• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS
Walkthrough


Note: Be sure to be playing the latest version of the game, titled RSW Update)

You can save at almost any time by pressing 9.

Entrance Hall: Nothing to see here folks, except lightning and one locked door at the north. You need the silver key to open it.

Kitchen: On the left side, ground floor. Here you'll find a ghostly woman and the paths that lead to the pantry and wine cellar.

Wine Cellar: South of the kitchen, you'll get locked in. Talk to each shelf to find the four notes. Once done, the book on the table will ask you to answer a question. Say 'Yes', then cancel out (press ESC) to complete the puzzle. This will open the door.

Pantry: Nothing to see here but a cutscene. There's stairs leading up to the attic and another set leading into a cellar.

Cellar: To the left is a small cutscene. To the bottom-right there's another, but interactive. Interact with each water bowl to start another scene.

Attic: On the way to the attic is a small stair room. Nothing to see here. In the attic you'll find three main interests. To the top right is a picture you can examine. At the top middle you need to interact with the doll. After that, walking out, you will bump into someone. There's a silver key in their hand which will open the door to the dining room.

Main Hall: The right ground floor door will lead to a small hallway. The first door leads to the Mistresses room and the second, to the Armoury.

Mistresses Room: Talk to the teddy bear to get the Mistresses Key. To the left there's a door that leads to the Mistresses ensuite. Go in and you'll see a small gap at the top-left. Use the key there to open the way to the Mistresses dungeon. Nothing to see here.

Armoury: Head straight up and you'll find disassembled armour and a flag. Talking to the flag will give you a clue to reassemble the armour.
"Gloves and Helms" - go to the right to find a shelf of gloves and helms. Talk to them, then go back to the flag.
"Shields" - again, to the left you'll find some shields lined against the wall. Talk to them, then go back to the flag.
"Metal Axes - to the right this time, and you'll find some axes hanging on the wall. Talk to them and head back to the flag again.
Once there you'll be transported to a lava-filled room. Follow the paths that open up in the lava and hit the discoloured switches to open the next path. Once done, you'll be transported back to the original room, this time with a small opening on the wall. Talking to it will net you a clue about Heaven/Hell. Also, taking the lower right path will lead you to a small cul-de-sac in the garden, but it's blocked off from the rest.

Main Hall:
This time it's time to check out the 1st floor rooms. Up the stairs and straight ahead are five doors.
From left to right they are - accessible, Pool room, Dining room (needs silver key), Living room and Bathroom.
On the left side are three doors. Top to bottom - Solarium (upper), Solarium (lower) and blocked.
On the right side are a three doors. Top to bottom - Master bedroom, Guest room, Children's room.

Dining room: Now that you have the silver key, you can open the doors. (Talk to them twice.) Inside you'll find a cutscene. Afterwards, head up and talk to all the ghosts at the table, then to the ghost that appears after. Head out and you'll find another cutscene which will net you another clue. Pressing 1 will allow you to hear it again, if need be.

Pool room: Walking to the left will trigger a blackout. Just walk around randomly until the lights come back on. Heading to the door, you'll find it's disappeared. Walk left again, then back and it should return.

Living room: Here you'll find a few people loitering as well as Death. In the upper-right corner you can find the knife. A door to the north will lead to a second hallway.

Hallway:
There's four doors in this hallway. The top left is blocked. The top right leads to the Servant's quarters. The lower left leads to the Living room and the lower right leads to the bathroom.

Servant's Quarters:
In the fireplace you'll find something stuck to the back of the chimney. You'll need the knife to pry it loose. It's a journal that tells you something was hidden down a sink.

Bathroom: The bathroom also has a door that leads to the second hallway. You need to have found the journal to find the letter. Go over to the sink and if a sound plays, leave. If it doesn't play, leave, then come back and try again. If it does play, come back in and wait for a while. The bath should be filling itself. Once full, you'll find that you cannot leave the room. Wait a while and a small scene will occur. You'll then find the Letter and the Sun key.

Master Bedroom: Search the picture for a code clue. Look under the couch for a paddle-brush. Searching other areas will give you some information. Head left, into the bedroom itself. There you will find a small chest with a lock (313), a bed and a door leading to a bathroom. Going into the bathroom, you can interact with a mirror. Choose any choice, until the scary music appears. After the cutscene, you'll find you cannot leave the room and there's an evil ghost in the mirror. Wait until it's gone, then talk to the mirror and choose to look at it through the brush's back mirror. You'll see a small cutscene. Heading back to the living area, you may see some hair on the ground. Interacting with it and other hair that appears will show a small scene, too.
Go back to the ensuite bathroom and talk to the mirror once more. Choose to wear the New Perfume. Then interact with the bed. This will lead to the Sex Dungeon.

Sex Dungeon: To the right there's a small cutscene and a book will appear on the stage afterwards with a clue about the gardens. Otherwise this is just here to look pretty. Talk to the elevator to go back.

Guest room: Interact with the clock to change the time. There's also a small book that will give you some information. Turn it to 6, talk to the mother. Turn it to 12 and talk to the man at the piano. Turn to 3 and chase the girl until she's in the bottom-right corner. Approach her from the front and talk to her. You can now leave.

Childrens' room:
Go in and explore a bit. There's a few scenes after interacting with objects like the giant teddy, the mirror and the painting. You'll be transported to another room. Talk to the teddy, the bed and the boy that appears in the top left corner. Then talk to the crying girl in the south-right corner and you'll leave the room.

Solarium: There's three doors in the Solarium. One leads outside whilst the other two lead to the first floor. The doors outside - at the bottom of the room - are locked and require the Sun Key to unlock. You can interact with different things in the room, but nothing really happens here.

Garden Maze: There are five exits in the Garden Maze. Top right is blocked off from the rest of the garden and is only accessible from the Armoury. Top left leads to the Insectarium. Lower right leads to a Storage room and lower left leads to the Solarium.
The idea behind the garden is to find the stone tablets and then push the tablets where they belong, without hitting one of the many zooming zombies. You MUST read all three tablets first or you will not be allowed to push the statues. Each statue is at the top of the map and are arranged from left to right.
Plaque one is found to the south, in the rose garden nook. Plaque two is found in the middle, just west of the fountain. Plaque three is found near the statues, to the north.
There's a small area around a tree that is marked like a clock face. The left-most statue must go in the 12 position. The right-most goes on what would be the 4/5 and the center statue will go on the 10/11 position. This will open up the fifth exit - the secret stairs under the fountain.
Also, take note that you will not be able to save in the garden. If you want to save, go into another area instead.
If you get stuck in the puzzle, press SHIFT to return everything back.

Insectarium: Nothing to see here but prettiness.

Storage room: You can stomp over spiderwebs and when you interact with the mirror you will see shadows flying past. Following the path around, you'll find a lantern on the table. Turning it on will show you a bunch of shadows. That's all that's in here, though.

Hidden Passage: The hidden passage has two exits - one that leads to a storage room, another that leads to the chapel. Finding your way through the passage is difficult - you can walk through some walls - both up/down and left/right - and will have to experiment to see which ones lead where.

Storage room:
In this storage room you'll find a small key that can be used on the bottom right corner of the bottom right shelf. It will open a small room with stairs that lead to the Dungeons.

Dungeons: There's a hidden room when you step on a skeleton and interact with it, near the middle of the dungeons. A small room at the far left will have a small scene, too. Nothing else happens.

Chapel: The events in the Chapel are seemingly random. You can trigger these events by going back and forth from the Chapel to the passage. Some of the events are triggered by other cutscenes in the Chapel cellar which can be entered via the door to the upper left. The Chapel has four or five major cutscenes, the cellar has three. There are also two hidden rooms.
I recommend going in and out of the Chapel until you get all the cutscenes. (not the small scenes of prayer or laughter). Once the fire happens you need to play the organ. The key combination is: 5553.
This will reveal a hidden room. Read the Diary on the table, and don't forget to check the note for some clues about 'THE code'.
Head back down to the cellar. There's a secret door there as well, next to the lower bookcases where there's a gap. The code is a version of the Konami code: Up, Up, Down, Down, Left, Right, Left, Right.
Enter the hidden room and look around if you want, just be sure to read the second Diary to gain access to the final cutscene.
Now, head out of the Chapel, then back in. After a small scene you'll be given a choice - choose to pray. Watch the rest of the scene. When it's over, you can head back inside and if you wait a while you'll see bats come flying out of the hole. If you wait long enough you'll be teleported to Hell where the first of the ending cutscenes will play out.

Once you're done, pressing 9 will show the true ending and credits. Enjoy!

Alternative Ending
If you want to see the alternative ending, choose to confront the girl instead. When the cutscene is over, press 9. You will see the 'bad' ending instead of the 'good' one.

If you have any questions or queries, let me know.

Posts

Pages: 1
author=Liberty
one of the men is nicknamed 'Kanamy'


Ohhhhhh. I was stuck there for so long so I just looked at alterego's code and figured it out from there.
Yeah, I only added that in in the newest upgrade. (Posted up some time yesterday. >.<; )

I also had to look it up in his code. Same with the organ son. ^.^;

Fun trivia: Save was initially set to '5' but during testing we found out that the code was 335... I had to move it to '9'.
Note to self: Next time just focus on making something enjoyable and stop trying to be clever. >_<!
Ah, but I liked the story you interjected... just, the code was a bit crazy. ;p
So I'm in the Chapel, yeah? But no matter how many times I enter 335 into the organ, it doesn't work, nothing happens, I can open the cellar room, but I can't get the ending scene because the organ doesn't work.
Yeah, it's rather buggy. Try leaving and coming back and hitting random numbers for a while. Also, make sure you're on the left side of the organ. I've tried to fix it in the newest version (which will be done soon) so hopefully there shan't be an issue with it once it's released, but...
Isn't '5553' the code for the organ? At least I remember I put it that way... You know, "da da da dum" Bethoven's 5th? ...No? =/
Also, Liberty, while you're at it, please change the Konami code for something less retarded... I dunno what was I thinking. -_-
It's okay, I made it more apparent, alter, so people won't get stuck. Besides, I kinda thought it was cute. ^.^
(And I did try the 5553, but more often than not 335 tended to work. >.<; I'll take another look at the coding and try to make that more apparent too. )
Decky
I'm a dog pirate
19645
alterego and I went so over the top on this XD
Ah the last scene won't work... I read the diary, left the chapel and come back in but the last scene won't even trigger.. i was kinda what do you call it like in a cliff hanger.. can someone help me finish the whole story? how long am I gonna wait for the bats? and where are they gonna show up, what hole?
Try going into the basement again. You kinda have to go back and forth a few times between the three maps since it's all random. On my last playthrough it took me a while to activate the scene, but you'll know it when you see it.

If it still doesn't show, PM me your save file and I'll check to see if there's any errors. (There shouldn't be, though.)
Im at the statue puzzle and I did everthing right but nothings happening
The statue's should lock into their respective places so that you can't move them anymore. Then a text box should pop up saying that something moved. Check the fountain at the middle of the maze and if there's still a problem let me know.

Also, you should have the current version of the game, too.
Pages: 1