Realms of the Haunting
(Walkthrough)
General tips
Most of the rooms throughout the house have working light
switches, use them.
Ambushes are a large part of the atmosphere in ROTH, so always be
on the look out for them-especially when picking up items and
entering new rooms.
Save Often.
Search the crates, and nooks and crannies of rooms for goodies
like ammunition and health potions. Since you don't have a
completely downward looking angle, you'll probably have to move
around to view the contents of crates from all sides.
Read all documents you find for valuable story information.
Chapter one
Get the Colt 45 near the typewriter and the ammunition on the
nearby table. Doors with ward can only be opened as the game
progresses. To get the study key, light both candles that stand
on either side of the sarcophagus picture (watch out for the
fireball trap behind the picture). Unlock the nearby door to the
study and meet with dear old (dead) Dad, which in turn leads
to...
Chapter Two
To open the sarcophagus, you'll need to gather up the seven
Golden Serpents. Five are in the study, but two lie elsewhere.
Search the study carefully for documents (check the desk and
scope the floor). Get the rusted sword and the Dragon shield near
the fireplace. Search the middle section of the bookcase to the
right of the portrait for a passage leading to the mausoleum. In
the room containing the floor ward there is a magical orb in the
open closet. Use the orb on the wooden door in the same room and
get a letter, a map and several clips of ammunition hidden behind
the sofa. To get the shotgun, take the left-hand passage from
there, cross the bridge and you'll get to a cavernous room with
potions, shotgun shells and the shotgun. In the storage room with
all the crates, there is a lever on the wall that opens a door
outside the bars; run to get through the door before it closes.
Get the key and ammunition in this room.
In the replenishing automaton room, you have to hit 4 hand
switches. Two are on the back wall and one is just to the left of
the teleporter. The last switch appears in the small cubby left
of the teleport pad section after hitting the first three. This
disables the automatons and causes writing to appear on the wall
behind the teleporter. Click on the words and use the pad to get
back to the shrine.
You won't be able to proceed until Adam gets marked, so take the
wooden door on the left and go up the steps. Open the door with
the strange writing on it for some extra ammo, and then continue
down the passage through a glimmering barrier. Go up to the
throne and use it.
Get the artifacts in the shrine of Angels (choose to take the
staff and Shrive during the cinematic sequence). Once back into
the main shrine, go up to the large statue that is blocking the
passage at the end of the room, click on the statue and choose to
use the "words of power." This passage leads to
Florentine. After dealing with the skeletons, continue down the
hall and use the Shrive to open the large double doors. From
here, you'll have your first encounter with Aelf. On the left as
you come in, one of the alcoves with a knight statue in it
contains a Golden Serpent. Watch out for the many skeletons that
appear after encountering Aelf (immediately turn around when the
conversation has ended). Head back to the study. Use the Shrive
on the small wall indention near the now rubble-filled entrance
passage and another passage will open. In the study, you'll meet
Rebecca.
Chapter 3
Many of the doors will now be unwarded. Go to the door across
from the typewriter table for a Cavern map and, in the next room
over, reach into the fireplace to get a crystal shard. Use the
crystal shard on the glimmering half-orb in a nearby room and
you'll transported to the Gnarl. You must ask him for the key,
and he will offer a test. The solution is to "trust in
time." He'll give you two masks, which are on either side of
one of the windows in the room. The masks allow you and Rebecca
to travel to the tower.
Chapter 4
Search around the area to find Aelf's helmet (double-click on the
helmet to use it). Moving the chest in the dormitory opens the
door to a locker room. As you go into the locker room, walk over
the off-colored floor tile near the door and the closet door will
open (containing a map of the house). Going through the white
door in the dormitory leads to a locked door right by a sword and
shield on the wall. Turn the sword and the door will unlock. Go
up the stairs and take the first door on the right wherein
Rebecca will have a vision. Get the map of the Tower lying on top
of the bookcase and the shotgun shells in the corner.
At the top of the stairs is a teleport pad that will take you to
the tower. To use it, put on the masks that Gnarl gave you. Once
at the tower be sure not to fall off the edge of the suspended
walkways. You'll find markerstones scattered throughout which
point the direction of the transport pads to the various realms.
Some of these stones will also partially heal you (one time). Go
through the shimmering gateway to get to a teleporter that will
transport you to the interior garden. Search the circular pool at
the far end of the garden for a key, open one of the house doors
to find a map, return to the tower, then back to the house.
Chapter 5
Activate the hand switch in the teleport pad room to disable the
door ward and go through. You'll soon find two different symbols
on the floor. One is a location marker (at the bottom of the
stairs) and the other a protection ward. Also, there is a
crosshair on the wall at the bottom of the stairwell. Go into the
next room to alert the demons of your presence-you can't hurt
them in a traditional manner. Lead them to the location marker
(they'll actually go there themselves if you stay in the
protection ward), then shoot the crosshair symbol. The floor will
then crush them. After that, go through the door near the stairs.
To reach the key above, stand on the indented floor panel and
place a Golden Serpent on the snake symbol. Be sure to retrieve
the serpent afterwards.
The key opens a door in the nearby room and leads to a lever that
moves the crates in the other room. Once through be sure to check
the side door for ammo and potions then proceed down the stairs
and into a verbal encounter with an angel. Continue and you'll
get to a maze-like cavern filled with flying gargoyles. To get
out you must find the red crystal (you should have a map that
tells you exactly where the items in the cavern are). When you
met the red gargoyle, do not say you are the "Master of this
place." Giving him the red crystal leads to...
Chapter 6
Cross the bridge and kill the large demon (the magic staff works
well on him). Then, work your way across the moving platforms. It
helps to move your viewing angle as low as possible so you can
see when the platforms are closest. This leads to the basement
and Aelf's breastplate.
Be sure to look under Florentine's bed for his staff (do not use
the staff as weapon, as it has finite charges). In Florentine's
office get the map of Raquia, a sketch and magnifying glass. Head
up the stairs to the observatory and get two sketches and a
journal containing a small key. The key opens the small cabinet
in the bedroom, which holds the final Golden Serpent. Go through
the small wooden door in the wall near where Aelf's breastplate
was found, use the staff on the staff-shaped indention in the
wall and take the teleport pad back to the study.
Chapter 7
Place all seven serpents around the sarcophagus and it will open.
This leads to a huge clock. Go to the highpoint in the room and
look down at the two levers. Use the levers to change the time to
6:00, then press the hand imprint behind you. The large door will
now open. Make sure the shield is in hand (use it as your weapon)
before proceeding. Next, you'll find two side rooms containing
fountains and a goblet. Take the goblets, then go into the lava
filled room.
To open the fish doors, you have to be in weapon-not touch-range
(the pointer will be red), then throw the goblet water at the
fish mouth. Only take the left-hand door from the entrance (the
other door is a trap) and get Aelf's dagger. To defeat Belial,
choose the "What Shrive?" remark.
Chapter 8
Go to the entrance of the house and the last of the warded door.
This leads to a room with a summoning symbol surrounded by five
candles. Light all the candles and kill the summoned demon to
gain a small statuette that gives access to the library section.
Work your way over to the courtyard and find and kill a large,
loud monster to get a powerful gun. The statuette will open two
different doors-one to the library, another to a dead-rat
infested maze. Go to the library first for some notes, a tower
map and a potion, then onto the maze (the statuette lock is
behind a knight at this door).
Chapter 9
The maze leads to a temple where you'll spy Gaul. Take one of the
Green Crystals.
Chapter 10
Pull the lever behind the altar and a door opens leading to the
tower. Find the Raquia transporter (it's to the North, but in a
very roundabout way). Don't bother or get too close to those red
demons that stand watch at the direction markers. You may meet
Raphael at the portal to the Divine (actually in the opposite
direction as the Raquia transport), but you can't take that gate
yet.
In Raquia, follow the path until you get to the garden maze
entrance, where you will encounter Raysiel. Tell him you are
after the keys and ask him to explain the games.
You will need four items from the maze-the Spirit Ring, a jeweled
haunch of meat, earplugs and pan pipes. You should already have a
map of Raquia and this will show you where everything in the maze
is located. To get the haunch, look behind the white bench near
the raised piece of ground and activate the small brown switch on
its leg. To get across the elevating platforms that lead to the
pan pipes you may find it best to be in run mode. When getting
across the poisonous pool to reach the Spirit Ring, take your
time, as it can be rather difficult to jump across the moving
platforms.
The Spirit Ring will gain you entrance to Raysiel's Tower, then
give the jeweled haunch to the mechanical lioness at close range
(do not attack it). In order to get through the bell room, you
have to cross using the raised and floating platforms. The bell
will ring if you touch the floor too much. Activate the levers on
both sides of this room.
Once past the bell room, use the panpipes in front of the music
door and get the spectacles and oil flask. Put the earplugs on
before going into the room with the floating woman and grab the
key around her neck. Be sure to use the oil on the door opposite
the siren's chamber to open it and be wearing the spectacles when
you go in (the best way to get over the books is to jump the
stacks). You'll find a password on the desk here. Say the
password to the talking door and get the hot flask from a
firepit. Use the hot flask on the ice-covered floor of the end
room to get the silver armlet. The siren's key opens the middle
door on the right-hand side of the room that leads to a stained
glass window. Place the gemstones on the floor according to their
color and get the Rainbow key. Use the armlet in the final room
to get silently through to the next room (use the rainbow key on
the second door) and get the gem from the chest. Place the gem in
the floor indentation at the base of the heightened platform in
the main room and proceed across the shimmering path.
Be careful not to touch any of those floating particles when
getting the gem in the far left-hand corner of the next room.
Combine the gem with the Spirit ring, then go into the next room
and use the ring.
Chapter 11
Leave Raysiel's Tower and backtrack your way to the house and to
the lava filled room where Hawk spoke to you. Approach the lock
to free him, then learn what he knows.
Chapter 12
Take the floating stairs past the lock and you'll be transported
to Charles Randall's house and church. Enter the house, get the
wand under the welcome mat, then get the magic torch from the
wall cabinet by the door. The door wards will hurt you if you try
to touch them and you must have the torch in hand to see all of
them. Disarm the wards by shooting them with the wand. Look in
the refrigerator for a key that opens the door in the bathroom
containing the large mirror. This door leads to a bedroom
containing a key that opens a small cabinet in the secret room
between the wardrobe closet and the second bathroom's medicine
cabinet-which, in turn, contains the key to the door near the
entrance. Always make the torch your active item after picking
something up.
The locked room near the house entrance contains two novels, and
the second of Florentine's journals (containing the key to the
church belfry). In the basement, you'll find the key to the tree
door in the lab hidden behind a warded secret door.
Kill the demon guarding the entrance to the church and take the
coin that drops upon his demise. Put the coin in the donation box
before entering the church. At the altar, you'll gain two colored
feathers. On the pulpit are some notes. Unlock the belfry door
and go up to find a tiara and a key that opens the door near the
altar. Place the tiara on the Madonna and then put the green
feather into the base of the statue. This reveals Aelf's Helm
(the key to the realm of Arqua).
Chapter 13
Go back to the Tower and find the transport pad to Arqua. Find
the working teleporter to the upper floor of the palace. On
either side of the large fountain is a small gold teleport
symbol-one a cup, one an eye. Use the cup symbol to get a goblet
and the other to gain a magnifying glass. The cup can be
replenished in the fountain and de-activates the forcefields. In
the starting room, get the flint and steel tube (combine them).
Use the magnifying glass on the hidden cabinet between the two
items, the word "BURN" will appear. Get the fan in the
next room, then use it on the corner panel in that room for a
scroll. Use the magnifying glass on this scroll to read the word
"BURN." Get the two bowls in the next room containing
magical red and black powders in them (combine them) and use the
magnifying glass on the middle panel to see the word
"GRIND." Get the Mortar and Pestle (combine them) and
use the magnifying glass on the middle panel in the room to
reveal the word "BONG." Combine the mortar and pestle
and bowl of snow in front of the "BONG" sign to get a
piece of amber. Combine the Burn scroll with the flint and steel
in front of the BURN sign for tinder. Grind the amber in front of
the GRIND sign to gain a waterpipe. Now combine the tinder with
the flint and steel to gain fire. Go to the fountain and place
the four elements as follows: the ground amber on the yellow
square, then the burning tinder on the flame symbol, the fan on
the cloud, and the snow on the wave symbol. Once the glimmering
particles rise from the fountain, retrieve the ingredients and
combine them with the waterpipe like so: Combine the pipe with
the bowl of snow, then add the amber, next add fire, then fan it.
Now, bring it to the fountain, which gains you the Dragon sword.
Chapter 14
Go back to the tower, then return to the house (those monsters in
the tower leave healing potions when they die).
The Prisoner Intermission
Check the newspaper clippings in your cell and wait until Rebecca
gets you out. Check the neighboring cell for the third Florentine
Journal, a Graveyard map, ammunition and potions. Burn the
journals in the three small fires in the side of the house and go
through the now unlocked steel door.
Chapter 15
Find the Tower gate in the center of the maze. Before taking the
Sheol transporter, jump the gap ahead of it and go through the
shimmering barrier to get the Dragon sword and Shrive.
Chapter 16
In the first level of Sheol, you must comb the area collecting
enough brains to feed to a machine in the circular
"hub" room. Defeat the main demon and search him before
leaving.
Level Two: Talk to figure trapped in the red light. Destroy all
the mirrors to kill the demons, then go to the throne to access
the exit.
Level Three: Touch the wheel panel in each of the side rooms to
open the doors that lead to the level's puzzles. In the room with
the floating orbs, use the dials to control the direction each
orb will reflect the energy bolt that shoots when the large
button is pressed. Configure the orbs so that the glass in the
upper left can be shattered, then shoot again to lower the wall.
To get across the checkerboard room, go to the far right-hand
side and jump on the solid tiles. Hit the hand button in the
small room, and then make a careful path back using the platforms
that only appear if you move in the proper direction. In the room
with the gun, shoot the wall, then aim the gun to shoot each gem.
For the puzzle with the five hand switches and the energy
barriers, press the left bottom switch and the top right switch
to gain access to the button within the barrier. In the room with
the lighted floor squares, you must jump diagonally to only touch
unlit tiles. Destroy the mirrors in a specific order (the middle
mirror first, then the far back one, the one closest the entrance
and then the one nearest the far end mirror), then jump on the
pedestal in the back room. The best way to get through the mirror
maze is to hug the right-hand wall to find the switch, then hug
the left-hand wall to get out. To get across the acid pit with
the moveable blocks, move the blocks so that you can cross them
at diagonal angles. In the stone tunnel puzzle, get the tunnel at
the top first, then hit switches 2, 5 and 6 to create the lower
tunnel; shoot the gun twice, then hit those same switches again
and shoot twice again. To lower the fire pit in the central room,
start in the room with the fire cauldrons near the door and
counting clockwise, bring the dials in rooms 1, 2, 3 and 7 to the
six o'clock position. Kill the fire demon, search his body, then
leave.
Chapter 17
To kill Belial, pick him off with a distance weapon. Do not get
close to him. Then, proceed to the globe.
Chapter 18
Find the teleportation pad that leads to the Chamber of the
Soulstone
Chapter 19
Do not fight Florentine.
Chapter 20
Find your way to entrance of the house and kill the Dodger
(Florentine's Staff is the best weapon for this) to escape.
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