5/28/2020 Realmz Walkthrough
Welcome to CheatingDome, your magical spot on the web for all the cheats, tips & secrets for your videogames We are publishing new cheats, hints and secrets every day since 1998. We are the oldest site that still has all the cheats and codes for the older platforms aboard. Realmz is a fantasy adventure RPG released in 1994 that was noteworthy for its user-created scenarios and content.
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Contents.Unused Graphics Castle in the CloudsThis appears to be an early version of the Evil Castle.Destroy the NecronomiconThere are a few unused pyramid land tiles, two small and one large.Half TruthThere are a few unused land tiles. The one that looks like some kind of robed figure appears with the land tiles and doesn't seem to have any NPC or battle equivalent.A knight chess piece.
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Probably was used as an item at some point.Uhhh. Cotton candy demons?Mithril VaultA stack of money and an orb. The orb may have been an early version of the Geyser (Gridstone).Unused Text City of BywaterTEXT resource -200 is Vestron's report on body collection. The usual 'Double Click To End This Message' message looks like the end of the report, but it's not - after it, there are 55 blank lines, followed by:Live Long and Prosper.The credits text (TEXT resource 1128 in the main game) also has this message long after the main content, but has 57 blank lines instead.Destroy the NecronomiconTEXT resource -128 (the only one in this scenario) contains the following:This is some test text.Please stand by.Text Done Level OdditiesRealmz scenarios are made up of land and dungeon levels, which are 2-D tile maps.
Action Points (APs) are special tiles that run a script when the party walks on them - these are the most common triggers for story events. Random Rectangles (RRs) are similar to Action Points, but cover more than one tile. When the party is within a RR, the game runs a script linked to the RR with a certain probability (also part of the RR's definition). There's also a special kind of RR that only runs scripts when the player clicks the Encounter button and is within the RR - we call this an encounter RR.The levels in a scenario are numbered starting from 0, with dungeon and land levels occupying different spaces (that is, dungeon and land levels with the same numbers aren't necessarily related in any way). When scripts refer to a level by number, they have to additionally specify whether it's a dungeon or land level.Many scenarios have numerous hidden APs and misplaced tiles in inaccessible areas.
Most of them appear to be mistakes or leftovers from development.Assault on Giant MountainDungeon level 0 is unused and completely full of wall tiles.Dungeon level 1 and land level 5 share some features. The RRs from land level 5 appear inside the walls in dungeon level 1, but the APs from dungeon level 1 appear as misplaced tiles in land level 5.
They connect via APs on both levels at x=23 y=25, so it's likely they used to be on the same land level and the developer decided to change the middle part to a dungeon. Land 7 (used final pyramids)Half TruthAll of the cave areas in this scenario are on the same level (land level 2), and the scenario uses APs to teleport the party to and from these areas. The open area on this level containing the point x=20 y=40 is unused and inaccessible.Similarly, all of the swamp areas in this scenario are on the same level (land level 3). The level contains multiple unused areas:. The alcove around x=77 y=58 is unused and contains no APs or RRs. The alcove around x=40 y=50 is unused and contains no APs or RRs. Around x=35 y=25, there's a small unused shoreline.All these areas are far enough away from any accessible location that the player can never see them, and the party is never teleported to or from them.Unused TilesThe blood tileset is unique to this scenario and is used on only one not-very-complex level (land level 11).
Here's a comparison showing which tiles don't appear anywhere in the game (full tileset on the left, unused tiles on the right):Mithril VaultDungeon level 1 is unused and appears to be mostly corrupted. The uncorrupted first few rows are a duplicate of the mostly-unused dungeon level 1 in Destroy the Necronomicon, suggesting that Mithril Vault's development began from a copy of that scenario.Realmz allows land levels to be connected; that is, when the party moves off the edge of a connected level, they appear automatically on the opposite edge of the other level. Levels 3 and 4 are connected vertically in this scenario, but the accessible areas on their edges don't line up. The scenario uses RRs to teleport the party between these two levels instead when they approach the edges, rendering the connected-levels functionality unused in this case.Prelude to PestilenceDungeon level 0 has a large empty space away from the accessible areas. Also, there's a misplaced AP inside a wall at x=58 y=9 with an empty script.Most of the level beyond the Fingertip Pass (land level 3) is inaccessible and obviously unfinished.
The AP in the inaccessible area at x=25 y=25 causes a battle, then teleports the party into the Castle in the South (land level 4).White DragonOn all land levels in this scenario except 3 and 6, AP number 0 is placed inside a wall and cannot be accessed. On land level 2, AP 0 is marked as secret.Land levels 10 and 11 are unused duplicates of level 9 (which is used). The duplicates are identical to level 9 and include all of the APs, RRs, and scripts.Dungeon level 0 is unused and completely full of wall tiles. (The level looks identical to Assault on Giant Mountain's unused dungeon above.)Dungeon level 2 is also unused and mostly wall tiles, but has some empty space in it in an odd shape.The circular area in the upper left of dungeon 3 is unused and inaccessible. The AP on the staircase tile in that region sends the party to x=20 y=85, which is the beginning of the secret-wall maze in the lower left.
The AP in the sort-of-circular area closer to the bottom of the map sends the party to the same location in the maze, implying that the upper circular area is an early version of the lower circular area.Tile OdditiesIn the default desert tileset, the horizontal fence tile is marked as solid, but the vertical fence tile isn't.In the default snow tileset, the horizontal wall tile doesn't block line-of-sight, but the vertical wall tile does.In all of the default tilesets except the desert tileset, tile 167 is unused. If placed in-game, it's completely white and behaves like clear terrain.Tile definitions have a field that specifies what kind of forest the tile is, which the game uses to diversify the battle maps it generates. Generally the values in this field appear correct in the default tilesets, except the lever tiles in the indoor tileset are marked as mushrooms for some reason.
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