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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