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Nightmare Realm: In the End... Walkthrough, Guide, & Tips

Nightmare Realm: In the End… Walkthrough

Nightmare Realm: In the End… Walkthrough

Welcome to the Nightmare Realm: In the End… Walkthrough

When your daughter, Emily, is taken over by a mysterious force, you must travel to the Nightmare Realm to search for a cure. But nothing could have prepared you for what you find there…

Whether you use this document as a reference when things get difficult or as a road map to get you from beginning to end, we’re pretty sure you’ll find what you’re looking for here.

This document contains a complete Nightmare Realm: In the End… game walkthrough featuring annotated screenshots from actual gameplay!

We hope you find this information useful as you play your way through the game. Use the walkthrough menu below to quickly jump to whatever stage of the game you need help with.

Remember to visit the Big Fish Games Forums if you find you need more help. Have fun!

This walkthrough was created by prpldva, and is protected under US Copyright laws. Any unauthorized use, including re-publication in whole or in part, without permission, is strictly prohibited.

General Tips

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  • Select the map icon to view the map (A).
  • Your inventory (B) is located in the lower panel – select an item to use it.
  • The inventory auto-hides, move your mouse down to reveal the panel.
  • Select the lock to freeze the inventory panel in the up position (C).
  • Hints are unlimited, but you must wait for the meter to refill (D).
  • Hidden-object scenes and mini-games are often randomized – your solution may vary.
  • Hidden-object scenes will be referred to as HOS in this walkthrough.
  • Hidden Object items listed in yellow are hidden or require additional steps.

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  • You current location on the map is indicated by the white figurine (E).
  • Previously visited locations that have more tasks to complete will show an exclamation mark (F).
  • Read the Event Cards for a synopsis of the storyline thus far (G).
  • Hover your mouse over a location on the map and you will see a picture from that location in the window (H).
  • Collect the origami scattered throughout the game to unlock secret character cards (I).

Chapter 1: The Nightmare Realm

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  • You will have the option of a brief tutorial.
  • Look at the cart, move the leaves aside, and take the STICK (A).
  • Look at the pond and take the METAL ROD (B).
  • Try to open the mailbox, then use the STICK on the bird (C).
  • Look at the mailbox, use the METAL ROD on the door, then take the LETTER FOR EMILY (D).
  • Walk forward to the hall.

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  • Take the UMBRELLA (E).
  • Zoom into the table, look at the journal, then turn the pages until you find the CLIP (F).
  • Look at the suitcase, use the CLIP on the zipper, then open the zipper and take the PICTURE OF A CITY (G).
  • Walk forward to the living room.

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  • Talk to Emily (H).
  • Give Emily the LETTER FOR EMILY (I).
  • This will trigger a mini-game.

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  • Place the colored pieces into the grid to complete the flower (J).
  • The colors of adjoining pieces need to match: you will see and hear a flourish when a piece is placed in the correct position.
  • Take the ORIGAMI TULIP (K).

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  • Look at Emily and take the hourglass (L).
  • Talk to Emily (M).
  • Take the PICTURE OF SHACKLED CHILDREN (N).
  • Look at and try to enter the portal (O).

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  • Look at the painting and take the CUTTING KNIFE (P).
  • Look at the box, take the game (Q), then use the CUTTING KNIFE on the tape (R).
  • Remove items until you have the PICTURE OF DAVID (S).
  • Walk down twice.

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  • Look at the pond and use the UMBRELLA to pull the vial (T) closer, then take the SOLVENT (U).
  • Walk forward twice.

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  • Look at the painting and use the SOLVENT on the sponge (A).
  • Use the sponge on the painting 3 times.
  • Take the PICTURE OF THE SHADOW PERSON (B).
  • Look at the portal (C).

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  • Read the instructions (D).
  • Place the PICTURE OF DAVID in the upper left hand (E).
  • Place the PICTURE OF A CITY in the lower left hand (F).
  • Place the PICTURE OF A SHADOW PERSON in the upper right hand (G).
  • Place the PICTURE OF SHACKLED CHILDREN in the lower right hand (H).
  • Enter the hole in the wall.

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  • Click anywhere in the scene.
  • Look at the warden’s table and take the GOBLET; read the newspaper and the execution notice (A).
  • Look at the bench and take the KEY (B).
  • Note the painting mini-game on the wall (C).
  • Walk left to the prison entrance (D).

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  • Look at the creature (E).
  • Zoom into the fountain and read the notice (F).
  • Walk up the stairs (G).

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  • Click anywhere in the scene.
  • Look in the crack (H).
  • Look at the tremitarium and use the KEY in the lock (I).
  • Open the glass and take the BLADE (J).
  • Walk forward and look in the cell (K).
  • Walk down 3 times and look at the warden’s table.

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  • Place the BLADE in the hilt, then take the DAGGER (L).
  • Walk left to the prison entrance.
  • Look at the grate and use the DAGGER on the roots 3 times (M).
  • Select the upper piece of root to remove it (N).
  • Use the UMBRELLA to pull it closer, then take the BAT ORNAMENT (O).
  • Walk down once.

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  • Look at the table and place the BAT ORNAMENT in the box lid (P).
  • Take the PUZZLE PIECE and the SLIDE (Q).
  • Look at the painting mini-game on the wall.

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  • Place the PUZZLE PIECE into the mechanism to trigger the mini-game.
  • Drag a circle piece over another to swap positions.
  • Hover over a circle, then select the arrows to rotate into position and complete the picture (R).
  • Enter the painting.

Chapter 2: The Dryad’s World

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  • Select anywhere in the scene to wake the caterpillar.
  • Look at the bamboo and use the DAGGER 3 times then take the 3 FIREWOOD (A).
  • Look at the campsite and place the FIREWOOD in the pit, then take the FLINT and use it on the firewood (B).
  • Look at the cave for a HOS (C).

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  • Locate all the items on the list.
  • Place the chameleon on the red mushroom to make the red chameleon (D).
  • Use the bone on the crocodile (E). Use the axe to open the log (F).
  • Try to take the scoop, then use the furs to take the hedgehog (G).
  • Take the scoop (H). Look at the island (I).
  • Move the doll (J). Place the 4 beads on the cord (green).
  • Place the cloth on the doll (K).
  • Place the algae on the head of the doll (L).
  • Place the leaf on the head of the doll (M). Place the water lily on top of the leaf (N).
  • Use the charcoal on the face of the doll (O).
  • Move the dead flower and place the straw on the doll (P). Place the beads on the doll, then take the idol.
  • You will earn the SCOOP.
  • Walk forward.

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  • Talk to the boy (Q).
  • Note the magic stone (R).
  • Walk forward.

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  • Use the DAGGER to take the WRAPS from the dryad’s mouth (S).
  • Talk to the dryad, then look in the nest (T).
  • Walk down twice.
  • Look at the campfire and use the SCOOP to get the SCOOP WITH EMBERS (U).
  • Walk forward twice.
  • Look in the nest and use the SCOOP WITH EMBERS on the egg (V).
  • Talk to the dragon, then take the FLOWER TOKEN (W).
  • Walk down and look at the magic stone.

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  • Place the FLOWER TOKEN on the stone to activate the mini-game.
  • Move the clouds to the top positions and the flowers to the bottom positions.
  • Select a token to move it to an adjacent position; if there are 2 moves available, they will light up and you must select the one you want.
  • Our solution was to move the tokens in this manner: A to G, H to A, F to B, B to H, E to F, D to E, I to D, F to I, E to F, J to E, C to J, F to B, G to C, A to G, H to A, B to H, E to F, D to E, C to D, and G to C.
  • Walk forward.

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  • Talk to the dragon to earn the LEAF (K).
  • Walk down twice.
  • Look at the campfire and use the LEAF on the embers to get the SPELL (L).
  • Walk forward.

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  • Try to place the SPELL on the tree (M).
  • Take the STICK (N).
  • Walk down.
  • Look at the campfire and place the STICK on the right (O).
  • Use the WRAPS on the stick then place the stick in the fire to make the LIT TORCH.
  • Walk forward.

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  • Use the LIT TORCH on the caterpillar (P).
  • Place the SPELL on the tree (Q).
  • Take the MAGICAL FRUIT (R).
  • Walk forward.

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  • Give the MAGICAL FRUIT to the dryad (S).
  • You will earn the DRYAD FIGURINE.
  • Talk to, then take the DRAGON (T).
  • Take the EMPTY VIAL from the nest (U).
  • Walk down twice.
  • Give the DRAGON to the boy (V).
  • Talk to the boy to learn of the flute.
  • Walk down twice, then walk to the left.

Chapter 3: Saving Emily

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  • Zoom into the fountain and use the GOBLET on the water to get the GOBLET WITH WATER (A).
  • Walk down.
  • Look under the bench and place the GOBLET WITH WATER in front of the pipe (B).
  • Use the DAGGER on the goblet to get the ICE (C).
  • Walk left, then go forward twice.

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  • Use the ICE on the serpent (D).
  • Walk forward.
  • Look at, then talk to David (E).
  • Use the EMPTY VIAL on his tears to get the VIAL OF TEARS (F).
  • Walk down 4 times.

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  • Zoom into Emily, touch her head, then place the VIAL OF TEARS into her eyes (G).
  • Walk to the left (H).
  • After the cut-scene, walk left again, then forward twice to David’s cell.

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  • Talk to David (I).
  • Look at the bed; take the BOWL (J) and the CLOTH (K).
  • Move the sheet, then use the DAGGER on the seam, then take the 1/9 PARTS OF DARK ROBE (L).

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  • Look at the tree hole and use the DAGGER to remove the bark (M).
  • Use the CLOTH on the pitch to get the CLOTH WITH STICKY PITCH (N).
  • Look in the right corner and place the leg on the stool, then use the CLOTH WITH STICKY PITCH on the leg (O).
  • Take the STOOL.
  • Walk down twice.

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  • Zoom into the fountain and use the BOWL on the water to get the BOWL WITH WATER (P).
  • Take the 2/9 PARTS OF DARK ROBE (Q).
  • Walk forward.
  • Place the STOOL on the floor (R).
  • Look in the aquarium and use the BOWL WITH WATER on the plant (S).
  • Walk down twice.

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  • Look at the painting, take the 3/9 PARTS OF DARK ROBE, then enter the dryad’s world (T).
  • Talk to the boy and he will give you the FLUTE (U).
  • Walk down twice, go left, forward, then go right.

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  • Use the FLUTE on the plants (V).
  • Use the BOWL on the dripping acid to get the BOWL WITH ACID (W).
  • Walk down.

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  • Look at the aquarium and use the BOWL OF ACID on the lock (A).
  • Open the cover; take the 4/9 PARTS OF DARK ROBE and the SHARP JAWBONE (B).
  • Exit the aquarium and enter the shaft on the right.

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  • Look at the grate, talk to the creature, then pull on the TIN BOAT several times to get it through the bars (C).
  • Use the SHARP JAWBONE on the bars 4 times (D).
  • Go forward to the bridge.

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  • Click anywhere in the scene to scare off the creature.
  • Take the 5/9 PARTS OF DARK ROBE (E).
  • Look at the doll stand for a mini-game (F).

Nightmare Realm: In the EndNightmare Realm: In the End

  • Place the TIN BOAT on the water to activate the mini-game.
  • Move the children (G) and the monsters (H) across the water to the right.
  • Pull the cord to see the rules (I). Move 2 monsters to the boat, then pull the lever (J).
  • Move one monster from the boat to the shore, then pull the lever.
  • Move a monster from the left to the boat and pull the lever. Move a monster to the right shore and pull the lever.
  • Move a monster from the boat to the left shore; move 2 children to the boat and pull the lever.
  • Move the 2 children to the right shore, then move a monster to the boat and pull the lever.
  • Move the monster to the left shore, then move the child to the boat and pull the lever.
  • Move the child to the right shore, move the monster to the boat and pull the lever.
  • Move another monster to the boat and pull the lever.
  • Move one monster to the shore and pull the lever.
  • Move the monster from the left shore to the boat and pull the lever.
  • Move the two monster from the boat to the right shore.
  • Walk forward.

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  • Look at the sand; take the GLASS SHARD and the FUR PIECE (K).
  • Use the BOWL on the sand to get the BOWL WITH SAND (L).
  • Look at the painting and use the GLASS SHARD to remove the cover (M).
  • Exit the painting and look at the basin (N).

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  • Place the BOWL WITH SAND in the center (O).
  • Use the FUR PIECE to pick up the bowl and pour it into the circle (P).
  • Use the FUR PIECE to polish the lens circle, then take the LENS.
  • Walk down.

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  • Look at the projector and place the SLIDE in the side (Q).
  • Place the LENS into the aperture (R).
  • Walk forward.
  • Note the code (S).
  • Look at the painting (T).

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  • Use the triangular buttons to enter the code (U).
  • Enter the painting.

Chapter 4: The Sanctum of Knowledge

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  • Talk to the old man (A).
  • Take the 1st LOG (B).
  • Look at the ledge; pull the rope up, tie it in a loop, then use it on the log on the far ledge and pull the rope in (C).
  • Take the ROPE, GRAPPLING HOOK , and the 2nd LOG (D).

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  • Place the 2 LOGS on the arbalast (E).
  • Pull the arbalast back, then load the GRAPPLING HOOK and the ROPE (F).
  • Select the spool to fire the arbalast (G).
  • The old man will give you the SUN AMULET.
  • Walk forward.

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  • Take the PIKE (H) and the CRANK HANDLE (I).
  • Note the positions of the figures on the shield (K).
  • Look at the vent and use the PIKE on the clogged holes 5 times (J).
  • Walk forward.

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  • Look at the desk and take the TONGS (L).
  • Walk down.
  • Look at the vent and use the TONGS to take the PART OF ANCIENT SEAL (M).
  • Walk down.

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  • Look at the flagpole, place the CRANK HANDLE in the hole, and turn the handle (N).
  • Take the FLAG (O).
  • Go forward twice.

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  • Look at the locker and use the PIKE to pry it open; take the BELT and the 1st DRAGON HEAD TOKEN (P).
  • Look at the book and place the FLAG over it; use the BELT on the flag, then take the DEMON BOOK (Q).
  • Take the 2nd DRAGON HEAD TOKEN (R).

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  • Look at the desk and place the 2 DRAGON HEAD TOKENS into the niches (S).
  • Open the container and place the DEMON BOOK inside (T).
  • Place the PART OF ANCIENT SEAL on the cover, then take the SEALED BOOK (U).

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  • Look at the vault and take the METAL FLAMES (A).
  • Place the SEALED BOOK into the case for a mini-game (B).

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  • Place the SUN AMULET into the top (1).
  • Place the metal flames on the sides, then use them to fill in the holes (2).
  • Move the figures to the same positions as depicted on the shield seen earlier (3).

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  • Wait for the room to transform and the owl to arrive (C).
  • Take the WOODEN SHIP IN A BOTTLE (D).
  • Walk down twice.
  • The old man will talk to you and give you the OLD KNIGHT FIGURINE.
  • Walk down twice.
  • Open the door and enter the prisoner’s cell (E).

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  • Take the LARGE BRANCH (F).
  • Zoom into the roots; look at the mask and writ (G).
  • Look at the rat hole and use the LARGE BRANCH on the rock (H).
  • Talk to Jeff (I).
  • Walk down 4 times.

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  • Look in the termitarium and take the 6/9 PARTS OF DARK ROBE (J).
  • Place the WOODEN SHIP IN BOTTLE on the termite hill to get the BOTTLE WITH TERMITES (K).
  • Walk right, then go forward 3 times to the cell.

Nightmare Realm: In the EndNightmare Realm: In the End

  • Zoom into the roots and place the BOTTLE WITH TERMITES on the roots (L).
  • Talk to Jeff and he will give you the MAGIC POWDER (M).
  • Walk down 4 times.

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  • Look in the aquarium and use the MAGIC POWDER on the beast (N).
  • Take the ENCHANTED BEAST (O).
  • Walk right, then go forward 3 times to the cell.

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  • Look at the mouse hole and place the ENCHANTED BEAST in the hole (P).
  • This will trigger a mini-game.

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  • Move the beast (Q) through the maze to the dark robe piece (R).
  • Select a space to move the beast along the path; if there is a danger, the beast will return to the beginning.
  • You will earn the 7/9 PARTS OF DARK ROBE.
  • Walk down 6 times.

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  • Look at the desk and and take the 8/9 PARTS OF DARK ROBE (S).
  • Enter the Loom (T).

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  • Pull the left lever (U), look at the window and take the 9/9 PARTS OF DARK ROBE (V).
  • Place the 9 PARTS OF DARK ROBE on the loom for a mini-game (W).

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  • Place the pieces of the robe onto the frame (X).
  • Left-click to take/place a piece; right-click to rotate a piece in place.
  • Select the shuttle to weave the pieces together (Y).
  • Take the DARK ROBE.
  • Walk down, then go left.
  • After the cut-scene, enter the gate on the right.

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  • Talk to Jeff near the elevator (A).
  • Look in the hole; remove the broken glass and take the SACK LABELED DETERMINATION (B).
  • Look at the crate and take the SACK LABELED FAMILY BONDS (C).

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  • Swing the wrecking ball (D) several times to break open the right statue’s head.
  • Look at the scales and place the SACK LABELED DETERMINATION and the SACK LABELED FAMILY BONDS on the right tray (E).
  • Move the sack labeled negligence to the left tray (F).

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  • Look at the base of the left statue and take the ROCK (G).
  • Use the ROCK on the sword (H).
  • Take the PART OF THE SWORD (I).
  • Zoom into the crate and use the PART OF THE SWORD to unseal the lid (J).
  • Open the lid and take a GLASS PYRAMID (K).

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  • Look at the base of the left statue; use the GLASS PYRAMID to capture the 2 glow worms (L).
  • Take the GLASS PYRAMID WITH GLOWWORMS.
  • Make sure you trap them on the grass; it you hit the rocks, the pyramid will break.
  • You can get another pyramid from the crate if you break one.
  • Look in the hole and place the GLASS PYRAMID WITH GLOWWORMS in the holder for a mini-game (M).

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  • You must move the stack of 5 to the right; you can only place a weight on a larger one.
  • Labeling the 3 platforms A, B, and C, move the top weight in the stack in the order below.
  • A to C, A to B, C to B, A to C, B to A, B to C, A to C, A to B, C to B, C to A, B to A, C to B, A to C, A to B, C to B, A to C, B to A, B to C, A to C, B to A, C to B, C to A, B to A, B to C, A to C, A to B, C to B, A to C, B to A, B to C, A to C.
  • Walk forward to the elevator car.

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  • Take the 1st COGWHEEL and the 3 pieces of ADHESIVE TAPE (D).
  • Look at the switchboard and take the 2nd COGWHEEL (E).
  • Use the hammer on the glass 5 times (F).
  • Take the ENERGY BULB and the KEY, then pull down the lever (G).

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  • Look at the engine and use the KEY in the lock (H).
  • Remove the 2 bent cogwheels and the broken energy bulb (I).
  • Place the 2 COGWHEELS on the spokes, the ENERGY BULB in the holder, and use the ADHESIVE TAPE on the wires (J).

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  • Zoom into the switchboard and lift the lever (K).
  • Note the symbols on the window (L).
  • Look at the telegraph; select a floating symbol that matches the window, then press the button that corresponds with the code order (M).
  • Do this for all 4 symbols.
  • Pull the lever at the top of the telegraph (N).
  • Once the door opens, walk forward.

Chapter 5: The City

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  • Note the path to the city square (A).
  • Walk left to the city catwalk (B).
  • Note the broken bridge (C).
  • Walk forward (D).

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  • Take the CROWBAR (E).
  • Look at the chessboard; read the judgment and take the MARBLES (F).
  • Exit the chessboard, then walk down twice, then go right to the city square.

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  • Look at the gate and take the 1st TRIANGLE KEY (G).
  • Watch the flashing animals and note the sequence of: wolf, snake, eagle, and scorpion (H).

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  • Look at the scaffold and use the CROWBAR to get the PLANKS (I).
  • Take the DAGGER (J).
  • Walk down, then go to the left.

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  • Look at the broken bridge and place the PLANKS over the hole (K).
  • Look at the porch and use the DAGGER to take the STRANGE GEAR (L).
  • Return to the catwalk, then go forward to the junkyard.

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  • Look at the bike and take the 2nd TRIANGLE KEY (M).
  • Use the DAGGER on the tire, then take the RUBBER TIRE (N).
  • Look at the weird contraption (O).

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  • Place the STRANGE GEAR in the semi-circle (P).
  • Place the RUBBER TIRE on the large ‘U’ (Q).
  • Place a MARBLE in the hand to load the slingshot (R).
  • Use the 2 strange gears to bring the house into focus (S).
  • A red button will appear on the left once the house is focused (T).
  • Use the arrow buttons (U) to move the aiming circle so a balloon is in the center (V).
  • Press the red button to fire.
  • Load another MARBLE into the hand.
  • Aim and fire at 2 more balloons to bring down the house.

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  • Open the door to the house, then talk to Kjuu (A).
  • Zoom into the chessboard and talk to Kjuu until you learn about the mechanical dog (B).
  • Select the door to the house for a HOS.

Nightmare Realm: In the EndNightmare Realm: In the End
Nightmare Realm: In the EndNightmare Realm: In the End

  • Locate all the items on the list.
  • Use the knife to cut open the chair and find the springs (C).
  • Pull the chair lever to find the camera (D).
  • Use the knife to open the radio, then take the vacuum tubes (E).
  • Pull the chain down to find the battery (F).
  • Look at the table (G).
  • Use the blueprints to build the mechanical dog (H).
  • Place the springs into the nuts (I).
  • Place the toaster, then then camera on the springs (J).
  • Place the cassette, then the propeller into the toaster slot (K).
  • Put the vacuum tubes, then the binoculars on the camera (L).
  • Place the bandanna on the neck (M), and the plug at the tail end (N).
  • Lastly, place the battery in the dog’s mouth (O).
  • Take the MECHANICAL DOG.

Nightmare Realm: In the EndNightmare Realm: In the End

  • Look at the chessboard and give the MECHANICAL DOG to Kjuu (Q).
  • Open the bag and take the TEAR-SHAPED KEY (R).
  • Walk down once and look at the porch.

Nightmare Realm: In the EndNightmare Realm: In the End
Nightmare Realm: In the EndNightmare Realm: In the End

  • Place the TEAR-SHAPED KEY in the top of the energy bulb (A).
  • Push the up arrow to move the disc and flip the switch, then the down arrow to flip the switch again (B).
  • Distribute the liquid to the 3 vials up to the fill lines.
  • Select the vials in this order: C to D, D to E, E to C, D to E, C to D, D to E, E to C, and D to E.
  • Slide the tiles to form a picture; move a tile to the adjacent empty spot by clicking on it.
  • Select the tiles in these positions: 4, 5, 2, 1, 4, 7, 8, 9, 6, 3, 2, 5, 8, 9, 6, 3, 2, 5, 8, 9, 6, 5, 6, 9, 8, 7, 4, 5, 8, 9, 6, 5, 8, 7, 4, 1.
  • Use the arrows to move the moon token to the left compartment (F).
  • Press the left arrow up twice to move the red disc to the triangle (G).
  • Use the arrows to move the cape token to the right compartment (H).
  • Press the right arrow up twice to move the blue disc to the triangle (I).
  • Walk forward to enter the house hall.

Nightmare Realm: In the EndNightmare Realm: In the End

  • Look at the cupboard and take the STONE BUCKLE (J).
  • Look at the door and take the TABLET WITH SYMBOLS (K).
  • The raven tells you of the KLAATU spell you need.
  • Look at the statue (L).

Nightmare Realm: In the EndNightmare Realm: In the End

  • Place the TABLET WITH SYMBOLS in the right slot (M).
  • Place the STONE BUCKLE in the center (N).
  • Exit the close-up of the statue.

Nightmare Realm: In the EndNightmare Realm: In the End

  • Look at the cupboard and open the 2 doors once the ice melts (O).
  • Remove everything that is inside the cupboard (P).
  • Tilt the cupboard to the right, then take the EXTRACTOR’S BOOK (Q).
  • Move fast or the cupboard will go back to the original position.
  • Look at the statue for a mini-game.

Nightmare Realm: In the EndNightmare Realm: In the End

  • Place the EXTRACTOR’S BOOK on the rest to trigger the mini-game.
  • Place two symbol fragments (color coded) from the book into the fire to make the symbols corresponding to a letter (R).
  • Note that some fragments are used in multiple letters.
  • Spell out KLAATU on the tiles (S).
  • Walk left to the study.

Nightmare Realm: In the EndNightmare Realm: In the End

  • Look at the bookcase, remove the lever and take the 3rd TRIANGLE KEY (A).
  • Place the CROWBAR where the lever was, then turn the crowbar.
  • Look in the hatch and take the 4th TRIANGLE KEY (B).
  • Look at the table (C).

Nightmare Realm: In the EndNightmare Realm: In the End

  • Place the 4 TRIANGLE KEYS into the case lid, then open it (D).
  • Read, then take the FILES (E).

Nightmare Realm: In the EndNightmare Realm: In the End

  • Take the KEY, then use it on the tube (F).
  • Open the tube and read the paper to learn about the VERATO spell (G).
  • Exit the table, walk down, then look at the spell statue.

Nightmare Realm: In the EndNightmare Realm: In the End

  • Place two symbol fragments (color coded) from the book into the fire to make the symbols corresponding to a letter (H).
  • Spell out VERATO on the tiles (I).

Nightmare Realm: In the EndNightmare Realm: In the End

  • Walk up the spiral stairs (J).
  • Take the DOOR SILHOUETTE (K).
  • Continue up the stairs (L).

Nightmare Realm: In the EndNightmare Realm: In the End

  • Take the DOOR KNOB (M).
  • Look at the wallpaper; use the DAGGER to remove the paper, then take the HOODED FIGURE SILHOUETTE (N).
  • Zoom into the hole and take the CANDLE (O).
  • Walk down and use the CANDLE on the flames to get the BURNING CANDLE, then walk back up the stairs.
  • Look at the lantern mechanism (P).

Nightmare Realm: In the EndNightmare Realm: In the End

  • Place the HOODED FIGURE SILHOUETTE and the DOOR SILHOUETTE on the device (Q).
  • Place the BURNING CANDLE in the lantern (R).
  • Move the figurines to form the shadow on the wall (S).
  • Use the triangle buttons (T) to move the figures nearer or farther; use the circle buttons (U) to swap positions once you have moved 2 figures next to that button.
  • The pieces from left to right are the small hooded figure, large door, small door, and large hooded figure.
  • Select a figure to change the direction it faces.

Nightmare Realm: In the EndNightmare Realm: In the End

  • Place the DOOR KNOB on the door (V).
  • Open the door and walk right to the secret room (W).

Nightmare Realm: In the EndNightmare Realm: In the End

  • Turn on the light switch (A).
  • Move the palette and take the BLANK CARDS (B).
  • Look at the punch card machine and take the STRANGE KEY (C).

Nightmare Realm: In the EndNightmare Realm: In the End

  • Look on the shelf and remove the 4 origami (D).
  • Use the STRANGE KEY on the panel (E).
  • Take the BUTTON and read the note (F).
  • Note the fire in the magic mirrors (G).
  • Look at the punch card machine.

Nightmare Realm: In the EndNightmare Realm: In the End

  • Place the BUTTON in the empty triangle.
  • Place the BLANK CARDS in front of the machine, then place one in the slot (I).
  • Press the wolf (J), red button (K), snake (L), red button (K), eagle (M), red button (K), scorpion (N), and the red button (K).
  • Take the PUNCHCARD (O).
  • Zoom into the shelf and look at the magic mirrors to see if the fire has gone out (P).
  • Walk down 5 times, then go right to the city square.

Nightmare Realm: In the EndNightmare Realm: In the End

  • Look at the gate and use the PUNCHCARD on the slot (Q).
  • Walk forward into the tower.

Chapter 6: The Tower

Nightmare Realm: In the EndNightmare Realm: In the End

  • Look at the left statue and take the SPIDER ORNAMENT (A).
  • Walk left to the archives (B).

Nightmare Realm: In the EndNightmare Realm: In the End

  • Look the painting on the back wall and note the number and the painting (C).
  • Look at the FILES until you find the same number.
  • Look at the archivist (D).

Nightmare Realm: In the EndNightmare Realm: In the End

  • Place the SPIDER ORNAMENT in the niche (E).
  • Change the features on the diagram (F) to match the photo (G).
  • Press the blue buttons to change each feature.
  • Press the bell to check your work (H).
  • Take the POSTMAN DOLL and the WEIRD KEY (I).
  • Exit the close-up.

Nightmare Realm: In the EndNightmare Realm: In the End

  • Look at the case and use the WEIRD KEY in the lock (J).
  • Take the REPAIR KIT (K).
  • Look at the painting and place the REPAIR KIT in the holder (L).
  • Open the repair kit and place the POSTMAN DOLL on the kit for a mini-game (M).

Nightmare Realm: In the EndNightmare Realm: In the End

  • Select colors from the tray (N), select the same colored tab (O), then select the area to paint.
  • The colors must be applied in the correct order; you will also need to mix colors.
  • If you select the wrong color, click on the disposal to empty the sprayer (P).
  • Here is the sequence to follow: blue and white paint, blue tab, blue and orange paint, brown tab, yellow paint, yellow tab, yellow and blue paint, green tab, orange paint, orange tab, orange and white paint, flesh tab, white paint, white tab.
  • Enter the painting.

Nightmare Realm: In the EndNightmare Realm: In the End

  • Take the SCISSORS and the INSECTICIDE (Q).
  • Look at the wall case; use the INSECTICIDE on the spider, then cut the web with the SCISSORS (R).
  • Take the GLASSES (S).

Nightmare Realm: In the EndNightmare Realm: In the End

  • Give the GLASSES to the postman (T).
  • Talk to the postman and he will give you a KEY.
  • Look at the door, place the KEY in the lock and turn it (U).
  • Look in the room for a HOS (V).

Nightmare Realm: In the EndNightmare Realm: In the End
Nightmare Realm: In the EndNightmare Realm: In the End
Nightmare Realm: In the EndNightmare Realm: In the End

  • Locate all the items on the list. Look at the directions (A).
  • Open the top left drawer to find the balloon (B).
  • Open the bottom right drawer to find a rat (C).
  • Look at the table (D). Pour the alcohol into the burner (E).
  • Use the matches to light the burner (F).
  • Place the pot on the burner (G), then place the wax sticks into the pot (H).
  • Use the pot holder to take the pot (I).
  • Use the bucket of water on the flames (J).
  • Use the hammer on the hole (K).
  • Look again at the table, pour the wax on the package (L).
  • Use the seal on the wax (M). Take the quill and use it on the package (N).
  • Open the lower left drawer (O).
  • Place 3 stamps on the package (green).
  • Take the knife and use it on the last stamp, then place it on the package (P).
  • Take the key and unlock the upper right drawer; open the drawer and take the BRAVERY ELIXIR (Q).

Nightmare Realm: In the EndNightmare Realm: In the End

  • Pour the BRAVERY ELIXIR into the cat food (R).
  • Take the LEVER and give it to the postman (S).
  • Climb up the ladder (T).

Nightmare Realm: In the EndNightmare Realm: In the End

  • Take the BELT (U), then go down the hole (V).
  • Look in the case and use the BELT on the gears (W).
  • Flip the switch (X).
  • Climb up the ladder.

Nightmare Realm: In the EndNightmare Realm: In the End

  • Talk to Charlie (A).
  • Look at the mosaic for a mini-game (B).

Nightmare Realm: In the EndNightmare Realm: In the End

  • Restore the mosaic of doves (C).
  • Select 2 panels to swap positions.

Nightmare Realm: In the EndNightmare Realm: In the End

  • Talk to Charlie (D).
  • Look at the box, use the SCISSORS to remove the string (E), open the box, take the MAILBAG and the WAX SEAL ORNAMENT (F).
  • Look at the right bird statue and place the WAX SEAL ORNAMENT on the letter (G), then take the 1st TURTLEDOVE (H).

Nightmare Realm: In the EndNightmare Realm: In the End

  • Look at the left bird statue and take the SPATULA (I).
  • Look at the dollhouse and give the MAILBAG to the mailman (J).
  • Pull the lever (K).
  • Use the SPATULA on the guano (L).

Nightmare Realm: In the EndNightmare Realm: In the End

  • Take the SUN ORNAMENT from the window (M).
  • Place the SUN ORNAMENT in the holder (N).
  • Place the ROOF TILE on the roof (O).
  • Take the GLASS EYE (P).

Nightmare Realm: In the EndNightmare Realm: In the End

  • Look at the left bird statue and place the GLASS EYE in the eye socket and take the 2nd TURTLEDOVE (Q).
  • Look at the door and place the 2 TURTLEDOVES in the lock (R).
  • Press the lock to open the doors.
  • Look through the doors at the clock for a mini-game.

Nightmare Realm: In the EndNightmare Realm: In the End

  • Place the discs in order showing the life cycle of a tree (S).
  • Drag one disc over another to swap positions.
  • Take the paper and place it in the outline (T).
  • Place the star in the empty square (U).
  • Use the key on the cage (V).
  • Read the note (W).
  • Set the clock to 8:30 (X).

Nightmare Realm: In the EndNightmare Realm: In the End

  • Talk to Charlie (Y), then walk down.
  • Talk to the postman (Z), and he will give you the POSTMAN FIGURINE.
  • Walk down 3 times.
  • After the cut-scene, walk down twice, go on the left path, then go forward to the junkyard.

Nightmare Realm: In the EndNightmare Realm: In the End

  • Look at the chessboard; place the DRYAD FIGURINE, POSTMAN FIGURINE, and the OLD MAN FIGURINE on the board (A).
  • After the chess figures battle, take the ANCIENT TABLET (B).
  • Look at the photo the dog is holding (C).
  • Select the house for a HOS (D).

Nightmare Realm: In the EndNightmare Realm: In the End

  • Locate all the items on the list.
  • Flip the chair switch to find the saddle (F).
  • Note – You may need to do this twice, depending on where you left the chair previously.
  • Place the valve on the tank to find the anchor (E).
  • You will earn the CURATOR’S MASK.
  • Walk down twice, go right, enter the tower, and go right again.

Chapter 7: The Curator

Nightmare Realm: In the EndNightmare Realm: In the End

  • Place the ANCIENT TABLET into the opening (A).
  • This will trigger a mini-game.

Nightmare Realm: In the EndNightmare Realm: In the End

  • Arrange the symbols in the outer sections to match sections in the middle (B).
  • Select two pieces to swap positions.
  • The placement of the symbols in each section must also match the middle sections (color coded).
  • Once a section is correct, a drawing will appear in the white area (C).
  • Walk forward.

Nightmare Realm: In the EndNightmare Realm: In the End

  • Look at the bureau, open the book and take the ARROW KEY (D).
  • Open the drawer and take the INHALER (E).
  • Take the PHONOGRAPH HORN (F).

Nightmare Realm: In the EndNightmare Realm: In the End

  • Look at the bed, pull back the curtain and talk to Phillip (G).
  • Give the INHALER to Phillip.
  • Look at the bed again; take the VINYL-RECORD CASE and the 1st MECHANICAL ARM (H).

Nightmare Realm: In the EndNightmare Realm: In the End

  • Talk to Phillip (I).
  • Look at the door and use the 1st MECHANICAL ARM on the handle (J).
  • Walk through the door.

Nightmare Realm: In the EndNightmare Realm: In the End

  • Take the 2nd MECHANICAL ARM (K), the PUPPET CONTROLLER (L), and the HOOKED WIRE (M).
  • Place the 1st PUPPET CONTROLLER on the puppet (N), and place the 2 MECHANICAL ARMS on the arms of the puppet (O).
  • Walk down 3 times.

Nightmare Realm: In the EndNightmare Realm: In the End

  • Look at the left statue, place the ARROW KEY in the indentation (P), then take the LIGHT BULB (Q).
  • Walk right, then forward.
  • Look at the bureau and use the WIRE HOOK to get the 2nd PUPPET CONTROLLER from the jar (R).
  • Walk left to the balcony.

Nightmare Realm: In the EndNightmare Realm: In the End

  • Place the 2nd PUPPET CONTROLLER on the puppet (S).
  • Look inside the hood and remove the broken piece (T).
  • Place the LIGHT BULB in the socket, the put the CURATOR’S MASK over the bulb (U).
  • Take the STARTING HANDLE (V).

Nightmare Realm: In the EndNightmare Realm: In the End

  • Look at the phonograph; place the PHONOGRAPH HORN on the pipe (A), and the VINYL-RECORDS CASE in the holder (B).
  • Find the record that says ‘BEGONE’ and place it on the turntable (C).
  • Move the needle to the turntable (D).
  • Place the STARTING HANDLE on the right, then turn it for a mini-game (E).

Nightmare Realm: In the EndNightmare Realm: In the End
Nightmare Realm: In the EndNightmare Realm: In the End

  • Reposition the puppet to match the silhouette shown on the phonograph (F).
  • Select the 5 silver controllers to move a piece of the puppet (G).
  • You will need to reproduce 6 figures (1-6).
  • Look in the mysterious compartment; take the CROWN and the GATE KEY (H).
  • Walk down.

Nightmare Realm: In the EndNightmare Realm: In the End

  • Use the CROWN on Phillip (I).
  • Talk to Phillip.
  • Walk down twice, then walk to the left.
  • Look at the gate and use the GATE KEY in the lock (J).
  • Walk right to the execution place.

Nightmare Realm: In the EndNightmare Realm: In the End

  • Place the ORIGAMI TULIP on David (K).
  • Congratulations! You have completed Nightmare Realm: In The End…!

Origami Locations

Nightmare Realm: In the EndNightmare Realm: In the End

  • Chapter 1: Strange Place on the table (1), Prison Entrance (2), Prison Hallway inside the termitarium (3), Strange Place on the painting mini-game (4).

Nightmare Realm: In the EndNightmare Realm: In the End

  • Chapter 2: Magic Opening (5, 6), Magic Tree (7), Dryad (8, 9).
  • Chapter 3: David’s Cell (10).

Nightmare Realm: In the EndNightmare Realm: In the End

  • Chapter 3: The Bridge (11), Floating Island (12).
  • Chapter 4: The Castle Wall (13, 14), Tower Stairs (15, 16).

Nightmare Realm: In the EndNightmare Realm: In the End

  • Chapter 4: Sanctum of Knowledge (17, 18).
  • Chapter 5: City Entrance (19), City Square (20), City Catwalk (21, 22).

Nightmare Realm: In the EndNightmare Realm: In the End

  • Chapter 5: The Junkyard (23), Chessboard in the Junkyard (24).
  • Chapter 6: The Tower Entrance (25), The Archives (26).

Nightmare Realm: In the EndNightmare Realm: In the End

  • Chapter 6: The painting in the Archives (27, 28), The Archivist in the Archives (29), Post Office (30, 31), Post Office Attic (32, 33).

Nightmare Realm: In the EndNightmare Realm: In the End

  • Chapter 7: The Corridor (34), The Balcony (35), Execution Place (36).