to them. Keep the machine at 12'o'clock for reference. Basically, 5 brains are found in the outside area - 4 at each of 12'o'clock, 3'o'clock, 6'o'clock and 9'o'clock, and a fifth one is behind the machine.

You now have to proceed into the tunnels to get the other 11, and they can be quite disorienting. The map doesn't show the exact scale and direction, it's just a general guide. But as you can see, there is a main corridor loop which runs from the bottom-left of the map all the way round to the bottom-right. This is connected to the central room by four pairs of tunnels, so it's possible to move throughout the entire tunnel system without coming out if you're good. At 3'o'clock, 12'o'clock and 9'o'clock there are "heart rooms" which contain a brain on a raised pedestal. Two of them also contain brains on the floors. That's another five, leaving six.

There is an underground section of tunnels, and these are what frequently get people very confused. They comprise two N-S sections accessible from stairs leading off the entrance corridors, and a lower loop which contains a fourth, underground "heart room". Four brains are located at the ends of the N-S sections, and there is a fifth in the "heart room". It's also possible to get to the lower section by jumping off the bridges found in the lower entrance corridors.

That gives you 15 brains. Where's the 16th? If you look at one of the hearts in the heart room, you'll be given the option to click on it. Nothing'll happen at first, but if you then visit another heart room, you can click on the central column to lower the heart. Once you've done this to a couple, a 16th brain will appear in the underground "heart room" on the floor. On my most recent playthrough it was 2 descended hearts make the final brain in the underground room, but it's possible the game may vary this so don't take my word for it.

On my most recent playthrough, there was already an extra brain on the floor of the underground "heart room", so the descending of the hearts was unessential...

When you've fed all 16 brains in, a monster will appear. Kill it. You can take the scroll he's carrying if you want, it'll protect you against illusion, well, one. Go back to the garden for a revelation about Florentine and Rebecca, then back through the arch.

Halls of Dopplegangis

This section is easy by comparison. After the cut-scene, talk to Abaddon about everything. You have to smash all the mirrors in this area to get out. If you see your reflection, an invincible monster is produced. The good news is, if you smash the mirror it came from, the monster disappears. There are 16 mirrors (16 again?), and when you've broken them all, the throne will lower revealing the arch. The mirrors are located in one large loop, plus another room with 4 off the main room.
Chapter 17 - Father of Lies
This section is nothing but puzzles. You can do them in any order. Click on the dial on the wall to open the doorway to the puzzle. Once that puzzle is solved, the forcefield covering the dial is lowered, allowing you to rotate it. Leave them all alone for now.

If you mess up a puzzle, go back to the main room and save your game. Saved games don't contain data about incomplete puzzles, so if you load again you'll find the puzzle has reset.

The game doesn't give any names for the puzzles, but it should be obvious which one is which.

Checkerboard

You have to make you way across the room, press the handprint and then return. If you mess up the sequence on the way there, a forcefield goes up and you have to return and start again. The return journey is nastier - the floor turns to acid, but tiles appear underneath you - only if you take the correct path though. This can be done through trial and error, or you can just follow this sequence:

Start on the third tile from the left. N N N N W W N N E E E. Press the hand. Then to S S E E S S S W N W S W W S.

Stepping Stones

The pillars have to be moved to permit access to the hole in the far corner. The pillars are low so you can't jump, but you can travel diagonally.

From top left to bottom-right, set them to UP, RIGHT, DOWN, LEFT, UP, RIGHT, DOWN, LEFT, UP, RIGHT, DOWN, LEFT, RIGHT

Shooting Mirrors

Don't stand on the raised section - you'll get shot. If you proceed to the room in the far corner, you'll be instakilled. What you have to do is navigate your way around this room without touching the raised sections, and shoot the mirrors. The mirrors have to be broken in a certain order, and they'll have forcefields blocking them until it's their turn. You'll know you've got them all when the room darkens. You can now walk on the raised sections, so go to the back room, jump on the raised piece, and then this puzzle is complete.

Big guns
This puzzle involves making a clear path for the guns to fire all the way across, but of course each lever moves more than one so it's a case of finding the right combination.

Pull the second lever, third lever, last lever, then the fifth one from the left. Press the button a couple of times until the lower gun is done. Pull the second lever, sixth lever and fifth lever. Press the button a couple of times again.

Shooting Gallery

Smash everything to win. First of all you have to shoot the forcefield so you can see what you're doing, so rotate the gun all the way to the left or right then fire. Rotate the gun and shoot each gem in turn. When you've got them all, that's it.

The Crystal Maze

You need to get to the handprint in the middle of this cube, and pressing different handprints raises and lowers different sections. You can use trial and error, or just press the top right handprint then the bottom left one. Then you can reach the final one inside the cube.

Bouncing Balls

The shot here is reflected off the balls. You have to rotate the balls to bounce the shot all the way up to where the mirror is and break it. Turning the dials turns the balls. Starting in the top-left and going left-right...

  • Leave the first two dials alone
  • Turn the third dial on the top row FOUR times
  • Leave the last dial alone
  • On the second row, turn the first dial TWICE
  • Turn the second dial FIVE times
  • Leave the third dial alone
  • Turn the last dial SEVEN times
  • On the third row, leave the first dial alone
  • Turn the second dial SEVEN times
  • Turn the third dial SEVEN times
  • Turn the last dial SIX times

Fire!

Hall of Mirrors
Hug the right hand wall. When you get to the handprint, press it and then hug the left hand wall to get out.



You now have to do a very infuriating "lights out" type puzzle, whereby you have to click on the dials until they darken, but darkening them affects other ones. This bothered me for ages, so you can just follow this guide:

  • Turn the dial outside the checkboard puzzle until it turns dark
  • Turn the dial outside the stepping stones puzzle until it turns dark
  • Skip the next one
  • Turn the dial outside the Big Guns puzzle until it turns dark
  • Skip the next three
  • Turn the dial outside the Hall of Mirrors puzzle until it turns dark


When you've done all this, something nasty will turn up. You can hide in the Hall of Mirrors entryway if you like - he won't come after you. When he's dead, you can take the scroll he's carrying if you want. It will slightly change what happens next. Go back through the archway.

SAVE immediately. There are a lot of red dragons flying at you from all directions here.

If you didn't pick up the scroll from the flamethrower guy, there will be a couple of fire demons lurking just to make things a little harder. The scroll would have apparently "protect you from purging fire".

Keep moving, and stay away from the standing stones. When they're all dead, have a look along the castle wall to the left of where you started to find a couple of health potions. There was also one near where you materialised.

Now, you can optionally go into the white castle. If you go up the stairs, you'll find yourself by the tree you saw in the basement of your father's vicarage. I think it's supposed to be the Tree of Life, but according to the literature within the game, that's in Arqua, not Sheol. Who knows? Anyway, there's a health potion in the roots.

Approach the standing stones. What happens next will depend on whether you picked up the scroll from the brain maze guardian, the one that protects against illusions.

If you didn't, you'll find Rebecca, tied up and unconscious. Do what ever you like, Belial will get the drop on you. Yet another trap!

If you did pick up the scroll, it allows you to see through Belial's illusion and you'll just face him directly. Either way, you have to fight him. Use the stones for cover and keep hitting him with your recharging weapons. When he's dead, make sure your recharging weapons are fully loaded before you move on, as you'll need them almost immediately.

Use Eternity on the stone to go forward.
Chapter 18 - Threads
This chapter is quite frantic, as again there are loads of red dragons flying towards you, but this time they're harder to avoid. You can run, or stand and fight. Up to you.

It's a very linear path, so just be sure to keep moving. Before you start, grab the health potion by the window and on the floor next to where you started.


Follow the path all the way round until you get to the bridge. Turn left and cross the bridge.



You'll have to kill the monster to get past. Follow the path up and around [grabbing the health potion on the right side as you enter the cave], and kill one of the two monsters to get into the cave.



Follow the path to the mantlestone.

SAVE before you go through.
Chapter 19 - The Gathering


You can say anything you like, but don't pick "I'll get the priest from behind" or you'll break the seventh seal. Actually, it's worth doing once just to see the clip. "I dare, but time is on my side" will end the gathering.
Chapter 20 - The Devil Takes the Hindmost...


SAVE. You now have to get out of the house as quickly as possible whilst it all falls down around you. Use your map. You may get lost, but sections will cave in behind you if you're going the right way. When you get back to the foyer, the Dodger will finally put in an appearance. Keep your distance from him - he hurts!

It is possible to wedge yourself in the corner in between the hat-stand and the table, and as long as the Dodger doesn't climb on the table (it sometimes happens) you should be safe there. This is a good time to use Florentine's Staff as it packs a punch and you're not going to need it for anything else!

When the Dodger is dead, leave through the front door.

Extra things to try
These are just a few things you can try which weren't mentioned in the solution, as they require you to either double-back or get killed. Items marked with a # will get you killed.

  • # In the mausoleum, walk down the corridor of bones without being branded. You get two warnings!
  • You can go back to the house as soon as you have the Shrive, but if you don't meet with Aelf first, Rebecca won't be in the study and the doors don't unlock.
  • Say "Hang on a minute" when dealing with the Gnarl. You'll have to go and get another green crystal.
  • # Give Belial the Shrive (well, he did say please!)
  • After you have spoken to Hawk and are en-route to Raquia to collect the Key of Tears, rather than heading the Temple, go to the first Tower gate you used on the West side of the house. Raphael will admonish you for going the wrong way, but won't provide any help.
  • Alternatively, you can go to the Arqua gate instead. Raphael will appear again, but still won't provide any help.
  • # In "Threads" walk up to Belial without killing him.
  • # Say "I'll get the Priest from Behind" in Chapter 19
18 Comments
Hamakei  [author] 18 Sep @ 11:40am 
From the entrance to the caverns, keep left and you'll come across it eventually. It's in the room at the bottom of this map

https://www.realmsofthehaunting.com/maps/Map-of-the-Caverns.gif
dickolasッ 21 May @ 8:40am 
Thanks for this, you are a true journeyman
Hamakei  [author] 23 Aug, 2024 @ 1:00am 
Are you referring to the ones you activate when you've finished all the puzzles? Turning one affects the others so if you make a mistake it's best to turn them all back to "12" and start again
licht61 22 Aug, 2024 @ 5:53pm 
Can't beat those damn dials in chapter 17 even with a few guides lol
Hamakei  [author] 17 Feb, 2021 @ 12:06pm 
@SlightlySimple Oh wow! I never realised that before! It's quite a lengthy cut-scene considering most people will never see it...a nice chance for David Learner to show off his Shakespearian acting skills...just a shame that David Tuomi isn't much for him to play against... :/
Albertix 5 Feb, 2021 @ 4:53pm 
chapter 17 Father of Lies. Whenever finishing a puzzle immediately after turn the dials so the lights go out. This way after even 3 or 4 puzzles the bag guy appears and after killing him and finishing the other puzzles you can easily switch the new dials to lights out, no puzzle whatsoever and leave through the gate. I'd strongly advise saving multiple saves since i got only 1 save for the entire chapter and happened to pick up the desillusionent charm so no Rebacca cutscene afterwards and no turning back
Albertix 5 Feb, 2021 @ 4:47pm 
wonderful game and walkthrough. Own the real thing and bought and played it loads of time when it came out. The last/16th heart with my game and also Steam's is always BEHIND the heartmachine. Have loads of walkthroughs, mag scan, designs and stuff from back when. Greatest wiki fanpages ever.
SlightlySimple 16 Jun, 2019 @ 2:23pm 
I don't know if I'm too late, but there is one thing I'd like to see added to the "Extra things" section: Rather than fighting Belial in Chapter 17, one can run up to him for an extra cutscene. This will kill Adam, but he'll take Belial with him.
Meeba 15 Apr, 2019 @ 7:09pm 
This helped me complete my recent play-through. Thanks so much for the guide!
Paulie Shores Shitty Taco Truck 7 Feb, 2018 @ 12:46pm 
What a ride, very fun and unique 90's game, thanks for the great guide!!