Realms Of The Haunting - Part 2 Solution by William McCole @~Continued from Issue 51 CHAPTER III: Keeper of Time At the library, examine your inventory and discuss the sarcophagus. Don't put the statuette you are carrying on one of the indentations - you are going to need it. Go out of the door and look to your left, because a nasty is about to materialize. Go downstairs, ready to come back up at a run. As soon as you step on a certain part of the corridor, two nasties will pop up from nowhere, one of them behind you: so dodge, run up the stairs and turn, backing off and shooting as you go. When that's done, go down the stairs again. Now, a lot of doors will be unlocked and I don't suppose it matters in which order you visit them but, as is my custom unless I have good reason to do otherwise, I will hug the left wall. So, the first room you come to contains a green dome. The next one along is locked. The next one is a bedroom: go in, turn around and turn the light on with the switch. Find a potion on the mantelpiece and move the chest. Aha. Come out of the door through which you came in and try the door which was locked before - it is now open. Look around. Right by the door, on the floor, you'll see a tile of a different colour to the rest. Click on it and the other door will open. Inside you'll find a map of the house which I couldn't figure out. Maybe you can. Go back to the bedroom and cross it to exit through the opposite door. Outside, click on the sword to open the door to the left. Go upstairs and stop at the first landing - there is a door to your right. This appears to be an armoury. Find the ammo, look at the painting and pick up the scroll from the top of the bookcase. If you don't get out quick, two skeletons will give you heck. If they appear, don't forget to blast them to smithereens when they fall, otherwise they'll get up again. OK, leave and continue up the stairs. In this room there is a circular stone, this apparently being the Tower Gate; and we are told we are not properly dressed, so let's leave for now. Go all the way down the stairs and continue to hug the left wall. Open the next door and you'll see some paintings. Step smartly back, there is a nasty behind the door - tease him out and let it chase you, for a change. Once you've killed it, go into the picture gallery. At the other end you'll find a helmet. Get it and use it to see a nice video. Look at the map. Go through the door to the left of the map and you'll be in the dark room in which the game started. Right, I think we've covered this section. Now go to the lit room with the typewriter and take the door to the right. In this room there is a scroll (I hope you are looking at each item as you get it). Go through the next door to a room with a fire. Look at the maps. When the fire flares up, pick up the crystal inside it. Open the door cautiously, you are about to be attacked by two nasties, so be ready to back off. When you've killed them, go back to the room with the typewriter. Take the door to your right and cross the corridor to the room with the green dome. Click on it. Watch the video, ask for a key and accept the test. At the end, go to the window and get the masks. Click on the gem to get back. Watch. CHAPTER IV: Tales from the Tower Well, I guess we'd better get ourselves to the Tower Gate, so out of this room, turn left, through the door, through the opposite door, to the left and up the stairs. In the Tower Gate room, stand on the stone and use the masks. Watch. You meet Raphael, the guardian of the Tower, who gives you a long schpiel. I don't know about you, but I haven't understood one word anyone has said so far. Still, who cares, I'm having fun, aren't you? Right, when he has done, follow the path and branch either left or right, it doesn't matter. Have a look around. If you click on the stones with glowing runes on them, you get healed - use them only if you need to. You'll be coming back here. Eventually you'll go through a shimmering gate and wind up on another stone. You will find yourself on a courtyard, where statues whisper words I couldn't quite make out. I hope they weren't rude. I mean to say. You will see three doors, one is boarded up. The one next to it contains nothing (as far as I could see, and it was pitch dark) but a nasty. Take my advice and leave it alone; nothing worse than fighting what you cannot see. The next door along was locked. So I had a search around and I found the key in the round pond. Unlock the door, go on in and pick up the scroll. This upsets someone and a lot of nasties appear. No sweat. Shoot them through the window or stand at the open door, press End to tilt down and just keep blasting at them till they are all dead. No need to step out and get yourself hurt. When the coast is clear, go back to the stone and use the masks. Watch. CHAPTER V: The Offering From where you are, keep going left: you'll eventually come to a mantel stone with the rune for Heled/Earth (as well as the camp fire). Stand on it - as you step off, a circle with a hand appears on the wall (press it) and the green runes explode. Go through the door, left, and downstairs. (Don't bother with the stairs to the right, they are blocked). Note the circle on the wall and the pentagram on the floor. Standing on the stairs, shoot at the circle. See? A pillar raises from the floor. When it comes down, go through the door to the left. Advance the length of this hall, stand on the square recess and turn around. Wait a few seconds and two nasties will drop from above. Kill them and then tilt forward with PgDown and click on the circle to put the statuette on it. The pillar will raise - take the key. When it goes down again, retrieve the statuette and go through the door. You could go up the stairs, but there is nothing there. Outside the door, keep on till you see two torn doors. As you go through the archway, you'll hear a noise and three huge demons with axes will appear. Turn around and run to the stairs. You have to lure them, one by one (there are three of them) on to the pentagram and then shoot the circle, whereupon they get squashed. Most satisfying. Just run forward till you see them and then double back - they should follow you. When you've crushed all three, go on through the archway and you will see two doors, one of which you cannot reach because of the crates. Open the other one, turn around, switch the light on, turn around and pull the lever. Face the door. Are you ready? Open the door and run to the stairs, there is another demon after you. Dispose of it the usual way. Now you can go back and work your way around the crates to the now accessible door. Go right and through the other door and get the goodies. As you come out, you get attacked again. Go down the stairs to the right, in front of you. Follow the corridor till you come into a cavern. Keep right and you'll meet a Spirit. Watch. Continue to keep right and you'll find a passage. You will come out at the caves. Now, this is a rather difficult section because it is so very dark and you don't have a compass. Examine the map of the caves and see if that will do you any good. Personally, I kept to the right and hoped for the best. You'll be continually beset by those flying horrors. Basically, what you need to do is to find a red crystal and a red daemon to the East. There is also an altar and, behind it, a teleporter. Also some goodies. But this is not essential. Nevertheless, feel free to explore as you please. As I said, I cannot give you exact directions because I couldn't see where I was going, but keeping to the right got me to the red crystal and eventually, to the red demon. Click on it, watch the video and use the red crystal. This takes you to the next chapter. CHAPTER VI: Journal of Evil As you walk straight on and a slab drops and uncovers some stairs, be careful: there are two extra-nasty beasties - try to shoot them from the stairs and dodge the green spells they throw at you. When you've killed them, advance and you'll see moving platforms. Press End so that you are looking down, and work your way across. When you get to the other end, turn left and up the stairs. Go through the door. Don't forget to investigate all open crates: throughout this section, look for the switches to turn the light on. Keeping left, go through the first door to a room with suits of armour. Look around: there is a potion on top of the bookcase. Enter the next door. It's a bedroom. Underneath the bed is an important staff. Look inside the chest and get the potions and check out the wardrobe - there is a locked locker in it. If you go through the next door you'll see a mantel stone which isn't working. Go along to the next door and pause. If you hear a swishing noise close by, stay put till it dies away. Then, open the door, turn right and kill the monster: a gun won't probably do it. However, the staff you've just picked up does not replenish itself, so you should keep it, if you can, for really awkward occasions - preferably, to the very end of the game. Afterwards, switch to the gun and look inside the crate. Turn around and go up the stairs. In the next room there are lots of gorillas (or at least, they look like gorillas). You will have to entice them one by one down the stairs while you shoot them. There is quite a lot of them, so keep going up into the room and down the stairs. When you've killed them all, stay in the room with the flickering lights. Open the door and turn left, till you get to a corridor, then right to face one of those swishing monsters - blast him as you back up into the corridor. Actually, this is a dead end, but it should have been useful to destroy the creature. Go back to the door ant go right look around and you will see a gap in the balustrade. If you look closely, you will see a switch on the wall by this gap: turn the light on and go up a short flight of stairs into an observatory. Look around and take everything on the table. Go back to the bedroom. In the bedroom, examine everything you've just taken. You'll find a key inside the Journal (read it). Use it on the locker to get the last statuette. Go out and through the opposite door, and find the door with the hole through which you entered this section. Go down the stairs and turn left. Be ready for another one of those gorillas. When you've killed it, advance to the lit square and click on the breastplate. Watch. At the end of the video, be prepared to move quickly and deal with a couple of nasties. In the lit recess you'll find a couple of potions. Continue along the left and you'll come to a small wooden door. Enter and look to your left: you'll see a silhouette of the staff. Click on it and the stone will raise. Step on it and we are through to the library. CHAPTER VII: Beyond the Gate Place the two statuettes in the remaining indentations and the sarcophagus will open. Go down the ladder and along the corridor till you come to a gigantic clock. Look at the walls around it. Find the double stairs and go up. Use the End key to look down and see the controls for the clock hands. Click on them till you set them to six o'clock (as you saw in the Library). Now press Home and click on the circle with the hand on the wall. This will open the door at the other end of the hall. Equip the shield and go through: go up the stairs and follow the corridor till you get to a place where you can hear water. Equip a gun, go left, shoot the two headed creature and get the chalice. Click on the waterspout to fill it. Leave and turn left. Go along here and down the stairs till you stop on the circular mosaic. Watch. Turn left and advance to the door. Throw the chalice of water (it should be equipped, like a weapon) at the door and it will open. Get the dagger. Watch. With the dagger equipped, go back to the mosaic. Watch. CHAPTER VIII: The Mark of the Beast At the end of the video turn left (the other room contains nothing, so don't bother) and go to the archway. Look at the lock. Turn around and go back to the stairs. There is a reception committee waiting for you, so don't go all the way up the stairs. Leave about three rungs between you and the monsters. Equip the self-charging staff (blue skulls) and watch the creatures. Every time they turn around away from you, go up the stairs and shoot, then quickly go down again. The spells they hurl at you cannot hurt you this way. First kill the bloke in black (a James Bond look-alike - you'll be meeting more like him, and they get deadlier). The green demon is tougher; but keep going up and down till you destroy it. When they are dead, continue along the corridor till you come to the square block, go along one of the sides and another creature will materialize, shoot it, taking cover behind the block if you need to. Descend cautiously to the clock room and entice the green demons you will see there up the stairs. You can play hide and seek behind the block - keep running around it, shooting, and back again. Run around the block till you destroy the creature. Do it all once more to destroy the other. Now go back to the library; be prepared to meet another one of those blokes in black, but he won't be a problem: just dodge side to side while shooting at him. Once there, save before you leave the library by the door. As you turn right and get to the end of the corridor, there will be two monsters waiting from you, one coming from upstairs, the other coming from downstairs. Hug the right wall and deal first with the one from downstairs. Draw him into the corridor, shooting as you go, then ran past him, down the stairs and along the corridor shooting. If necessary, run around him again and keep moving and shooting along the corridor. You don't need to get the guy upstairs but, if you want to, use the same tactics of hit and run. Go into the room with the typewriter and, from there, to the hall. Be careful, there will be one of those blokes in black soon. Step into the hall, the rune will explode and the creature will appear. Dodge behind the suit of armour on your right and shoot till he's dead. Open the door by the light switch (there is a card to pick up as well, before you go through). You have a new section to explore, and the whole thing is as confusing as ever. Consult your house map, see if that helps you. Not only there are many doors, going in all directions: but since you have to run the gauntlet of endless monsters, and that means you have to run around so that they can't lay their mits on you, you often lose your sense of direction. Again, most rooms are so alike, you don't know whether you've been to them or not! The most important thing here is to get a statuette. So, from the first door, keep left and open the first one you come to. Inside you'll see a pentagram surrounded by candles. Start lighting them and a monster will appear. Do your stuff and kill him. Finish lighting the candles. Watch. A REAL nasty appears - don't let him catch you. Keep going round the room shooting at him. When he is dead, pick up the statuette. Go through the next door and up some stairs and open the locker. Inside, some ammo and a potion. Leave through the other door. Keep going left and opening doors. In some stairs going down and blocked there is another cupboard with goodies in it. You will come to the dinning hall. Jump on the table (press A) and get the potions. Leave through the other door. If going through a door takes you to a place you've been already, go back and take the next door to the left. You should find your way outdoors. Going down some stairs, you'll see others going up in front of you. Before you go up them, search the courtyard for a potion. Also, figure out which is the nearest place in which you can take refuge because you are going to leave in a hurry. Then, go up the stairs, open the door, and kill the beast from the doorway. Go in, walk around to a niche opposite the door, grab the blunderbuss you'll see there and start running out of this room and find your way to the nearest door: the courtyard will be heaving with monsters. You can deal with all the baddies shooting at them through the windows or from the door you've chosen. OK, when you are sure you've explored all this section, find the door with the panel beside it for which you need the statuette. Click on the indentation to open the door. Walk in and wait till the monologue is over. @~More next issue - o -