Legacy of Kain: Soul Reaver чит-файл №1

Journals of Nosgoth



- Feel free to LINK to this page.
- Please DO NOT copy this walkthrough to any other site.
- Please do not email me for specific hints. Everything you need to know is
here.



Introduction
Welcome to Nosgoth. You are Raziel, a once proud soldier and Lieutenant to
Kain and his vampire army. But after Kain betrayed you and had you thrown into
the Vortex things have changed. A long time has passed and you are now reborn
into a deformed undead creature. In your new form you must defeat Kain and his
army of Vampires and release their souls to restore balance to Nosgoth and
Redeem Your Soul.

Legacy of Kain: Soul Reaver features a vast world to explore and you are free
to explore it as you wish. While there are certain goals and quests you must
complete, the game is very nonlinear for the most part. You will often have to
backtrack to previous areas after acquiring skills and abilities necessary to
do certain things in those areas.

Another thing to remember is that as Raziel, you are already dead and
therefore cannot be killed during your quest. However to exist in the physical
universe you must feed on the souls of your slain enemies and keep your health
coil filled at all times. This meter will slowly go down over time and will
also be lowered when you take damage in combat. Souls only linger over their
previous owners for a short time so feed quickly. If your health coil goes
totally dark you will be returned to the Spectral Plane. If your health coil
ever goes dark while on this plane you will be returned to the Underworld.

You will save much time in your travels through Nosgoth once you learn how to
effectively use the Warp Gates. There are fourteen gates scattered across the
world of Nosgoth which allow you to quickly travel across long distances.
Additionally; whenever you are killed or resume a saved game you will always
start in the Underworld. There is a Warp Gate very close to this location but
you can only warp to previously activated receiving gates. The more gates you
have activated the less backtracking you will have to do.

Since Raziel is undead you exist on the Spectral Plane. This is the plane of
existence where you being the game and where you return when your health coil
is depleted. There are some times when it is to your advantage to travel in
this plane rather than the Material Plane (Physical Universe). Both planes
have plenty of enemies to fight, which will allow you to replenish your health
coil. Your health coil must always be at full strength before you can return
to the Material Plane. Portions of this walkthrough that deal with the
Spectral Plane will be colored in this spectral-blue tint.

Since shifting back to the Spectral Plane is out of my control this
walkthrough can only cover necessary trips back to this plane. If you are on
the Material Plane and for some reason (damage in combat, depleted health
coil, etc.) are returned to the Spectral Plane, simply feed on the nearby
Sluagh to restore your meter to full strength and find the nearest Portal back
to the Material Plane where you can resume your adventure. If your health coil
is ever depleted while you are on the Spectral Plane you will return to the
Underworld and have to use the Warp Gate to return to a nearby Warp gate near
your previous location.

Remember that you are fighting other undead creatures that cannot be easily
harmed or killed. Your best allies in this game are sunlight, water, fire, or
any weapons that you can impale your enemy with. But remember, these same
powers of destruction will also harm you, so be careful. There are also
several "bosses" which are very deadly and require special tactics to defeat -
don't worry; I will tell you exactly how to beat them. Defeating these bosses
will give Raziel additional powers to aid him in his quest for vengeance.

Weapons are varied. You will start with your claws which will do the job on
the smaller creatures and the Sluagh that inhabit the Spectral Plane. Spears,
torches, and even rocks will serve as useful weapons in your travels through
the Material Plane. Often you will stun your enemy and you can then pick him
up and toss him into any nearby water or fire, or you can impale them with a
spear or set them on fire with a torch. Make sure to pick up any weapons after
the enemy has dissolved. Torches can be lit by any nearby flame if they go out
on you.

Raziel will also acquire special abilities during his adventure. You will
learn about these as you play and I will tell you when to use them. Swimming
is perhaps the most desired ability. Once you can swim water is no longer a
threat to your existence on the Material Plane.

There are also a limited number of power-ups scattered across Nosgoth. There
are fifteen Health Crystals which will increase the length of your health
coil. There are also five Eldritch Energy Crystals, which help you store the
Eldritch Energy you can collect to power the Glyph Spells. The locations for
all these power-ups is detailed in the following walkthrough. I have also
provided an index at the end of this solve where you can quickly find any of
the power-up crystals.

Enough of all the background information. You have been reborn and now have a
new purpose. Go forth and defeat Kain and his army of Vampires. Become the
Angel of Death; the Soul Reaver; and Redeem Your Soul...



UNDERWORLD
This level is your introduction to Nosgoth and a tutorial on how to play the
game. Listen to the voice as you are instructed on how to move around and
perform various actions. When you are ready, move forward through the first
door. Continue through the twisting passage until you arrive at the Underworld
Gate.

Approach the Gate and stand on the symbol to activate it and also lower a
force field blocking the next door you need to go through. Ignore the Gate for
now and continue on down the passage until you reach the altar. Drink five
Souls to fill your health coil. Proceed down the passage until you arrive at
the giant stone steps. Jump/climb the stairs and jump over the gaps. Continue
up the next larger steps and use your wings to float across the larger gap.

The next room has Sluagh wandering around the lower area. The passage leading
out is across this large chamber and is blocked with a force field until you
eliminate and feed on the Sluagh. Drop down and claw the beasts. They will try
to run so chase them down. When they turn transparent you can feast on their
essence and they will be drawn into your body. Climb up the opposite side of
the room and exit through the door.

When you reach the area with the pillars and the Portal you will learn how
these portals work and that you must have a fully charged health coil to shift
to the Material Plane. However, you can shift back to the Spectral Plane
anytime you wish. Feed on any nearby souls if necessary then use the portal to
shift planes.

Continue on through the next opening and down the tunnel. You will arrive at a
small patch of water which you will learn is quite deadly. Do a running jump
and glide over the water then continue through the door. You will arrive on a
ledge overlooking a pair of Fledgling Vampires feeding on a corpse. Glide over
the water below and begin your first combat on the Material Plane.

You have several methods of killing this deadly duo. You will first need to
stun them by beating on them with your claw attack. Try to stun them both
otherwise the other will attack you while you attempt to kill the other. Pick
up your stunned opponents and throw them into either the water, the shaft of
sunlight, or onto the spikes on the wall. Don't forget to feed on their souls
quickly. When both Vampires are gone you can push/drag the huge stone block
over to the wall and use it to climb up to the next passage.

When you get to the door take the torch and enter the next room. You will get
more background info and then you can hunt down some more Vampires. Use the
torch to set Vampires on fire or grab spears off of the wall and attack them.
When a creature is stunned you can deliver the fatal impaling blow, which
releases the soul. You can also pick up the large rocks in the area - a single
hit with one of these will stun the Vampires and you can then toss them into
the fire.

When the area is cleared you can head down the rocky passage and use your
sneak approach to get close to the Vampire and kill him. Continue down this
path and turn left to find a Gate Symbol. Go through the door and follow the
passage back to the Lake of the Dead Gate where you can stand on the symbol to
activate the portal. Return back to the previous junction and head to the
right this time to arrive at the Vortex Bridge.

Cross the bridge to the central spire. Jumping or falling into the Vortex will
KILL you so try and be careful. Your destination lies to the left of the
Vortex so run and jump and glide across to the passage leading to the next
area. If you miss your jump you will not die (unless you land in the Vortex).
Just fill up your health coil and return to the bridge and try again.



RAZIEL'S CLAN TERRITORY
Continue along the passage and kill the Vampire using the torch on the wall if
you want. Go through the door and head left going through more doors that will
shut behind you locking you in the room with a pair of nasty Vampires. Use
your torch or the nearby spears to deal with these guys. Remember to try to
stun both opponents so you can finish off the first and drink his soul without
being attacked by the other.

Another pair of Vampires need your attention at the top of the stairs and when
they are both gone the door will open allowing you to enter the next area. Two
more Vampires are at the top of some more steps. Deal with them using your
weapons or the nearby pottery then head to the door on the right. Continue
down the passage and down some stairs leading to the Raziel Clan Warp Gate .
Activate the gate by standing on the symbol then return to the room upstairs
and head to the left door.

Head down the short passage to the junction and look left where another
Vampire stands on some steps leading down into the water. Kill him then drop
any weapons so you can retrieve them when you get back from your first planned
visit to the Spectral Plane. Shift to the Spectral Plane where water has no
substance and cannot harm you.

Go down the stairs and enter the water and explore the room down here. Once
you have explored this area you can return to the stairs, exit the water and
return to the Material Plane using the nearby portal.

The previous paragraph may seem pointless, but I just wanted to get you in the
habit of exploring ALL bodies of water. There is almost always something
valuable under the water, but most of it is inaccessible to you at the
beginning of the game. Make a mental note of each body of water as you will be
returning to them later in the game after you acquire certain powers.

Retrieve your weapons (if you left any) then continue along the passage and up
the ramp where another Vampire is eating a corpse. Use your weapon or the
nearby campfire to roast him. Open and go through the nearby gate. A spear
hangs on the wall if you need it. Continue ahead and kill another pair of
Vampires then enter the large chamber with the central column and spiral
stairs. Another Vampire may be hiding behind this column on the ground level.
If so, kill him then head up the stairs and enter the central room. Watch out
for the sneak attack by another bloodsucker just inside the door to this room.

Flip the switch on the back wall to lower the drawbridge and cross over to the
next passage. Continue until you reach an overlooking ledge to a chamber
below. Glide down and take the stairs up. There is another spear at the base
of these steps if you need it. At the top of the steps you will get a great
view of the Melchahim Clan Territory and a cut scene showing a pair of
Melchahim Vampires killing and eating a fresh victim. Swoop down and kill them
and reave their souls then head through the door on the right.

Up ahead there is a Vampire Hunter wearing armor and armed with a crossbow. If
he doesn't attack you then ignore him. There are many of these Vampire Hunters
scattered about Nosgoth and they seem to know if you have killed any of their
partners. If you kill too many of these guys then others will attack you
on-sight. If he does attack you then I recommend throwing your spear from a
distance then moving in while he is stunned and finishing him off. If
necessary you can retreat to the higher ledges. At the top of the ledges you
will come to a cemetery where a Vampire is feeding on a corpse. After the cut
scene, kill him and take the larger staff-weapon from the back corner. Move
off to the right and climb the ledge and enter the cave to the right.

Move the stone to the left and pull it back a few spaces so you can use it for
a step to get to the next higher ledge. You will need to crouch-jump to reach
this ledge before you can follow it back out to the upper area. A pair of
ramps lead up to the next room. Take either and when you reach the top kill
the pair of Vampires waiting for you. The shaft of sunlight makes a useful
weapon in this area. When both are dead and you have feasted on their souls
open the door to the left of the sunlight and go down the spiral stairs to
find and activate the Melchahim Warp Gate.

Continue through the passage beyond this gate and go through the door on the
left and out into the open area. A lake is to your right and several mounds of
dirt area ahead of you. Each time you visit this area a Vampire will pop out
of one of the piles of dirt until they are all gone. Sometimes they will
disappear only to tunnel up behind you so keep your eye on them. If you move
directly to the first square stone slab in the water you may be able to avoid
stirring them up.

There is a good chance you will miss one of your jumps across the water on
your first try, which will force you to the Spectral Plane and put you beneath
the surface of the lake. If you are low on health it may be in your best
interest to go ahead and shift to this plane and kill some Sluagh to replenish
your meter.

Whether you go to the Spectral Plane by accident or on purpose once you are
down here you need to explore both passages. One leads to an apparent dead
where you can jump to a ledge leading to dry land with a portal back to the
Material Plane. A flat cliff-like surface blocks any further progress but you
need to remember this location as you will be returning once you have the
Wall-climbing ability.

Jump back in the water and follow the passage back to the main body of water
and investigate the other tunnel on the opposite side. While you are down here
you can either kill or avoid the Sluagh as you see fit. Remember that you will
have to have a full health coil to transport back to the Material Plane. It
twists back to a pair of gates which you cannot get past yet but once more you
need to know where these are for future reference. Return to the main lake and
climb up the large stone steps on the left. Use the portal to return to the
Material Plane and you should be on the entrance-side of the lake.

Jump to the first stone slab and then to the next. Do a running jump and glide
to the next furthest slap and one more jump and glide to the beach on the
opposite side of the lake. Kill the Vampire then climb the steps and enter the
next door. A pair of Vampires are lurking in this crypt. Kill them both before
proceeding through the door at the back wall. Follow the passage down and
around to the right until you arrive at an apparent dead end with some rubble
and a corpse. A gate blocks your progress and it appears you are stuck.

NECROPOLIS
Shift to the Spectral Plane and watch a pair of stone slabs extend from the
wall back by the entrance hall. Also watch the quick movie about the Vampire
Wraith - this creature is really hard to kill and if he damages you enough he
can send you back to the Underworld. You need to defeat him quickly and absorb
his spirit (much like the Sluagh). When he is defeated you can proceed with
relative safety. Climb up the ledges and use the portal to return to the
Material Plane.

From up here you need to do a jump and glide to the ledge along the back wall.
If you fall you will have to return to the Spectral Plane to get back up top.
From this ledge you will notice a moveable block to your left and an opening
to your right. Move the stone along the ledge to the right then flip it up to
the higher ledge and push it into the opening to raise the upper gate. Enter
the next huge room and carefully jump and pull up to the archway above. Move
to either end (near the fire) and look down into this room. On either side is
a platform suspended by a cable. You need to jump to one of these platforms
(it doesn't matter which one) causing it to lower and the other to raise.

Now go to the far side of this room where you will find another moveable block
is already stuck in the wall. Pull it out and push it into the pit below. Your
destination is the opening on the opposite wall to the right of the gate. You
need to push the stone across the lower floor and flip it up the series of
stepped platforms to accomplish this but several Vampires will try to stop
you. Several piles of dirt will randomly turn into Vampires. There is also a
body with a spear stuck in it. Remove the spear and the Vampire will spring to
life. This Vampire will have blue sparkles and is very deadly so kill him
quickly. When all the Vampires are dead and you have put the stone in the
opening the lower gate will open allowing you back into the previous room.

Shift to the Spectral Plane and use the steps to get to the top ledge. This
time you need to remain on this plane as you go through the upper gate and
jump up to the arch. Now jump over to the raised ledge (the one you didn't
jump to last time). In the spirit world you have no mass so the ledge will not
fall. From this platform you can jump once more to the next arched beam and
finally to the high ledge on the opposite side of the room. Use the portal to
return to the Material Plane.

The next room is blocked by a huge gate. Two openings with symbols give a clue
to the solution to this puzzle. A pair of stacked blocks are in one corner.
Move them over to the ledge so you can climb onto the ledge and push the top
block off the bottom. With the blocks separated you can now maneuver them into
their respective openings. You need to make sure that the symbol on the side
of the block going INTO the wall matches the shape and orientation of the
symbol in each opening. This means you will have to flip the blocks over and
on their sides to get the symbols to match. There will be a "click" when each
block is correctly inserted and the gate will open when both blocks are in
place.

Head up the ramp and through the doors where a campfire burns to your left and
another stone slab is on your right next to a ledge overlooking the lake you
crossed earlier. Push the block over the edge then drop down on top of it. Now
pull the block out and over to the right where you will find another block.
Flip the first block up onto the second to stack them then move them both over
to the right as far as they will go. Crouch-jump to the top then jump up again
to enter a passage with wooden support beams. Follow this passage around until
you arrive at the shore of the lake.

Follow the path around the lake to the right and climb some ledges where more
Vampires need your attention. A nearby spear proves useful in defeating these
creatures. Proceed through the door ahead and head up the ramp where even more
Vampires are waiting for you. The shafts of sunlight are as useful as your
spear in this area. Continue to the top of the ramp killing all the Vampires
you encounter.

Enter the large chamber and circle around until you reach a metal grate with a
switch on the wall. Flip the switch to lower the lift to the next level. Exit
and turn right and follow the passage until you reach some Vampires in need of
slaying. Torches on the wall can be used as weapons if you aren't already
armed. Climb the steps and go through the door into the machine room. Turn
left and follow the catwalk to a switch on the wall. Flip the switch then
circle around to the opposite wall where you can turn a crank and get the
machine started. Exit this room using the door on the right (opposite the one
you entered). If you need weapons you can rip the pipes from the wall before
leaving.

Look down from the top of the stairs and spot the Vampire Hunter below. If he
threatens you then kill him, otherwise ignore him and proceed around the
tunnels and back to the lift. Ride back to the top and use the level in the
floor just as you exit the left. The entire center section of floor will drop
down revealing many alcoves. Glide down and find the alcove that actually
leads to a tunnel. You will also spot a moveable stone (silver colored) which
you will use later so make a note of it. Follow the rocky passage around and
up the ramp leading to the central pit. The passage beyond leads to a locked
gate so you will need to solve a puzzle to unlock that gate. Climb the ledges
to get up to the next level where four flaming stones create your next puzzle.

Note the tracks in the floor and push the fire-blocks along their paths until
each one is positioned in the corner of the central floor area. You will hear
a locking-click when each one is properly positioned. When the forth block is
in place the floor will drop down and you can glide down to the bottom. Now
you can take that passage leading further down and find that the gate is
opened and you can enter the chamber of your brother, Melchiah.

Melchiah is the first of many bosses you will face and special tactics are
required to defeat him. First of all, Melchiah is able to shift in and out of
the Material and Spectral planes allowing him to pass through solid objects
such as bars and gates. Keep this in mind while fighting him and only attack
when he is in physical form.

Defeating Melchiah is pretty easy when you know his weaknesses. There are two
chambers on either side of the main circular room. Each chamber has a large
gate and on either side of the gate is an opening above which you can jump up
and go through. On the other side of each gate is a lever which when pulled
will raise the gate. The object is to lure Melchiah into both of these
entrances while you have the gate held open. As he is coming in you can
release the lever and impale him. You can only do this once per gate. While he
is screaming and shifting to the Spectral Plane to free himself you can run
past him and jump up and out through the window. Run across to the other gated
area and repeat the procedure once more.

After you have crushed him with both gates you need to crouch-jump into the
central cage and stand there until Melchiah decides to attack. He will
plane-shift and pass through the bars. As he does this you need to crouch-jump
back out of the cage and run to the throne room. Pull the crank on the left
wall and enjoy your victory. Once Melchiah is destroyed you will gain his
Pass-through Ability and can exit this area.

Shift to the Spectral Plane and pass through the gate which is blocking your
exit. Return up the ramp to the area with the dropped floor and use a fire
block to climb up to the portal where you can return to the Material Plane.

Now drop back to the bottom floor and take the passage opposite the one
leading to the boss. It will wrap around and take you back to the upper area
where you can now slide out that silver stone and use it to climb up to the
top level. Walk around the pit and find the main passage you used to enter
this area and follow it out to the exit. More Vampires may be guarding this
hall on your return trip - kill them as necessary. Once back outside it is
time to put your new abilities to the test.


FORCE GLYPH
Head right after exiting Melchiah's building and shift to the Spectral Plane
(or just jump into the lake). Kill or avoid the Sluagh but remember to keep
that health coil filled. Take the underwater tunnel that leads to the twisting
chambers with the two gates. There are plenty of Sluagh around here and they
seem to stay in pairs.

The first gate on the right leads to a chamber with your first Health Crystal.
Pass-through the gate and get the crystal and listen to the instructions. You
will need five pieces to complete the design and increase your health meter on
the Material Plane. Exit this area and move on to the second gate.
Pass-through and continue up the passage where you will find a portal allowing
you to return to the Material Plane.

You should now be in a room with a large head on one wall and three obelisks.
Push each of these columns toward the circle in the center of the room and
watch the movie. When the show is over you can move to the center of the room
and get the Force Glyph and the power that it contains. Feel free to test your
new power and use the recharge symbol when you need to. Remember that once you
leave this area it will not be as easy to recharge your Force Glyph, so use it
only when necessary.

When you are finished playing with your Force Glyph you can return to the
Spectral Plane and exit back through the watery passages and return to the
main lake. Climb the steps leading out of the water and use the portal on the
beach to return to the Material Plane.

Head back through the door and return to the Melchahim Warp Gate. Activate the
gate and set your destination for the Raziel Clan Warp Gate. Walk through and
exit at the other end. Climb the stairs to return to the main hall. Turn left
and face the hall. Up on a high ledge in an arched alcove is an Eldritch
Energy Ball. There is another at the far end of this hall.

These Eldritch Energy Balls are scattered all over Nosgoth and now that you
have the Force Glyph they are visible to you. Pick them up as needed or
remember their locations if your Force Glyph is already fully charged. There
are far too many of these power-ups to mention them all in this walkthrough.
If you see one that I didn't happen to tell you about then get it if you need
it.

Kill any Vampires in the hall and move into the next section of the hall just
past the first opening. To your left is a gate just out of reach and to your
right is a stone block in the corner. Move the block across the hall and use
it as a step. When you are on top of the block shift to the Spectral Plane and
pass-through the gate to claim another Health Crystal. Return through the gate
and use the nearby portal to return to the Material Plane.

Now return to the Raziel Clan Warp Gate and use it to warp to the Lake of the
Dead Warp Gate. Exit the room and head up the short hall and exit through the
door. Turn right and follow the rocky passage back to the Sanctuary of the
Clans. You will encounter more Vampires along this stretch so kill any you
encounter. There are several large doors which are much to solid for you to
pass-through, but at the far right end is a gate.

SOUL REAVER
Shift to the Spectral Plane and pass-through the gate to get the Health
Crystal. Continue down the hall and enter the large room on the right. Kill
any Sluagh in this area to replenish your health coil then return to the
Material Plane.

Cross the bridge where a pair of Vampires block your path. Walk about halfway
across the bridge and use your Force Glyph. The shockwave will push both of
the Vampires into the water and you can feed on their souls. Continue on and
get a vase from either side of the bridge. Throw the vase at the next Vampire
to stun him allowing you to get past. There is no easy way to kill the
Vampires in this hall unless you want to carry them back to the water and toss
them in. Go either right or left and follow the passage around to the gate
which blocks your path.

Shift to the Spectral Plane and pass-through the gate and continue around to
the portal, which will return you to the Material Plane. You materialize next
to a large keyhole-shaped door. Open them and enter into the large central
chamber where you will face Kain.

There is a very simple strategy to beating Kain in this first battle. Kain
will have to charge his sword prior to each attack. You need to strike while
he is building up this charge. Each time you hit Kain he will teleport to the
opposite side of the room and begin to charge the sword again. If you are fast
enough you can run over to him and hit him again. Repeat this three times.
When your strike Kain for the third time a movie will take over.

More than likely you will get hit at least once by Kain's energy bolt. A
single hit is enough to empty your health coil and send you back to the
Spectral Plan. If you do get sent back to this plane you will be immediately
attacked by a Vampire Wraith. You will need to kill this menace quickly or you
will be returned to the Underworld. Killing the Vampire Wraith will fill your
meter and allow you to use the nearby portal to return to the Material Plane.
Before activating the portal make sure you are facing the center of the room
so you are lined up for your next sprint toward Kain.

Now you possess Soul Reaver, an awesome and powerful weapon which offers many
benefits and a few restrictions. The key to wielding Soul Reaver (at least in
the Material Plane) is that you must remain at full health. If you take even a
single hit the sword will return to the Spectral Plane until you can replenish
your meter. As long as you wield Soul Reaver your health will no longer
diminish over time. This allows you to remain on the Material Plane
indefinitely as long as you don't take any combat damage. And finally, when
you enemy is stunned in combat you can use your impaling thrust to explode
your victim leaving only their soul behind - a very nice effect.

Before you get to run off and test your new sword Ariel appears and gives a
short speech. You are offered the use of this room to return to at any time
and restore your Health or Force Glyph power using the symbols on the floor.
You can also seek advice from Ariel by standing in the center circle.

When you are ready to leave, go to the door and thrust Soul Reaver into the
lock and the doors will open. Head down either corridor and shift to the
Spectral Plane as necessary to pass through the gate leading to the water room
and the other gate leading back outside. Kill a few Sluagh along the way and
see how well Soul Reaver works. When you are back outside turn right (as you
exit through the gate). A portal along the far wall near the campfire will
return you to the Material Plane.

Head through the nearby door and follow the passage as it leads you back to
the room where you battled your first pair of Vampires. Drop to the floor
below and jump into the water, which will send you to the Spectral Plane.
Pass-through the gate at the end of the trench to get another Health Crystal
then go to the opposite (shallower) end of the trench to climb out. Jump
across and use the portal to return to the Material Plane.

Continue down the passage and jump over the pool of water. There is an
Eldritch Energy Ball at the bottom of this pool if you need one. Continue
through the passage until you reach the large room with the circle of columns.
To one side is a passage leading up to a closed gate.

Shift to the Spectral Plane and pass through the gate. Follow the passage
until you arrive and the huge Cathedral surround by rocky cliffs and a deep
moat. Turn right and follow the narrow path of rocky terrain until you reach
the portal in the distance. Turn left and drop into the water and pass-through
the gate. Follow the underwater passage around until it open into a huge
cavern. Ignore the Sluagh roaming around this area and make a mental note of
this location. You will return when you have the Swim Ability and can access
that opening high in the opposite cliff-face.

Return to the moat and walk forward hugging the left wall, which will turn
into a ramp leading out of the moat. As you reach the top of the ramp look up
to the top of the cliff straight ahead and spot a Health Crystal. Note the
location as you will be getting it later. Now that you are finished scouting
the land, return to the portal and come back to the Material Plane.

Head back around until you reach the drawbridge then turn left and head down
the rocky path opposite the bridge. Climb the stone ledges and get past the
Vampire Hunters. If you've been nice to them so far they should leave you
alone. Head down the passage to the right until you arrive at the First
Cathedral Warp Gate. Activate the gate and then dial in the symbol to return
to the Melchahim Clan Warp Gate. Walk through and get ready for a quick
mini-quest.

Exit the gate and head down the passage that leads to the door (not the spiral
stairs) and go through the door. Use the stones to jump across the lake and
make your way into the crypt on the other side. Down in the lower area of this
room is a coffin with a picture of crossed Soul Reavers on it. Thrust Soul
Reaver into the coffin and it will move revealing a passage below. Drop down
and follow the tunnel until you reach a door. Use your sword once more to open
the door and enter to claim the Eldritch Energy Crystal.

Retrace your path back to the Melchahim Clan Warp Gate and dial-up the First
Cathedral Warp Gate and warp back to the Cathedral. Follow the path back past
the Vampire Hunters and return to the drawbridge. Cross the bridge and thrust
your Soul Reaver blade into the door to open it and enter...

THE SILENT CATHEDRAL
Note: This next section of the game can easily take 2-3 hours before you reach
your next warp gate (checkpoint). You may want to make sure you have that much
time before starting this level, otherwise you may have significant
backtracking to do later if you are forced to save and restore.

Your first Zephonim Vampire waits just beyond the gate. If he cooperates you
may be able to kill him through the bars; otherwise shift to the Spectral
Plane and pass-through the gate. Turn right and hop over the pit and use the
portal to return to the Material Plane. Jump back over the pool and kill the
Zephonim Vampires. If you lose Soul Reaver you can always toss them into the
water to finish them off.

Climb up the ledges then head down the ramp to the double doors. Open them and
enter the massive courtyard. Turn to your right and find the large steps
leading to the roof of the nearby tower. Make your way to the roof then turn
right and spot the opening in the cliff. Jump and glide to the opening and
follow the hall around. Ignore the passage to the left and stay in this hall
as it makes a U-Turn and comes out at the opposite corner of the courtyard.

The roof of another tower is within jumping/gliding distance off to your
right. Jump to that roof and stand directly beneath the opening above. Now
turn left and take a few steps (stay on the highest part of the roof) then
jump up and grab the stone projection above and pull up to the roof. Look back
to where you came from and you will see the entrance to the Cathedral. Jump
and glide over to the ramp and enter the massive structure.

Another one of the spidery Zephonim Vampires is down below putting his latest
victim in a web cocoon. Glide down and kill it. If you lose Soul Reaver you
can climb the nearby ledge and grab a spear from the wall on either side of
the door and return to finish him off (or you could just ignore him). Go
through the door to enter the main room of the Cathedral and watch the
informative movie. You can wander around this level but there isn't much to do
in the Material Plane. Watch out for the deep circular pit.

If you fall in you can jump up to the opening behind you and follow the
twisting passages all the way back to that U-shaped passage you took earlier.
There are plenty of vampires to kill in these tunnels. You will exit from the
passage I told you to ignore earlier. Just go left and jump back to the roof
to reenter the Cathedral. Of course you will save a lot of time if you just
don't fall in.

Shift to the Spectral Plane and watch the pipes bend and twist. A return
portal appears to your right but you need to go left (clockwise) to the base
of the twisted pipe. Hop up onto the pipe and walk along it as it spirals up
to a catwalk above. Use your "sneak ability" to stick to the pipe and when you
reach the top use the portal up there to return to the Material Plane.

Above you is another catwalk so jump up and follow it along jumping over the
gaps in the walkway. At the end jump to the ledge near the door and turn right
to follow the narrow path. Sneaking works well for helping you stick to this
narrow ledge. Continue around until you reach the switch in the wall and flip
it to lower a wooden platform. Move on to the right and enter the door. Head
down the ramp as it turns to the right and when you reach the gate you can
shift to the Spectral Plane to pass-through the gate. A portal is to the right
of this entrance on the top of the ledge in the corner.

This is the first of many puzzle rooms in this level. While the puzzles are
moderately challenging they are nothing compared to the multiple Zephonim
Vampires you will have to fight before and while you are solving these
puzzles. You start off with three of these Vampires. There are several tactics
for defeating these creatures. You will almost always get hit right away and
lose Soul Reaver so you can either claw attack them until stunned then pick
them up and throw them onto the spiked torches in the corners or another trick
is to get a block between you and one of them then flip it over on top of
them. Instant death and you can reave the remaining soul. The third method
(and the one I found worked best) is to claw the Vampires until stunned then
quickly shift to the Spectral Plane and suck up a few souls to get to full
health. Quickly use the portal to return to the Material Plane with Soul
Reaver and finish them off with the impaling blow. Feel free to experiment;
I'm sure there are plenty of ways to beat these creatures. Be warned that more
of these Vampires will drop in from above while you are solving the block
puzzle.

Now to solve the puzzle. It's not as hard to do as it would be for me to tell
you the exact moves to do it. The hardest of these blocks is the one that is
high up in the wall. I'll get you started with that one and you can figure out
the rest. Go to the left of the first block (the one with two arms) and flip
it over so the arms are going down and the block is one space to the right of
the upper opening. Now move the next closest block just to the left of the
first block (under the opening) then go to the first block and flip it up onto
the second block. The first block should now be on the same level as the
opening and properly oriented. Just go get a third block and slide it over so
you can stand on it and push the first block into the opening. You will hear a
click indicating you got it right.

Now flip and move the remaining blocks until their are aligned with the rest
of the pictures and push them into their proper openings. They are all pretty
obvious and you will quickly get the hang of how to flip these blocks in
different directions to make the pictures face the proper way. Killing the
Vampires who drop in is much harder than this puzzle. When the final block
clicks into place a movie will show you a ledge being extended in another part
of the Cathedral. It's time to leave, so shift to the Spectral Plane to
pass-through the gate and use the portal on the other side to return.

Return up the ramp and back out to the main chamber of the Cathedral.
Carefully move right along the narrow ledge and return to the first door you
ignored earlier. Go through this door and down the ramp to the left into the
next room. A nasty pair of Vampires are in this room, but there is a spear
leaning in the left corner as you enter which will help you kill them off
quickly. Climb up the ledge at the opposite end and flip the switch to lower
another one of those wooden platforms. Turn around to find another Vampire on
the floor and pulsating cocoons stuck to the walls - YECH! Kill (or run past)
this latest Vampire threat and return to the narrow ledge back outside the
door.
                               
Go to each of the wooden platform and jump onto them to lower them the rest of
the way so the locking clamp secures them in place. When the second platform
is locked a large fan will start blowing from the circular pit below causing a
strong updraft. Jump out over the pit and ride the air current to the top. A
movie will take over and you will be on a ledge at the top of the shaft when
it's over. Jump up to the next highest ledge and follow the spiral ramp even
higher.

Explore the area and find the short passage that ends at a large bell. About
halfway back out of this passage on the left wall (as you are coming out) is a
small alcove that ends in a tall white stone. Remember this for later then
return to the airshaft and head left to the door in the glass wall. Enter the
door and head up the ramp past the first door on the left. Another bell is off
to the left and opposite the bell is an opening leading back to the central
shaft. Continue up the ramp until you path is blocked by a glass wall with a
picture of two bells on it - a clue perhaps?

Go through the nearby door into the next passage and kill the Vampire
Worshippers. They are human and can be killed with your claws if you have
nothing else. At the end of the passage you can shift to the Spectral Plane to
pass-through the gate and get ready for the next block puzzle. Use the portal
on the upper ledge to get back to the Material Plane.

This is a very clever (and fun) puzzle. The Vampires, which drop in frequently
are the only difficult part of this room. Kill the initial Vampires using Soul
Reaver or if that has vanished you can pull a pipe off the wall and beat them
up with that. Make sure to reave their souls or they will come back to life
and attack you again.

Study the existing blocks already in the wall to figure out how this puzzle
works. The holes in these blocks are just like pipes and you must complete the
pipeline by putting in the proper blocks. The opening to the left of the gate
(as you enter) has two holes facing outward. This means you need two 90-degree
curving sections to make the pipe loop back on itself. There are three blocks
with 90-degree sections. Find two of them and flip them so they turn in on
each other and slide them into the openings. A clicking noise will indicate
you got it right.

The rear wall requires the third 90-degree section and a straight section.
Align and insert those blocks then move on to the final wall, which requires
two straight sections running parallel to the wall. When all blocks are
inserted correctly a movie will show the glass being broken over one of four
switches located elsewhere in the Cathedral.

Plane shift back through the gate and return to the main passage with the bell
and this time enter the first door you passed earlier. Kill more Vampire
Worshippers and Plane shift through the gate at the end of the hall to enter
another puzzle room.

This room is just like the first except somebody has stacked all the blocks on
top of each other. Move the entire stack over to the ledge with the portal
then push the top three blocks onto the floor. Now start walking out onto each
block and pushing the remaining blocks until you have all four blocks in a row
on the floor. Study the existing blocks to determine which blocks go where. A
new T-Pipe is added to this selection of blocks. When all blocks are correctly
inserted another glass-covered switch will be accessible.

Return to the main hall and head up the curving ramp to the bell. Ring the
bell using either Soul Reaver or your claw then turn and run and leap off the
ledge across the hall and glide to the other side. Quickly run down the hall
to the second bell and ring it. If you are fast enough then the ringing should
shatter the glass wall with the picture of the bells on it. If the glass does
not break you need to try again and do it faster.

Exit the hall with the second bell and turn left and reenter the curving hall
heading past the first bell. Go to the end where the glass wall used to be and
look up to the right where you should see a ledge with a crank on the wall.
Jump up to the ledge and turn the crank, which moves that tall white block in
the short hall off the hall with the second bell. This is only open for a very
short time and you will never make it there in the Material Plane.

Shift to the Spectral Plane where time stands still and jump off the ledge
where the glass used to be. Go back down the hall with the second bell and
take the short passage to the right into this new area. Turn left up the ramp
to find a portal that will return you to the Material Plane.

A Vampire Worshipper is right there when you materialize. Kill him quickly and
you may get to hang onto Soul Reaver for a while. Return to the previous room
and turn the wheel on the opposite wall. This opens the white stone door
permanently in case you need to reenter from the outside again. Now go back
where you just killed your last victim and continue up and jump across the
hall below to the next ledge and enter the door.

Continue through the passage beyond this door as it twists and turns. There
are plenty of Vampire Worshippers in this hall so kill them all and feed on
their souls. When you reach the next door enter and prepare to do battle with
a pair of Zephonim Vampires. The spear on the left wall proves useful;
especially if you have already lost Soul Reaver. The path leads left and you
can see a Health Crystal protected by a glass dome. Ignore it for now and
continue until you reach the next closed gate. Plane shift to get inside the
next puzzle room. The return portal is on a high ledge across the room and you
will have to use the corner block as a step to reach it.

We're back to the picture blocks but we seem to be about four blocks short.
Don't worry - the other four are above you and will become available after you
insert the first four. You will have to flip most of these blocks many times
to get the direction of the pictures to line-up with the wall. When all four
blocks are correctly positioned the other four will drop to the floor. These
are a bit easier to figure out. When all eight blocks are pushed into the wall
the dome over the Health Crystal you passed earlier will open. Plane shift to
get past the gate and return down the hall to get the Health Crystal.

Retrace your path back to the secret room with the tall white stone and turn
left. Drop onto the pipe below and then to the floor. Sprint for the corner
and get the spear to and kill the Vampire down here. Plenty more will attack
you as you jump back onto pipe and walk up the perimeter of this room. When
you reach the top you will find a passage between a pair of pipes leading off
to the left. Follow this passage as it leads deeper into the Cathedral and you
will arrive at a fork. Go left - you could exploring to the right but it is a
dead end with just more Vampires and a nasty Vampire Hunter with a
flamethrower who WILL attack you.

You should arrive at the area with the four switches you have been seeing in
the earlier cut scenes. Plane shift to get past the red gate on the left and
use the portal to return on the other side. The passage splits; each direction
ending in a room with three metal hatches. Each room is guarded by Vampire
Worshippers and Vampires patrol the halls. A good way to avoid the Vampires is
to walk on the pipes above the floor. Head left to the first room.

Kill the Vampire Worshippers and open the two hatches on the right (as you
enter). With the camera view these hatches will be the two on the bottom of
your screen. This breaks the glass over the third switch. No leave this room
and follow the curving passage back around and go to the other end where
another room with hatches and a vicious Zephonim Vampire awaits. Again, flip
the two right hatches (this time they will be on the top of your screen) and
the forth switch will become accessible. Return to the red gate and Plane
shift through. Head to the right a short distance to find the portal at the
intersection and return to the Material Plane.

Return to the four switches and activate each switch to turn on the giant fan
directly in front of you. Jump out into this area and glide up to a pipe on
the opposite wall. A section of pipe is broken and you need to push it down to
fix it. Now turn and look down and across to the opposite wall. Another broken
pipe is slightly below you on the other side. Glide down and fix that section
then jump back into the shaft and float to the top and land in the passage.

Head down the web-covered passage into the next room where a pair of vicious
Zephonim Vampire attack. You will almost certainly loose Soul Reaver and have
to return to the Spectral Plane several times during this difficult combat.
The return portal is just to the left of the entrance to this room so try to
always lead the Vampires to the other corner so you have time to line-up your
attack when you return to this plane. Don't forget your Force Glyph power - it
may prove useful.

When the Vampires are gone you can activate the pair of floor switches to open
a door high above. Jump to the metal ledge to the left of the door (facing it)
then jump across to the next highest ledge across the room. Go to the corner
of this ledge and crouch-jump to the three pipes protruding from the wall. Get
to the highest part of the pipe (with the holes) and jump and glide across to
the opening.

Follow the passage to the gate then Plane shift through. Make your way to the
floor of this next room and locate the portal in the alcove. Get ready to run
as a pair of Vampires are on either side of the portal as you return to the
Material Plane. Run across the room and jump to either end of the machine to
rip a pipe off the wall. Impale these Vampires then examine the front of the
device to find Valve #1. Turn this valve to activate one of the three pipes
back in the previous room. As you can guess, you need to find two more of
these valves to computer the puzzle. Facing the machine, turn left and go to
the far wall then jump onto the lowest pipe and make your way up the steps.
When you reach the highest pipe there will be a large gap to the next pipe.
Turn around and look up to find a hole in the wall. Jump into this hole and
follow the passage.

A quick Plane shift will get you through the gate where you can use the nearby
portal to return. Ignore the bell unless you enjoy fighting Vampires that drop
in from the ceiling. Instead, get on the pipe and follow it up until you can
exit into the passage on the left. Around the corner the passage ends in a pit
with more Zephonim Vampires and another machine. Drop down and kill the
Vampires. If you need to go (or are forced back to) the Spectral Plane there
are plenty of Sluagh to kill. They die quickly when hit with Soul Reaver and
the return portal is on the ledge opposite the machine. When the Vampires are
gone move over to the rubble at the far wall and pull out the block. The rest
of the pile with collapse and form a ramp leading up which you can use in a
minute. For now, pull the block over to the machine and use it as a step so
you can reach and turn Valve #2.

Head back to that pile of rubble and climb up (or you can glide over from the
top of the block). Jump into the passage above and follow it as it curves
around to the next room. At least two Vampires will attack you in the passage
and more wait for you in the next room. A spear is on the left wall as you
enter or you can just ignore them and quickly get on the lowest portion of the
pipe to the right as you enter. Follow the pipe up and around until it gets
too steep to go further then look down to your left. A vertical piece of pipe
needs to be pushed down to fix the gap. Glide down to the pipe below. This is
a tricky jump as you can overshoot the pipe easily. You may want to glide down
and turn to your right making a U-turn back into the wall where you will drop
safely on the pipe. Walk to the broken piece and push it over to fix the pipe
then turn around and walk up this section of pipe as it curves around the back
wall and leads to Valve #3.

With all three pipes venting steam you are ready to return to that room. Glide
down and return down the passage to the pit-room. Drop down and push the block
to the opposite wall and use it as a step to jump out. More Vampires will drop
in to give you trouble while you do this. Return to the room with the bell
(don't ring it) and Plane shift through the gate. Make your way back to the
room with the first valve and carefully drop down out of the passage onto the
highest pipe. Turn right and glide over to the pipe across the gap and then
glide down to the gate below and to the right. Pass-through and follow the
short passage back to the room with the steaming pipes. Glide to the floor and
use the portal to return to the Material Plane.

More Vampires are waiting for you so quickly run to the first metal platform
and then jump over to the second. One more jump should get you on the pipes
and then you can jump and glide up using the steam to lift you to the top of
this shaft. Glide to the passage at the top and follow it around until a hall
branches off to the right. Take this hall until it ends at a gate door. Open
the door and enter the next area to find the Second Cathedral Warp Gate.
Activate the gate then return to the main passage and take a right.

The passage ends in a large chamber. A pair of really dead (we're talking
splattered) Vampire Hunters offer a sign of the impending danger that lies
ahead. Make a note of the burning flamethrower stuck in what's left of one of
the corpses. Advance into the room until the movie starts then get ready for
action.

Once again, defeating Zephon is really not hard once you know the secret. Here
is the routine. Zephon will try to stomp on you with one of his legs. You need
to dodge this attack - just keep moving and you shouldn't get hit. When he
misses you the leg will get stuck in the ground for a few seconds and this is
when you need to attack it, either with your claws or Soul Reaver if you have
it. The leg will shatter and Zephon will then lay an egg-bomb. Run up to the
egg sack and pick-up the egg. Quickly run back to the flamethrower and set the
egg on fire then quickly run back and throw the burning egg at Zephon's head.
Repeat this procedure two more times and Zephon will die.

Of course it's not as easy as it sounds. Zephon has pincers that stab you
while you are standing near the egg sack. He will also lunge and bite at you
doing massive damage. Plan on getting sent to the Spectral Plane at least a
few times. Vampire Wraiths will attack you but Soul Reaver will quickly kill
them and it only takes one of these Wraiths to fill your health coil allowing
you to use the portal located in an alcove along the right wall (as you
enter). Also, the eggs are on a timer. They will explode into poisonous gas if
you don't set them on fire and throw them in time. Burning eggs are on a timer
as well and they will burn up releasing deadly smoke. If you manage to hack
off all eight of Zephon's legs and he still isn't dead you can just run up and
attack the egg sack and he will lay a fresh egg.

When the battle is over you will acquire Zephon's Wall-climbing Ability and
the voice will give you information on your next quest. Return to the warp
gate and set the dial for the Underworld. It's time to test out that new skill
you just acquired on a little mini-quest for another health crystal.

Back in the Underworld you can take the passage leading out and up to the ring
of columns. Use the portal in the center to return to the Material Plane then
find the smooth flat vertical wall. Jump onto the surface and you will stick,
then just climb right up to the ledge on top and get the Health Crystal. Your
next quest begins back in Melchiah's area so you will need to make your way to
the nearest warp gate. Return to the Spectral Plane then head back down to the
gate to dial in Melchiah's gate.

You've been here before and should know what to do. Head to the door and use
the portal to materialize then go through the door and back to the lake. Jump
out to the first stone block and then to the second one and turn towards the
left wall. Jump over to it and stick then climb up to get another Health
Crystal. Now jump into the lake and take the tunnel beneath you (in the same
wall) out of here. It will twist around leading to a pair of Sluagh and a tall
ledge you can jump to. Another jump takes you to dry land and a portal that
returns you to the Material Plane.

Climb the flat surface and quickly kill the Vampire at the top. These guys are
easy compared to those spiders. Move out into the valley and check out the
giant skull. More Vampires wander the area ahead and some rocks to your right
hide a spear. The Vampires will attack you almost at once so you need to run
and get the spear before they can ambush you. Reave their souls to keep your
meter filled and Soul Reaver should stay with you.

A flat surface on the other side of the passage allows you to climb up to a
ledge. From there you can hop up to the next ledge and enter the door that
leads to the Stone Glyph Warp Gate. Activate the gate then return back to the
ledge. As you exit, turn right and climb the blocks that lead to another
climbable surface. Climb as high as you can go (for now) then jump off and
glide down to the skull. Head towards the right eye socket and enter.

Follow the hall as it twists back on itself and eventually leads to a room
with a sheer climbable cliff. Climb up to the first ledge then find the next
smooth surface and climb up to the top ledge where several Vampires require
your immediate attention. Stand under the wooden beam and jump up and climb
onto it. Follow it to the gap and jump over to the ledge.

Plane shift and watch your surroundings morph. The wooden beam just off the
corner of this ledge is now within jumping distance. Pull up onto it and
carefully walk (sneak) along this beam to the next ledge. Turn and face the
next beam and jump to it and follow it along to the ledge with the portal.
Return to the Material Plane. If you fall off any of these beams you will have
to return to the skull's eye socket to find the portal to shift back and climb
to the top again.

Crouch-jump to the beam above and walk out about halfway then turn and
position yourself under the next beam. Jump up and follow this beam to the
center structure with the steps that spiral upward. Walk out to the end of the
stone ledge and glide across to the far ledge. Jump up the next set of steep
ledges to reach the very top and head to the opening off to your right. Follow
the passage around until you reach an outdoor platform which is the jaw of the
skull (shown in the earlier movie). At least one Vampire will be wandering
around this area. If you are weaponless then just stun him and toss him off
the ledge.

Walk to the gap in the teeth and spot the far ledge with the fire burning.
Glide over to that ledge - if you miss this ledge you will basically have to
start over from the eye socket and repeat the last four paragraphs. After you
land take a moment to view the surrounding area and the structure built into
the far cliff. Below is the door leading to the warp gate and you should be
able to spot the surface you climbed up that ended in the stone block. Above
that is a Health Crystal, which you will return for later. For now just follow
the path down and into the cave.

STONE GLYPH
As you enter this next area you will pass by a pair of torches then go under
an archway and into a large temple with an upper ledge on either side. This is
your next block puzzle and it is certainly the most challenging one yet. Let's
take care of the pair of blocks we need to fill in the lower gaps first. There
only seems to be a single block available on this level but closer examination
back in the previous hall by the pair of torches reveals a block up on the
ledge (left ledge if you are leaving the temple). Jump up and push this block
down to the floor then drag it into the temple. The second block is located in
the corner just to the right of the archway as you enter. Flip the blocks to
get the pictures facing the proper direction then push them into their
openings. As usual, a clicking noise is your sound of success.

Now jump up to the upper deck and check out the situation. There are missing
blocks on both sides and a larger room in the back links the two side ledges
and also stores many of the blocks you need to finish this puzzle. The first
thing to do is get that block in the corner off of the other block. To do this
you will need to line up two other blocks so you can pull the block once then
get behind it and push it to the floor. There is also a cleverly stashed block
on an upper ledge, which is out of normal view unless you are looking up in
1st-person view. Use a block as a step to get to this ledge then push the
block off - make sure it lands on the floor and not another block.

Now with all blocks on the floor you can proceed to solve the rest of the
puzzle. The narrow side ledges make it impossible to flip blocks out in the
other area so you will have to get all the blocks facing their proper
insertion direction before pushing them through the door and out into the
other area. It's not that hard; just make sure the faces are looking in the
same direction as the blocks to either side of the gap. The only special block
is the one with the circles. This block goes in the gap just outside the right
door leading back to the temple area.

When the final block clicks into place an impressive light show begins and the
statue comes to life long enough to smash the box with his hammer releasing
the Stone Glyph. Jump down and stand under the hovering symbol to get the new
power. Try out your new power. It looks cool now but wait until there are
enemies around. Recharge your power on the eye symbol then leave the temple.
Your next destination is Kain's Throne Room (where you acquired Soul Reaver).

The easiest way there is to walk back to the cliffs and glide across to the
ledge with the door leading to the warp gate. Set the destination for the Lake
of the Dead. When you arrive at the other side go up the passage and through
the door. Head down the canyon to the right killing the Vampire guard along
the way. Back at the Sanctuary of the Clans you can go to the gate on the
right and Plane shift through the gate. You may as well stay in the Spectral
Plane until you reach the door to the throne room. There are at least two more
gates you have to pass through and you can avoid several Vampire encounters by
staying in this Plane.

After using the portal outside the throne room, enter and move onto the circle
with the blue energy which indicates Ariel has new information for you. Listen
to her advice and recharge anything that needs recharging. Now find the pillar
with the climbable surface and climb up to the narrow ledge that circles the
domed ceiling. Follow this ledge around to an opening leading left and take it
until you reach a room with two doors. Both doors lead to the same place but
the right passage has better scenery so go that way. Enjoy the spectacular
view of the waterfall. A semi-dead Vampire is lying in the courtyard below and
another pair of Vampires patrol the courtyard just out of sight to the left.
Jump off and glide down.

If you have no weapons you can use the nearby rocks to stun your enemies or
you could pull the spear from the fallen Vampire. Doing this will bring him
back to life and then you will have to fight three of them. Now is a good time
to experiment with your new power. Head towards the pair of Vampires (unless
they are already heading toward you) and use your Stone Glyph power. The
resulting shockwave will paralyze both Vampires and you can easily finish them
off with Soul Reaver. If you don't have Soul Reaver then you will want to grab
that spear. Your Stone Glyph will easily paralyze all three Vampires and you
can finish them off with the spear.

Behind the Vampire guards is a series of pillars which step back up to the
door leading back to Kain's throne room. Turn back to the large gate and take
the cave to the left. Another pair of Vampires guard this area and once again
the Stone Glyph is a great weapon for taking out multiple targets. Follow the
canyon as it twists and leads you to the Tomb of Sarafan.

TOMB OF SARAFAN
Listen to the short narrative about this place then head to the left and fight
the Vampire who is guarding the tall stone ledges. When the Vampire threat is
gone, make your way to the top of these steps and glide into the passage to
the left and follow it back to the door leading to the Tomb of Sarafan Warp
Gate. Once this gate is active you can return to the tomb and investigate
further.

Plane shift to get past the first gate and follow the passage around killing
any Sluagh you encounter along the way. When you reach the portal you can
return to the Material Plane and proceed through the next door. In the next
room you can pull the stone out from the wall to reveal a door leading to
steps which will take you to the main area of the tomb.

In the room with the crypts holding your brothers you can shift to the
Spectral Plane to reveal a hole leading below. Drop down and pass-through the
nearby gate. Move toward the ledge and kill the Vampire Wraith. Jump over the
gap and feed on the Sluagh if you need to fill your health coil. Use the
nearby portal to return to the Material Plane and after you learn all about
the Tomb Guardian jump across the trench and fight him.

Use Soul Reaver to kill the Guardian or if you take damage and your sword
leaves you, just stun the Guardian then toss him in the water. When the
Guardian is dead you will receive the Force Projectile power, which will come
in very handy almost immediately. Locate the stone block in the wall with the
circle patterns and use your new power. You will need to fire at the block 2-3
times to knock it out of the wall. Now you can climb through the hole and kill
the Vampire waiting for you on the other side.

Follow the passage to the left and walk into the water. Follow the underwater
chamber and head up the ramp and keep going until you reach the portal that
returns you to the Material Plane. Take the steps on the left that lead to the
spiked hallway. Kill the Vampires in this area either with Soul Reaver or by
tossing them into the spikes. Jump and glide over the water and land on the
platform then do another jump to the opposite ledge.

Climb the wall leading up to the ledge then turn and glide over to the left
column. Use your Force Projectile to knock the stone block off the next column
and glide over to it. Jump and glide to the next ledge and follow the steps
leading to the door. Enter the door and fight more Vampires in the next
passage. Spears are located on either side of the door to aid you in the
disposal of these creatures.

The passage to the right is your ultimate destination but if you need to
recharge your Eldritch Energy you can first head down the main passage until
it stops at an apparent dead end. Blow the window out with a Force Projectile
and go through to the next room. Kill all the Vampires (use Stone Glyph to
stun multiple targets) and when they are gone you can climb to the ledge with
the Eldritch Energy recharge symbol. When you are all filled up you can return
to the other passage and continue.

Kill the Vampire and continue to the gate. Plane shift through the gate then
head up the steps that lead to the left. Battle the Vampire Wraith to fully
recharge your health coil then use the portal to shift back to the Material
Plane. Dodge the Turelim Guards who are upon you almost immediately. Kill them
using Soul Reaver, the nearby spears, or the wall spikes.

Approach the cage and fire your Force Projectile at the block several times to
move it back against the wall. Plane shift through the bars of the cage and
kill the Vampire Wraith inside then climb up the stone block and into the
opening in the wall. Kill and feed on the Sluagh if necessary then take the
left passage through the arched entry and continue heading left. Ahead on the
right is another gate that leads to a watery area you may have to use if you
mess up on the next level. If you want, you can pass through the gate and
enter the water. Explore this area and find a large chain leading to a boat
you are about to jump into. Not much else to do here so return back through
the gate and use the portal then continue on to the ledge overlooking the
boat.

Take the plunge and glide into the boat. If you miss the boat you can take
that passage described above to return and try again until you make it. Head
to the back of the boat and jump to the upper section to spot a ledge above
you. A quick Plane shift will put you close enough to the ledge that you can
jump to it. Follow it as it leads you to the left and use the portal past the
next door to return to the Material Plane.

Two additional doors lead out of this room; one goes to the Drowned Abbey Warp
Gate. Go to this gate and activate it. While you are here you may as way take
a little side-quest and get another Health Crystal. Set your destination for
the Stone Glyph area and warp to that gate.

Exit out to the valley and glide to the skull and enter the eye socket.
Retrace your previous path up the walls and ledges and Plane shift to morph
the area so you can use the beams to reach the top. Return to the jaw platform
and glide back over to the cliff with the torch. Now look across the valley
and locate the block that was stopping you from climb to the top. Target it
with your Force Projectile and blast it. When you have moved the block out of
the way you can then glide across the valley and climb to the top and claim
another Health Crystal. This should be your third piece of the second full
health crystal if you have been following the guide. Return to the ledge below
and enter the door to return to the warp gate. Set the dial for the Silenced
Cathedral (Gate 1) and warp to that area.

This next mini-quest will get you another Eldritch Energy Crystal and the
Sound Glyph. You could wait and come here after you have the Swim Ability but
these two items are worth getting now and this trip isn't that far out of the
way. Exit the gate room and head down the canyon and up the drawbridge. Plane
shift through the gate and use the portal on the other side. Fight or run past
the pair of Zephonim Vampires in this corridor and make your way to the double
doors and enter the main courtyard.

Now that you can climb you could go over to the far wall of this open area and
scale the wall to the pair of Eldritch Energy Balls. You can also glide to the
tallest tower where more Eldritch energy is waiting inside and on the backside
of the balcony. Another high ledge has a spear. You can glide over to this
ledge and get the weapon then drop down and kill the Zephonim Vampires
patrolling the ground level. Or you can just ignore all this stuff and make
your way back to the Cathedral entrance and go inside.

When you are in the main room with the large pit with the fan blowing up you
need to hop into the pit and start gliding up. Do not glide up so far that the
movie cuts in and takes you to the top. If this happens just jump back into
the pit and fall to the lower screen and then start gliding. Control your
glide by moving to the outside of the updraft. Your goal is the catwalk ledge
high above the entrance to this area. This is the same section of catwalk you
original used the pipe to walk up to. Gliding is faster but if you cannot
master the updraft then just shift to the Spectral Plane and use the curving
pipe again.

When you are on the catwalk you will spot a climbable surface leading to a
passage above. Climb up and enter this passage and follow it a few paces then
look up and to the right to spot a side passage. Jump up into this passage and
blast out the window with a Force Projectile. Continue through to the other
side into another angled shaft and look to your right where an Eldritch Energy
Crystal hovers just out of reach. Drop into the shaft and go towards the gate
and jump up to claim the crystal. Return to the side passage and back to the
main shaft and exit to the main Cathedral area.

SOUND GLYPH
Jump off the catwalk and glide to the fan-pit and drop to the bottom of the
pit. Turn and locate the door on the side of the pit and jump up into it.
Follow the passage down and kill the Zephonim Vampire guarding the passage.
You will come to a sharp turn in the tunnel. Up high on the wall of this turn
is another window. Shatter the glass with a Force Projectile and then climb
the wall and enter the passage.

Plane shift through the bars at the end of the passage and kill the pair of
Vampire Wraiths in this area. Use the portal at the end of the hall to shift
back then take the mallet from the back wall and return to the gate you
entered. Climb the surface to either side of the gate until you reach the
ledge then turn and face the window on the other end of the hall. Throw the
mallet toward the left alcove (you can aim your throw by going into 1st-person
view) then blast the window with a Force Projectile.

Shift to the Spectral Plane to move the pillars into jumping distance. Jump to
the first pillar and use the portal to return then jump over to the alcove to
reclaim your mallet. Jump back to the pillar then jump to the other pillars
until you reach the last one. If you need any Eldritch Energy there are plenty
of power-ups along the side alcoves. Throw the mallet through the broken
window then plane shift to raise your column so you can jump through the
window. Use the portal inside the window to return then go get your mallet
again and strike the large bell with it.

After an impressive little movie you will be able to acquire the Sound Glyph.
That's about all you can do in this level until you gain the swimming ability
so it's time to return to the Drowned Abbey. You can retrace your steps all
the way out of the Cathedral and back to the warp gate OR you could try this
little time-saving trick I discovered.

To save a lot of walking around to reach the various Warp Gates simply SAVE
GAME, QUIT to main title screen then LOAD the game you just saved. This will
put you in the Underworld a very short walk away from a warp gate with all of
your accomplishments saved. It's always nice when you can make a crappy
save-game system work to your advantage. Enjoy!

THE DROWNED ABBEY
Note: This level is very difficult and requires a lot of precise jumping. One
wrong step can often make you repeat large portions of the level. I highly
recommend you perfect your jump and glide technique before you get too deep
into this level. The best technique I developed was to always do a standing
jump while pressing forward then hold the jump button until I heard a SINGLE
FLAP of my wings. then let off ALL CONTROLS. If you hold the Jump/Glide too
long you will overshoot your target and if you are still pressing forward
after you land you can run right off the landing zone (which is often very
small). Good luck!

When you exit the warp gate room in the Drowned Abbey you can walk down the
hall to the room and take the door across from you. Follow this twisting
passage until it arrives at a dead end then use your Force Projectile on the
circular pattern on the wall to open the passage. Enter the open area beyond
and survey all the water. Several columns lead off to the right and you will
have to jump these to proceed. If you fall in the water you can return to the
ledge using the tall stone ledges directly below.

Make your way across the pillars until you jump to the one very close to the
water level. The jump to the ledge across the water and walk to the left
around the corner. Jump out to the next pillar and finally to the last and use
your Force Projectile to throw the Rahabim Vampire into the spikes. If you
miss he will retreat down the hall to the left and you can jump across and
deal with him in person. Watch out for these vicious breed of Vampires as they
have a breath weapon that can damage you even from a distance. Move in close
and force them into hand-to-hand combat. Make sure to use the wall spikes for
the impaling blow and reave their souls.

Head to the left and down the hall killing more of these nasty Vampires along
the way until you reach a large room with a wooden shaft in the center. Follow
the bridge across to the opposite wall and continue to the door. Grab a pipe
from the wall to use as a weapon in the next area. Kill more Vampires as you
make your way to the next door and enter the next area. This water-filled room
has more pillars you can use to jump across to the other side.

Start by jumping to the left pillar then turn and jump to the right. Turn left
toward the opposite wall and jump to the right pillar then to the next pillar
directly ahead. A Rahabim Vampire stands on the next ledge and he will try to
zap you with his breath weapon and knock you into the water. If this happens
you will have to kill some Sluagh and return to the back corner to climb out.
Use the portal and try again. You can try to use your Force Projectile weapons
to throw him onto the wall spikes, but I found that by the time you line-up
your shot you are already at the bottom of the pool. It is much easier to
quickly jump from this pillar to the ledge ahead and to the right and fight
him hand-to-hand, or use the pipe if you managed to carry it this far.

Continue through the next door and down the curving passage. The torches on
the wall are plentiful and make great weapons against the numerous Vampires in
this hall. When you reach the hall with the slope leading into the water
prepare to get wet and walk down the ramp. Proceed down the passage through
the narrow room with the columns and into the next large room with the tiled
floor. Several Sluagh are in here so use them to fill your health coil then
turn to the right and head to the wall. Look up to spot several ledges than
protrude from the wall. Find the one closest to the right corner and jump up
to this ledge. Another ledge is just a standing jump and grab above this one.
If you climbed the right-most pair of ledges then you should be standing on a
portal. Return to the Material Plane then climb the surface on the wall up to
the ledge - you will have to shimmy sideways a little bit before pulling up.

On the ledge you can grab a spear then turn to look at the next difficult
jumping puzzle. Do the single jump/glide move I described earlier to jump from
rafter to rafter and make your way to the opening on the far left wall leading
to the next passage. A pair of Rahabim Vampires patrol this hall. You'll
probably lose Soul Reaver when you get hit with a breath weapon so hopefully
you carried a spear with you. Impale the Vampires, either with the spear or
using the wall spikes. You can also stun them and throw them through the door
back into the water below the rafters.

At the end of this passage is a stained-glass window. Blast it with a Force
Projectile then survey the next jumping puzzle. A series of gargoyle heads
protrude from the wall ahead. You must jump across these heads to the opposite
ledge. If you miss you will fall into the water and you will have to retrace
your path back to the tiled room and repeat the rafter jumps. Once again do
the single jump/glide move and angle your landing toward the right wall to
help stop you from falling off the far side of each ledge. When you reach the
final head just walk out onto the stone ledge and survey the area.

You are now above the circular lake you first jumped around when you arrived
in this level. Do a running jump and glide to the large circular rooftop
ahead. Turn right and do another running leap and glide through the arched
windows of the bell tower. Stand in the circle and pull the chain to ring the
bell and open the large doors below leading to this level's boss.

Descend the spiral stairs leading to the bottom of the bell tower. Once
underwater keep going down to the bottom then turn and go up some stairs
leading through the large doors you just opened with the bell. Enter the large
room with the circle of pillars and kill the Vampire Wraith. Jump to the
lowest pillar (or crouch jump to the second-lowest pillar) then make your way
from pillar to pillar as you spiral to the top. A portal awaits you on the
final platform and returns you to the Material Plane where you can prepare to
do battle with Rahab.

Rahab is probably the easiest boss you have encountered yet. You cannot fight
him directly, so you must find his weakness, which you should remember from
the story at the beginning of this level, is SUNLIGHT. Use your Force
Projectile and carefully aim at each of the stained-glass windows around this
room. As each window shatters sunlight pours into the room limiting Rahab's
movement. Try not to fall off the column you are standing on otherwise you
will have to repeat the spiral jumping back to the top. If you take damage
forcing you back to the Spectral Plane just stay put and feed on any nearby
green soul energy then use the portal directly under you and finish the
battle.

When the final window breaks, the sunlight will focus and kill Rahab releasing
his energy for you to absorb and giving you the Swimming Ability. This is a
very useful ability as it will allow you to finish exploring the underwater
portions of the Abbey as well as accessing lots of areas in other previously
explored levels. For now, jump in the water and notice how you do not return
to the Spectral Plane. Swim down and through the door then back up the spiral
staircase to the top of the bell tower.

Do a running leap and glide back to the large circular roof and walk back
toward the gargoyles. Run, jump, and glide toward the dam and into the water
on the other side (the canal under the gargoyle statues). Follow the passage
and Plane shift through the gate and use the portal to return then continue to
the tiled-floor room (under the rafters) and this time go to the left end of
the room where a large stained-glass window needs to be broken with your Force
Projectile.

Continue through this new opening and down the spiral staircase into the next
large room. Avoid the pods which are attached to the floor. If you get too
close they will open and release more Vampires for you to fight or run away
from. Speaking of running away - I highly recommend just swimming and avoiding
any of the Vampires swimming around in this area. You can avoid them much
easier than fighting them underwater.

Head to the gate on the right and take the passage leading further down to
another stained-glass windows. Breaking it reveals a new passage. Follow it
until you see a ramp leading out of the water on the left. Walk into this new
room and use the floor symbol to fill your health and regain Soul Reaver. Move
toward the Forge and look at the symbol on the wall. Stick Soul Reaver into
the Forge and turn it into FIRE REAVER. This power-up is great. Now your sword
is much more powerful and can stun your opponents faster than before. You can
also shoot fireballs allowing you to target and hit distant enemies. If you
lose Fire Reaver due to damage in combat or by swimming you can simply ignite
it using any nearby flame source.

For now, return down the ramp and head left through the next arched door and
swim up the stairs. Turn right at the top and look at the third window with
the shaft of light. It won't harm you, so swim into the light and up through
the shaft into the large circular room beyond. Swim up about halfway and find
the opening in the opposite wall and enter the rocky tunnel. Follow the
passage into the next area and head to the left. The exit out of this room
lies along the far left wall in the second row of alcoves. Go through the
passage and into the next area.

If you don't recognize this area just walk up the steps and onto dry land.
This is the area I described earlier (4th paragraph under Raziel Clan
Territory) where I had you take the optional water excursion. Now that you
know where you are, turn and reenter the water. Swim to the far side and
toward the top. On the right of the far wall swim into the opening (the
opening on the far wall - not the opening on the right wall next to it). The
passage should start glowing green as you go deeper down the tunnel. As you
enter the next round chamber, turn and grab an unlit torch from the wall and
then surface. Crouch-jump out of the water and survey the area. There is a
gate, a door, and a hall. You will explore all three but the order is critical
to the success of the next puzzle.

FIRE GLYPH
The first thing to do is stash the torch someplace safe. Drop it by the spear
next to the hall then take the spear and go down the hall and kill the pair of
Vampires. With these guys out of the way, return to the main circular room and
go through the door. Follow the passage to the large room and kill the pair of
Vampires feeding on the corpse. When they are dead, turn the crank to open the
large doors across the room. Immediately shift to the Spectral Plane to freeze
time and head through the doors. Use the portal on the other side and listen
to the doors slam shut behind you.

Jump into the next room and glide to the ledge and turn the crank on the wall
to open the gates leading back to the main room with the pool. Return to the
hall and grab the unlit torch from where you left it. Head down the hall and
through the door at the end. Walk out onto the ledge and spot the fire burning
across this room. Aim and throw your unlit torch toward the fire (between the
pillars). Shift to the Spectral Plane and the pillars will morph into a spiral
step pattern. Oh boy! More jumping! Kill the Vampire Wraith who roams this
area before dropping to the floor and beginning the long series of jumps. When
you reach the top use the portal to return then head to the back of the room
and get the unlit torch from behind the burning altar. Light the torch then
run and jump off the ledge and glide to the other side of the room. Climb up
the wall and go through the door.

Return up the hall to the pool room and go through the gate and into the room
with the crank. Walk up to the large statue on the other side of this room and
light the brazier. The statue comes to life and after another cool little
movie you will be able to jump into the brazier and claim the Fire Glyph. Try
it out then recharge using the floor symbol. This power is more fun when there
are Vampires nearby to toast.

Jump back into the pool and swim down and through the green tunnel and back to
the underwater room with the steps leading out. Kill the Vampire at the top of
the steps then turn right and go through the door back into the main hall. If
you remember, the door directly across from you leads to a warp gate and that
is your destination. Head to the gate and set the destination for the First
Cathedral Warp Gate.

Exit the gate room and follow the canyon back to the moat. Dive in the moat
and swim around to the left and find the underwater tunnel that leads to a
small cave. One wall of the cave has a smooth surface allowing you to climb to
the ledge above. Go out onto the ledge outside and get the Health Crystal then
jump off and glide back to the moat.

Plane shift through the gate at the right end of the moat and use the portal
on the other side to return. Now you can swim down the tunnel and into the
large cavern. Swim up and through the opening in the far wall and continue
through the twisting passage. You will spot a passage branching off to the
right. Take this tunnel and it will lead to dry land and eventually take you
to the Sunlight Glyph Warp Gate room. Activate this gate for speedy returns in
the future then return down the passage and follow the underwater path out
into the large open area.

SUNLIGHT GLYPH
The camera zooms out showing you the lighthouse and surrounding area.
Crouch-jump to the ledge at the base of the lighthouse. Head to the right and
spot the ledges leading up the side of the cliff. Make your way to the top and
look to your right where a Turelim Vampire patrols the ledge. Kill him; you
can use the fire, water, or Soul Reaver if you have it, then head right and go
up to the ledge above. A spear leans against the wall - take it for future use
then jump up to the next higher ledge. Enter the cave and follow it as it
wraps around back out to another ledge with another Vampire. When this Vampire
is defeated turn to the lighthouse.

Another Turelim Vampire is near the cave entrance to the left of the
lighthouse. Stun him with a Force Projectile then quickly glide across and
finish him off. Enter the tunnel he was guarding and follow it around to the
door. Outside, the ledge leads down to the left. Start down the ledge until
you reach the first Vampire. Kill him then enter the door he was guarding.
Grab a pipe on your way in and use it to kill the Vampire patrolling the next
hall.

You should arrive in a room with pipes and machinery and another Vampire
lurking in the corner. On the opposite wall is a crank (for later use) and a
large gear dominates the center of this room. Crouch-jump to the top of the
machine and push the metal block onto the floor. Slide it around to the left
of the crank then turn the crank. After the short movie, push the box away
from the crank--wall into the square opening on the floor and jam the gear. If
done correctly you will notice flames coming out of the pipes on the wall.
Return to the ledge outside.

You will notice a narrow ledge leading up to the left. An Eldritch Energy Ball
is on this ledge and above that is a triangular piece of glass mounted into
the side of the cliff. Kill the Vampire on the lower ledge then jump out to
the circular platforms on the water. Feel free to search the hall and temple
beyond the door on this ledge. There isn't anything to do in there until you
get the lighthouse operational.

Jump across all the platforms and onto the ledge set inside the base of the
lighthouse. Kill the Vampire guarding the passage and continue to the center
of the lighthouse. The broken catwalk only hinders your return trip. For now
simply jump off and glide to the bottom. You can stop on any of the catwalk
sections on your way down or just drop to the bottom. Grab the pipe off the
wall if you are weaponless and kill the Vampire guarding the base of the
catwalk. Enter the door and follow the passage to the next area. Walk through
the angled opening in the drive shaft and kill the Vampire.

Plane shift and the drive shaft will morph and reveal a passage beyond. A
portal in the next area allows you to return then you can go to the door up
ahead and enter. Follow the twisting hall and go down some stairs and kill
another Turelim Vampire. Go through the big double doors and into the next
room with the giant waterwheel. This room has a small and rather simple block
puzzle. Jump over the wall to the left and into the pit to complete the
missing pipe sections.

There are three blocks with straight pipes and one right-angle pipe block.
Connect the two pieces of pipe with the blocks then jump out of the pit and
follow the pipe back down the tunnel to the left until you reach a valve. Turn
the wheel and the water will flow and the waterwheel will start spinning. The
giant bellows will start to move and steam will vent from some broken pipes to
the right of the waterwheel. Return to this area and use the steam to float up
to the ledge with the bellows. Climb up the bellows and when they are at their
highest, jump to the catwalk. Jump over the missing section to the next
catwalk and enter the area beyond. Drop to the floor below and follow the
passage into the next room.

The next dark room has several Eldritch Energy Balls. Collect as many as you
need and watch out for the square openings in the floor. If you fall into any
of the first few you will have to Plane shift and follow the path in the
previous two paragraphs to get back up here. Make your way to the backside of
this dark room and drop into either opening and follow the passage back out to
the lake. The circular platforms are actually pistons and they are going up
and down. Make your way across this pistons to the ledge on the other side and
enter the lower door.

Enter and follow the passage to the temple-like Glyph Room. Sunlight shines
through the triangular lens in the cliff and focuses on the back wall in brief
pulses. The trick here is that you need a constant stream of light to activate
the Glyph. When the light is shining on the back wall shift to the Spectral
Plane to stop the passage of time and the light will remain focuses on the
wall. Enjoy the brief movie and claim the Sunlight Glyph from the altar before
plane-shifting back. Test out your newest power and refill your Eldritch
Energy using the floor icon. When you are ready you can return to the nearest
warp gate (or use the save/load trick I mentioned earlier). Your next
destination is the Lake of the Dead and the dreaded Vortex.

WATER GLYPH
The final glyph to add to your arsenal is buried deep within the human city
beyond the Vortex. Return to the large outdoor area with the waterfalls and
the central spires and cross the bridge to the first spire. Jump the gap to
the second spire then turn and face left toward the waterfall coming out of
the canyon wall. Jump and glide to the top of the falls (if you miss you will
have to follow the ledge back to the stone steps at the base of the bridge)
then follow the river swimming as necessary.

When you reach the T-intersection head left and climb onto the nearby ledge. A
door should be in the opposite wall and a Vampire Hunter patrols this area.
You can either kill or avoid the Vampire Hunter. If you haven't killed any of
these guys up to this point then they should leave you alone. If they attack
you first then go ahead and finish them off. Some of them have flamethrowers
and can be quite dangerous. If you do start killing these guys then the
citizens of the city will run from you later when you get inside - no big
loss. So you decide on whether you kill or avoid the Vampire Hunters.

Enter the door and head around the corner past the guy with the flamethrower
and up the ramp. Pull the block out of the left wall and flip it so the X is
facing out and then push it back in. Now move the other block to the left
corner and pull the first block back out and flip it onto the second.
Crouch-jump to the top then onto the ledge above and grab a spear from the
wall. Glide past the Vampire Hunter to the ramp on the right and stand on the
ledge overlooking the area below where you surfaced from the water. Listen to
the story then glide to the archway on the left and get more info on the city.

Head to the right and deal with another Vampire Hunter then drop to the floor
beyond (or take the ramp leading down to the left) where you encounter your
first group of city folk. Head around the corner to the left. As you near the
stairs at the end of this passage look to your right and spot the climbable
wall. Climb up to the ledge to get some Eldritch Energy if you need any then
drop down and continue up the steps and around to the next room. Another
Vampire Hunter with a flamethrower guards the doors leading to the inner city.
Deal with him and enter.

Cross the bridge and head up either ramp to the water tower. Deal with the
Vampire Hunter and make your way around to the back of this area to the hall
leading off behind the large pipe. Take the door on the right wall at the end
of the hall. In the next area climb the stairs and go through another door
onto the street beyond. Another climbable wall to the right of the stairs
leads to a series of ledges leading to a roof with more Eldritch Energy if you
need it.

Out on the streets head left and around the corner to the right. Spot another
climbable wall leading to another ledge with more Eldritch Energy. Grab it if
you need it otherwise continue to the canal and glide across to the opposite
ledge then find the valve in the left corner and turn it to drain the canal.
Drop into the dry canal and follow it into the dark tunnel. The canal empties
into a large room. A gate is high up on the right wall above a ledge and a
vampire guards the floor below. Kill the Vampire then drop down and find the
pair of moveable blocks. Flip both blocks onto the ledge under the door then
jump to the ledge and flip one block onto the other. Jump to the top of the
blocks and Plane shift through the gate. Follow the passage around to the room
with the portal and the spiral stairs leading up on either side and return to
the Material Plane. Climb the stairs and flip the switch to open the gate and
enter the next area. A sparkling pool with a fountain holds a Health Crystal.
Grab it, then retrace your path all the way back to the water tower.

As you approach the water tower you have three possible destinations. If you
are in need of Eldritch Energy you can turn to the right as you near the pipe
and spot the climbable wall leading to a ledge above. Once on this ledge you
can continue to climb to high ledges until you reach the one with the Eldritch
Energy Ball. You can also jump out to the spiral catwalk leading to the top of
the water tower and find more Eldritch Energy if needed. This is a fun trip
even if you don't need the energy.

Your other destinations lie underwater in the canal and beyond the gated door
to the right of the water tower. We'll start with the door leading to the next
section of the city. Enter this door and head down the street to the right.
Spears are located at most of the street corners and will prove useful in
dealing with the Vampire Hunters in this area. Turn left at the first corner
and head down the street. At the end of the street you will see stairs leading
up into a building. Take these stairs and go through the door to find and
activate the City Warp Gate.

Return to the city street and continue to the right around the next corner
where a waterfall spills into the city street and drains on the other side.
The wall under the water is climbable so climb up and into the passage at the
top of the falls and get another Health Crystal. If you have been following
the guide this should be your 10th crystal, which completes your second big
crystal and lengthens your health coil. Return to the top of the falls and
jump across to the ledge across the street.

From this ledge turn and spot the ledge to the right of the falls and glide to
it. Now start jumping and curving back to each archway leading around the
corner. From the second ledge around the corner you should be able to glide to
the larger ledge across the street where you will find a wall switch and a
pair of Eldritch Energy Balls. Flip the switch to open the doors below you on
the street level then drop down and enter. Ignore the pool and head for the
climbing wall to the left and make your way to the ledge. Glide across the
street to the next passage and head down the stairs. A pair of Vampire Hunters
patrol the base of the stairs. The Fire Glyph works nicely on multiple
targets. When the room is cleared you can safely take the Eldritch Energy
Crystal and head back up the stairs. Return to the water tower area.

Now that you are loaded with power-ups it's time to get what you really came
here for. Dive into the moat by the watertower and swim to the middle where
you will spot a circular grating. Use your Force Projectile to clear the
grating and swim into the tunnel leading to the interior of the watertower.
Swim to the surface and scan the perimeter for another tunnel just under the
water level. Follow this tunnel down to a small chamber and make a sharp left
into a connecting passage. You will surface in a room with a ledge to the
right.

Quickly jump onto the ledge to avoid the attacking Rahabim Vampire. Pull the
pipe off the wall and head up the stairs into the next area with the large
statue. A door in the back, right corner leads out of this room. Follow the
hall and head up more stairs where a Vampire Hunter needs your attention (or
lack of attention). Jump the canal and head for the moveable block almost
directly across the canal. The block is stuck in the wall but the color is
slightly off so you can spot it. Drag it out and push it into the canal. Then
push it down the canal and into the large chamber at the end. Follow it over
the edge then slide the block to the center of the room and drop it into the
drain. With the drain plugged the room quickly fills with water and feeds the
aqueduct leading to the statue in the previous room. Swim to the surface and
return to the canal and back down the stairs to the statue. As you enter the
room the movie takes over and when it is over you can claim the Water Glyph.
As always, try out your new power then refill your energy with the symbol on
the floor before leaving.

Return to the water room with the Vampire swimming around. Jump over the water
and cling to the climbing wall and climb up to the passage above. Follow it
past the railings and into the chamber where you can claim another Health
Crystal. That's it for this area. You can now return to the nearest warp gate
and head for the Lake of the Dead again. Use the Save/Load trick or jump over
the railing to return to the city streets and locate the City Warp Gate.

RUINED CITY OF THE DUMAHIM
Return to the spires above the Vortex and this time jump toward the opening
across from the second spire. You will not be able to make it all the way to
the ledge. When you land in the water position yourself at the base of the
broken bridge and crouch-jump to the passage above and continue. Swim across
the small lake grabbing the Eldritch Energy from the bottom if you need it.
Move on watching out for surprise Vampire attacks around the blind turns in
this cave until the passage opens into an outdoor area where it is snowing.

Head to the right and find the cave in the archways along the right wall.
Follow this cave around until it ends at a door leading to the chamber with
the Ash Village Warp Gate. Return to the outdoor area and locate the tall
pillar and climb to the top. From here you can get a good view of the city.
Jump and glide between the pair of stone heads and land inside the city walls.

Head through the giant doors at the other end of the courtyard and enter the
next area littered with corpses. Listen to the history lesson then head to the
gate ahead and Plane shift through it. Head toward the next gate. A side
passage leads to a dead end around the corner where a block needs to be moved.
You cannot manipulate objects while you are in this Plane so you will need to
return later in material form. For now, pass through the next gate and survey
the new area.

There is a large central area sealed off with gates and a passage, which
circles this caged area. Additional passages lead off to the left and right.
Walk around to the backside of the passage that circles the caged area. Notice
the block and the Vampire Wraith inside the cage. When you reach the portal
return to the Material Plane and turn to the nearby gate. Use your Force
Projectile five or six times to shove the block up against the far wall.
Return to the Spectral Plane and pass-through the gate and kill the Vampire
Wraith. Climb the block and then get onto the ledge above and use the portal
to return.

Jump down through the opening on the other side of the portal and find
yourself between the gates from earlier. Now that you are in Material form you
can head to the left and move that block. Pull it out and use it to climb to
the ledge where you have a disturbing view of another corpse-filled courtyard.
A running jump and glide should land you on the opposite ledge. Follow the
passage around until you reach a large chamber with two water-filled pits. The
way out is on the opposite high ledge so you are going to have to move some
boxes to get up there.

The first thing to do is drain the water so you can move the boxes, but even
before than you should switch to the Spectral Plane and kill the pair of
Vampire Wraiths (one in each pit). If you don't then the Vampire bodies will
come to life when you drain the water. Use the portal on the left ledge to
return then jump to the opposite ledge and turn the crank to empty the water.

Start moving boxes. Your goal is to get two boxes from the first pit up onto
the middle ledge and over into the second pit. Line-up a pair of boxes in one
corner and flip the remaining boxes onto the corner box one at a time. Stand
on the adjoining box to push the top box onto the ledge. The first box can
slide over and drop onto the box below in the second pit. The last box from
the first pit can be push right onto the stacked pair in the second pit to
make a triple-box stack. Move this stack against the back wall then drag the
remaining box against this stack and use as a step to get to the top ledge and
the passage out of here.

Follow the passage until you arrive in a large round chamber with lots of
pipes and ramps. Look down to the left and glide down to the valve and turn it
to start the gas. Make your way down the ramp and up to the opposite side and
pull the lever to ignite the burner and cause a violent explosion which blows
open the doors behind and below you. Turn and walk down this new hall behind
you to the next area.

As you arrive on the ledge you can easily spot the moveable block. Push it
below and follow it over the edge. Another block is already down here so stack
the blocks and push them to the opposite side and use them to step out of this
area. Follow the passage until you arrive at a ledge overlooking a tall shaft
with other ledges on all four sides. Directly above you on a much higher ledge
is a switch that will lower the drawbridge on the opposite side of this shaft.
Shift to the Spectral Plane and watch the ledges morph and become more
accessible. You can now perform a series of jumps leading clockwise around
this shaft until you reach the ledge with the switch. You will still need to
do a running jump and glide to the opposite ledge to use the portal. Back in
the Material Plane you can jump back to the ledge and flip the lever to lower
the bridge and continue down the passage beyond.

The hall turns left and ends at a T-intersection. Head right to the short dead
end. Beyond the cage is a passage that leads to the area under the drawbridge.
You don't need to go here - this is just for a return trip if you ever fell
off the bridge. Instead, locate the block on the left wall and pull it out
then push it back toward the intersection. Use it as a step to get to the
upper room then carefully head to the left to the fire. Turn your sword into
Fire Reaver and blast the Vampires over in the corner. If they attack before
you ignite the sword just kill them the normal way.

Now move to the lowest pillar and crouch-jump to the top. Plane shift to morph
the columns and jump to the next pillar and use the portal. Keep alternating
planes as you make your way up the pillars. When you reach the highest pillar
you can jump into the slanted chute and slide into a caged area with a stone
obelisk. Flip the obelisk over (just like a regular block) and it will smash
the gate and the door beyond. Head down this new hall and open the giant doors
at the end to face Dumah.

Dumah is probably the easiest boss to defeat when you know the secret.
Approach his body and remove the three spears and toss them aside. He will
come to life and after a brief chat will attack you. He attacks using his
Constrict Power by running around you in tight circles. The easiest way to
avoid being attacked it to always keep moving. Dumah is impervious to any form
of attack you currently have in your arsenal. The only way to defeat him is as
follows:

You are going to have to bait him into following you all the way back to the
chamber with the exploding gas. Just keep moving away from Dumah and toward
this area. If you get too far ahead you may have to backtrack to get him to
follow you. From this room head back to the obelisk room and out the other
side. Turn right at the T-intersection and go around and over the drawbridge.
Back in the passage that circles the caged area (from the beginning of this
level) go either right or left and circle around to the other side. Head down
the curving passage and into the chamber. Go up the ramp and turn the valve to
start the gas. Dumah will drop to the floor and try to constrict the main
valve so you must quickly run over to the lever and pull it to ignite the gas
and torch Dumah. When he is gone you will have acquired the very powerful
Constrict Ability.

Now it's time to do some final clean up on this level and go claim the
remaining power-ups from the previous sections of the game, which are now
accessible to you. For now, return to the obelisk room back by Dumah's throne
room and this time take the side passage out into the courtyard. Run around
the statue (clockwise) until it spins and faces a new door which will open.
Enter this area and head to the back left corner where a fire will turn your
sword into Fire Reaver. Now you can easily kill the Vampires with fireballs
from a distance. Return to the courtyard.

Constrict the statue a second time and enter this next area. A pair of
Vampires guard the long hall. Kill them with Fire Reaver fireballs and go get
the Health Crystal from the far end of this room. Return to the statue and
constrict it again. Enter the next area and kill more Vampires with your
fireballs then locate the recharge symbol and energize your Glyph power if
necessary. Return to the statue.

Constrict the statue one more time to return it to the starting position and
leave this level. Return to the obelisk room, back to the intersection, across
the drawbridge, Plane shift through the two gates, use the portal in the
courtyard to return, go through the big wooden doors to the outer courtyard,
and climb the exterior wall. You should now be overlooking the snowy area
outside the city walls. Jump off the wall and head to the left through the
stone arches.

Follow the canyon until it opens into a larger area with many Vampires. Run to
the back left corner where a fire will ignite your sword and let you kill all
the Vampires in this area without even getting close. Torch them all and reave
their souls as you make your way around to the right to the large sundial. Run
around the center piece counter-clockwise and the doors will open granting you
access to the Oracle's Cave.

Enter the cave and kill the first pair of Vampires you come to - Fire Reaver
makes this easy. Move further into the cave and follow the passage along to
the right. Very soon a side passage will turn off to the right. Take this
short passage up to the Oracle's Cave Warp Gate and activate it. Before
continuing further into the caves now would be a good time to go get the
remaining Health and Eldritch Crystals in the other parts of Nosgoth.

Set the gate for the Raziel Clan Hall and warp to that area. Climb the stairs
and exit into the main hall and cross the room. Enter the opposite door and
follow the passages leading to the tower with the spiral stairs. Kill all the
Vampires you encounter with those flaming balls of death from Fire Reaver (or
any other weapon/power you like). Climb the spiral steps and enter the room
with the dial in the center and the four drawbridges.

You've been here before but you could only lower the bridge for the current
setting of the dial. Now you can use your constrict ability to spin the dial
and open the other three. Spin the dial counter-clockwise by running around it
then flip the switch to lower the first of the remaining three bridges. Enter
the new area beyond and if you need it, glide over to the ledge and claim the
Eldritch energy. Otherwise drop to the floor and return to the top of the
stairs and spin the dial again.

The next bridge leads to a large pit area with a high ledge across the way. A
block is to your left and you need to push it into the pit. Drop in after it
and find the other two blocks. Using the central raised platform, move and
flip the blocks so that they are stacked three-high. Now move this stack
halfway between the central platform and the high ledge then do a pair of
crouch-jumps to reach the ledge where you can claim the Eldritch Energy
Crystal. Glide across the pit and return to the tower.

Constrict the dial and cross the final bridge. Enter the room with the pillars
and claim the Health Crystal from the far end before returning to the tower.
Retrace your path back to the main hall and through the opposite door leading
to the warp gate. Dial in the Drowned Abbey and pop over there to pick up a
few remaining items.

Exit the gate room and head down the passage to the round room and go through
the open passage leading to the water cavern and the boat. Dive in the water
and head to the right past the stern of the boat. Some Eldritch energy is down
here if you need it. Swim through this large underwater area and avoid the
Rahabim Vampires swimming around. Enter the tunnel at the end and swim to the
connecting room. Angle toward the ceiling and swim up to collect the final
Eldritch Energy Crystal. Continue to avoid the swimming Vampires as you make
your way back to the main cavern and swim past the ship and into the cave on
the opposite wall. Follow the short passage until you can surface.

Plane shift through the gate and go right to reach the ledge above the boat.
Glide to the boat and jump to the higher section in the rear and onto the
opposite ledge. Use the portal then enter the door on the left and follow the
passage to the doors with the circles. Use the Force Projectile to open them
and head to the ledge overlooking the main Abbey. Dive in and swim toward the
ledge on the far left wall and crouch-jump to get out of the water. Enter the
door on the left and kill the pair of Vampires in the adjoining passage.
Return to the circular room with the wooden shaft in the center and run around
the shaft counter-clockwise to constrict and spin the shaft and raise the
stopper. The water will drain from the area below and you can investigate.

Drop down and find the two moveable blocks. Pull them out and to either side
to find hidden rooms beyond. Kill any Vampires lurking inside and claim the
Eldritch energy from one room and the final Health Crystal from the other. If
you have been following this guide you now have all the available power-ups
and you can now return to the Oracle's Cave via the nearest warp gate (or use
the Save/Load trick).

ORACLE"S CAVE
Head back down the passage leading from the gate room and head right. Kill the
Turelim Vampire and make a note of the very large door ahead. You should also
be able to spot a narrow vertical crack on the left wall. Plane shift to morph
the wall and pass through the widened crack and use the portal on the other
side. Constrict the dial in this room to shut the door ahead and raise the
doors on either side. Head down the passage on the left (if you are facing the
crack) and Plane shift through the gate. Use the portal and get ready for a
puzzle.

This next block puzzle is rather devious. Look into the pit room and spot the
door on the right wall. The symbols on the door give you a clue on how to
arrange the blocks. Moving the blocks around will also cause various doors to
open and close making the entire process of opening this next door rather
difficult. While standing on the ledge and facing the pit, turn left and pull
out the block. Push it into the pit then pull out the block from the right
wall and put it in the opening on the left wall. Plane shift back through the
bars and head to the other passage past the dial.

Pass through the bars on this side and use the portal. Head to the pit and
retrieve the block you pushed in earlier. Drag it across and flip it up onto
the ledge and push it into the opening under the Z. Now return to the other
side, Plane shifting as necessary and move the block on this side from the
left wall into the opening under the O. All the doors should now open
including the big doors in the back. You can grab the spear from the pit. If
you haven't already get the Vampire Wraith in this area then the corpse will
come to life and attack.

Enter the large open doors and enter the next area and turn right. Kill the
Turelim Vampire who is looking the other way then enter the room with the
column and the circular pattern. Make a note of this pattern - it indicates
that the object can be constricted. Constrict the column twice and a secret
wall slides open revealing a Glyph Energy recharge symbol. Head up the passage
and Plane shift through the gate and head left. Kill the Vampire Wraith and
head out onto the ledge in the next area.

Jump and glide to the opposite ledge and kill another Vampire Wraith then turn
back and jump to the ledge on the left with the portal. Jump back to the ledge
where you just killed the Wraith and check out the trench, blocks and
openings. The trench prohibits you from getting behind the blocks to push them
into the wall. You can move them sideways, so position the blocks in front of
the openings then use your Force Projectile to push them in. With the blocks
inserted, another door will now open. Enter and kill the pair of Turelim
Vampires then investigate the symbol on the floor that matches the symbol on
the large door you couldn't enter earlier. Note the four columns with the gold
knobs at the base and the circular patterns. Constrict each of the columns
until the knobs are pointing toward the symbol and then the large door will
open back by the gate room.

Make your way back to this door retracing your previous path. You can jump off
the ledge to the room below and cross the pit. Constrict the dial to access
the crack then Plane shift to morph the crack into a larger hole. Use the
portal in the next room then enter through the new doors. Listen to the story
as you investigate the cauldron hanging from the tripod. Those circles
indicate you need to constrict the cauldron to open the door leading out of
here. Take the twisting passage leading down to the next room with the clock.

Check out the statue of Moebius and start pulling the switches to set the
clock for six o'clock. The iris below will open below the clock and you can
jump in and glide to the bottom. This next room is a clever colored light
puzzle. The goal is to get the lenses to shine a matching color onto the
symbols. The pair of lenses the light is currently shining through needs to be
switch so the light changes to purple. Constrict the front lens to blue and
the back lens to red to turn the light purple. Now move to the other single
lenses and change them to match the color of their symbols then constrict the
central angled piece to turn the light beam onto each of the symbols. When all
three symbols have been activated another door with open.

Enter the passage and follow it down and drop off the tall ledges. When you
arrive at the double doors you can enter the next puzzle room. This puzzle
isn't too difficult. Note the colored symbols on the wall to either side of
the rotating door. There are three colored dials and three colored pointers on
the floor. Constrict each of the dials until the matching colored pointer is
pointing at the proper symbol. When all pointers are aimed at the matching
wall symbols the door will be in an open position and you can enter the
passage beyond.

Continue until you arrive at a ledge overlooking a large room with two Turelim
Vampires. Kill the Vampires then head down the passage to the right to reach
the giant gear room. Drop down off the ledge and you will probably land on one
of the three boxes you need to move. Push the box along the wall to either
side then move the middle box back to the wall and flip it onto the first box.
Finally, pull out the third box and the gears will start spinning and a
pendulum ledge along the opposite wall will start moving. A platform will also
rise out of the floor creating a path for you to reach the upper ledge. Jump
onto the spinning gear then jump to the center of the gear (you won't spin up
here). Line up and jump to the platform and finally glide to the far ledge.
Make your way around to the pendulum ledge and hop on and ride to the top of
the arc and jump into the pit beyond.

Follow the passage and kill the Turelim Vampire who ambushes you from the
alcove on the right. Look through the bars and spot a block. Use your Force
Projectile to push the block over the ledge then continue down the corridor as
it spirals downward. Another alcove and another stone block is ahead on the
right - push it over the same way. Kill the Turelim Vampire then jump onto the
blocks so the camera shifts higher giving you a better view of this puzzle. Do
not make the mistake of trying to recreate the picture on the back wall. Move
all the blocks away from the center to reveal a new picture on the floor. This
is the picture you need to recreate by moving and flipping the blocks into
their proper positions. When this is done the back wall will open and you can
continue down the passage until it ends at a deep hole.

Follow this next passage and note the symbols on the right wall. Make a mental
note of the top half and bottom half of each of these symbols then head into
the next area. Kill the Turelim Vampire then investigate each of the three
circular chambers in this area. There is a central dial in each room with a
portion of the symbol from the previous hall. You need to constrict this dial
until the symbol lines up with its matching other half. After you have locked
in all three symbols giant wooden platforms will start swinging in each of
these rooms. You need to jump onto each platform and ride it to the top of its
swing and jump to the ledge where you can flip a wall switch. When all three
switches are flipped a door will open back in the passage below.

Follow this new passage down to a series of six star-filled portals. As you
approach each portal a movie will show you previous events from the game and
some future events that haven't even happened yet. Continue down the passage
and learn more information about what has happened and what is going to
happen. After the sixth portal the passage starts to bend and twist and you
will soon come to an alcove on the left with a door leading to the Chronoplast
Warp Gate. Activate the gate (and save your game) then return to the hall and
move on to the final battle...


SHOWDOWN WITH KAIN
Your final battle with Kain takes place in a very impressive arena like looks
like a cross between a time machine and a planetarium. After a lengthy speech
from Kain the battle begins. You only need to strike Kain three times with
Soul Reaver to win this battle. Of course this means you must always remain at
full health to keep Soul Reaver active in the Material Plane. This is made
easier with the health recharge symbol located in the center of the lower
level.

Your best strategy for fighting Kain is to stand in the recharge area and wait
until Kain is charging is attack. Immediately run to his location and attack.
Each time you hit Kain he will flip a switch on the time machine and move to a
higher level. Your first two hits are fairly easy to pull off, but once Kain
moves to the top level you will not be able to climb that high before he zaps
you and you lose Soul Reaver.

You will need a different strategy. Wait for Kain to zap you then recharge and
immediately climb to the top level and turn and fire your Force Projectile.
This will interrupt Kain and he will have to start his recharge all over
again. Keep interrupting his recharge as you make your way around the upper
level to his current location. He may move around quite a bit so getting close
enough to hit him with Soul Reaver could take awhile. Try to run through two
or three arches between each use of the Force Projectile. When you hit him the
third time the final movie will begin.


CONGRATULATIONS! You have vanquished Kain (for now) and redeemed your soul. We
can only wonder what adventures lie beyond the Time Portal...




LOCATION INDEX
Here are some links to the text above which will assist you in locating those
hidden power-ups.

WARP GATES
Underworld
Lake of the Dead
Raziel Clan Lands
Melchahim Clan
First Cathedral
Second Cathedral (Zephon's Lair)
Stone Glyph
Tomb of Sarafan
Drowned Abbey
Sunlight Glyph
City
Ash Village
Oracle's Cave
Chronoplast

ELDRITCH ENERGY CRYSTALS
Eldritch Crystal 1
Eldritch Crystal 2
Eldritch Crystal 3
Eldritch Crystal 4
Eldritch Crystal 5

HEALTH CRYSTALS
Health Crystal 1
Health Crystal 2
Health Crystal 3
Health Crystal 4
Health Crystal 5
Health Crystal 6
Health Crystal 7
Health Crystal 8
Health Crystal 9
Health Crystal 10
Health Crystal 11
Health Crystal 12
Health Crystal 13
Health Crystal 14
Health Crystal 15

BOSSES and SPECIAL POWERS
Defeat Melchiah to gain Pass-through Ability
Defeat Zephon to gain Wall-climbing Ability
Defeat Rahab to gain Swimming Ability
Defeat Dumah to gain Constrict Ability
Strike Kain three times to get Soul Reaver
Defeat Kain to win the game