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Legacy of Kane: Soul Reaver Walkthrough Version 1

By Joey & Brian Gray

Introduction:
Since Soul Reaver is one of those games that is mind numbingly huge, we thought it would be nice to write up a
Walkthrough for those who may get stuck here and there and anyone else who needs help. This is my first
Walkthrough I have written up for a game so I'm sure there are things that I could have done better. It is my sincerest
hope that this guide helps anyone who reads it.

Sources:
References from Christopher Patrick Bruno's Soul Reaver Walk Through >From Crystal Dynamics

Revision History:
August 18, 1999- First version written in approximately four days.

Provisions of Use:
This walkthrough is c1999 Katastrophe Publishing. This walkthrough may be freely distributed to anyone in the
original form. You can find a rich document with pictures at our website http://www.psxnation.com/soulreaver

If you find any major errors (wrong directions etc.) please inform me at toenail@psxnation.com to get those bugs
worked out. Please don't send email about bad grammar, spelling etc. This walkthrough was written quick and dirty to
have it done by the day Soul Reaver hits stores.

To Do List:
1. Secrets back in Malchia's clan area need to be added.
2. Need to list ALL of the warp gates.
3. Re-structure for easier reading

Warnings:
This walkthrough contains many spoilers so don't complain if you read on.

Index:
1. Beginning of the game (Underworld)
a. Tutorial

2. Off to Raziel's stomping grounds


a. Simple puzzle
b. Learn of warp gates
c. Intro to Malchia clan
d. Spiral staircase
First Boss
Malchia

3. Force Glyph

4. Kane first encounter (Pillars of Nosgoth)


Second Boss
Kane

5. The Search for Zephon (Silenced Cathedral)


a. Climb the silos
b. Find the entrance
d. Power the airshaft
e. Breaking crystals
f. Room o' three pipes
Third Boss
Zephon

6. Stone Glyph
7. Tomb of Serafan Sleeping Priests
Fourth Boss
Morlock

8. Sound Glyph

9. Drowning Abbey
Fifth Boss
Rahab
Special Weapon
Get the fire reaver

10. Mad Glyph search

11. Your brother Dumah (Ash Village)


a. Furnace room
b. Find the Oracle Caves
Sixth Boss
Dumah

12. Kane's scent (Oracle Caves)


a. Letter puzzle
b. Pretty colored prisms
c. Clock on floor
Final Boss
Kane

13. Game over

Beginning of the game

1. In the very beginning of the game you will be treated to a basic walkthrough of Raziel's abilities etc. so you
shouldn't have much trouble here. You will learn of the differences between the spectral and material world and learn
that in Soul Reaver, you can't die. This is the Underworld.

Tip: the beginning of the game has a small square platform outlined with green glowing fire, which will give you
tips about your next objective in the game. If you get lost remember to return here to find out what you are doing.

a. As you progress through the mini tutorial you will also be taught on the ways of the portals. The portals are a
way of moving through the game in a very quick fashion and are similar to the bat beacons of Blood Omen. This first
portal will open a way for you to return at any time back to the very beginning of the game. Unlike the other portals,
this portal is not represented by a symbol be sure to remember where this green portal takes you.
Off to Raziel's stomping grounds

2. After you learn about all of the game's functions and Raziel’s abilities your next journey is to the old stomping
grounds of Raziel himself. The game will clue you (see tip 1) as to where you should head next.

Weapons: Along the path to the Abyss, you will pass by a large Cathedral like castle with many flags waving
above. You can snag your first weapon from the walls of this Cathedral. It is a large spear like ornament on the left
side of the giant door. Hold onto this weapon, as it will be a short while until you can grab another.

We suggest you follow the path all the way to the old wooden bridge spanning across the Abyss Cliffs. Assuming you
are now atop the first pillar across the wooden bridge, you should look westward to find your way. Using the high
jump along with Raziel's gliding ability, maneuver yourself across to the cliff to the left of the wooden bridge. This will
lead you to Raziel's clan territory.

a. Once inside the westward cave travel forward until you should travel until you reach the wide-open territory of
Raziel's Clan Castle Courtyard. Here you will be presented with one of the games first puzzles and an easy one at
that.

puzzle: A large gate will be blocking any further progress and two fledgling vampires will be pestering you
as you ponder your way through the gate. If you were clever enough to hold onto the spear you tore from the walls of
the Cathedral you should use this to impale then engulf the souls of the poor bastards standing in your way. As you
would expect this will trigger an event.

b. Now that you have solved the simple puzzle that was impairing your journey you should now come to the
difficult task of choosing your direction. You should encounter a large flame in the center of the screen flanked by two
doors, one on the right being a brown door with a circular green ornament and the other being a plain door. Now both
doors need exploring, we suggest trying the door to the right first. This door will become a familiar theme throughout
the game. These doors mark the entry to a portal. Go inside the portal room and step on the design on the floor next
to the portal to activate it. You now can at any time return here. Here being west of the Abyss Cliffs and inside the
courtyard of Raziel's Clan Castle.

c. Now that you have enabled the portal and hopefully saved your game (Soul Reaver has the nice ability to
save at any point) you should head through the normal door to the left of the flame. Through this passage way you
should continue your journey until you reach a small metal gate door.

Weapons: Just inside the metal gate door and to the right of the large bonfire there is bat headed staffs
waiting for your handy work. If you like, grab this staff and dispose of the basic spear.

Continue on your merry way going right from the metal gate and follow the path until you arrive at a large pillar
emerging from the center of last room inside this path. There will be some enemies to contend with here so if you are
low on energy head on up the spiralling stairway that crawls up the center pillar. At the top of the pillar there will be a
knob in the center of the room (which will serve purpose later in the game) as well as a switch on the wall. You are
now in what looks to be a dead end. So do as you must and flip the switch, which will low and behold open a new
path for your travelling. What will happen is a drawbridge will drop to the left of the switch. Head up the new path
and down a set of stairs, which will take you to one of the best views in the game. You are up high enough to see for
miles, all kidding aside it does look pretty cool from up there doesn't it. Well enough gawking and drop down this
mighty high perch and head up the ramp along the right side of the wall. Atop the ramp you will get to see a cut
scene, which will clue you in on your next action. Hop down again from this archway and get your gloves on because
there will be two zombie like vampires just itching to send you back to your maker. Douse out a few drops of
whoop-ass on these beasts and then head through the gate along the right (right side from where you dropped down
from) wall. After passing through this green gate kill the annoying archer enemy and climb the short cliff ahead. You
will then see the introduction to the Malchia Clan. From here, keep going along passing by the clan's graveyard. You
may have to face a vampire here but he should be no trouble if you have a weapon.

Weapons: Close by the tombstones and slightly in the darkness against the left wall, look for a new staff.
The staff will have a new head that resembles Egyptian design. We call it the cursed pharaoh staff.

From here, climb up to the right and enter a tall cave like room. Inside you should find a large box. If the past
was any indication of what to do, do your thing and move this massive object against the opposite side of the room.
The added height of this block will allow you to jump to a ledge above. Once you are atop this ledge, you will see
another cut scene about Malchia. You should be close by a smaller graveyard that is decorated with 2 half circle,
spiked ornaments. There isn't much to see here so keep moving and head into the room above using either of the
two ramps by the fire. Once in this room you will encounter two zombie vampires, which you should slay. After
extinguishing those menaces, look for a metal gate door to the left of the sunlight. Head in this door and down a long
spiral staircase.
d. After following the spiral staircase all the way down you should now proceed into a new warp room. The “Spiral
Staircase Warp Room” will from here on refer to this warp room, or you can just remember it will take you to the
Malchia Clan Territory. After you activate this warp continue your journey, not by heading back up the stairs, but
passing across the warp to a passage that leads to a warp gate door. Exit out of this door and you will now be very
close to finding Malchia. Outside of the warp gate door you should be in a small-secluded lake engulfed in a greenish
fog. Look for two large pillars standing erect on the center of the shore.
Move to the center of these pillars and you should see broken pillars and structures protruding out of the water. Jump
from pillar to pillar across the lake using patience and your floating to land precisely.

Tip: If you fall in, don't worry. Look for a short cliff along the right side of the lake basin to jump out.

Once you reach the other side of the lake, you will have to battle with a young vampire. Then head up the
broken stairs to a doorway. Go inside the door and prepare to battle again. Two vampires will be waiting for you. After
you dispose of your enemies, head through the doorway, which is down one level and in the center of the room. Pass
again through the door and head down a dark ramp-way.

Tip: If you have a brightness control on your television, turn it up until you are able to see all of the details in
the game. This is useful not only for here, but other places as well.

Turn right at the bottom of the ramp way and you should find a dead black vampire on the ground. The dead
vampire is in a large square room that looks to be a dead end. With no way out and nowhere else to go, you may be
thinking you went the wrong way. Once again this room will lead to a helpful hint that goes for much of the rest of the
game.

Tip: When in doubt, switch to Spectral mode. You would be surprised how the spectral warps, twists and
distorts the world.

Using the above tip, switch to spectral mode and you will see a short cut scene that introduces the wraiths. Kill
the wraiths and then look against the left wall close by the dead black vampire. You will see two protruding blocks
that stand out from the wall.

Tip: If you have a weapon and are about to be forced into spectral mode try throwing your weapon up close
by a transformation portal. This way you can keep your weapon when you return to material.

These blocks will now allow you to jump up higher and find the secrets to this confusing room. Switch back into
the material plane using the transformation portal next to where you are. From here move across the + shaped rafters
going first forward and then to the left. You should now be close to a movable block. Flip this block using L1 then
Square atop the higher ledge to your right.
From here move the block farther to the right and into the square hole against the wall. This will open a large metal
gate to your right. Go through the metal gate and jump down to the ledge that encircles the room below. From here
look for a block that is inside the wall across the room. Pull this block out of the wall and flip it down into the lowest
level in the room. Jump down with the block and move it back towards the closed metal gate in this secondary room.
Move the block towards a ledge on the right side of this pit so you can flip the block out and up again. Flip the block
onto the ledge and repeat until you have it on the second level. Once you have it on the second level shove the block
into the hole on the right side of the closed gate. This will open the gate on the lower level so that you can go back
above to the higher gate using the steps above. Now that you have gotten back to the higher gate in the room, you
will now need to jump up to a higher rafter that is directly in front of where you are. Look up and then hop to this.
Once atop this rafter, move to the right and jump out onto a platform against the right wall. This platform will
lower and in turn raise a platform on the left side of the room. Go out of this room and back into the room with the
black dead vampire and repeat the steps to return to the high open gate only this time don't change back to material.
Remain in spectral mode. Go back through the high gate and once again atop the high rafter in front of the high open
gate. Now, still in spectral realm, jump to the platform on the left side of the room from the rafter you are standing on.
From the platform jump to the far rafter and from there down to the ledge below. Here switch back into material and
and go through the doorway to a room with two blocks stacked one atop the other.

Puzzle: You are now at one of the game's first block puzzles. Your objective here is to match each of these
blocks into the respected holes in the wall. The real trick to this puzzle is on the two blocks stacked atop one another.
In order to use the blocks you must find a way to separate them. We suggest moving these blocks to the corner
across the room that has a ledge protruding. Once the blocks are near the ledge, jump to this ledge and shove the
upper block off onto the floor. Then line up all of the blocks and place them into the wall accordingly.

When all of the blocks have been inserted correctly a click will sound and a gate will open. Pass through this
gate to a set of double doors. Go outside of the double doors and to the right you will see a block. Push this block
forward and off down to the ground below. >From here you will want to jump down below by the block and move the
block by another block already on the ground. Flip the new block atop this one and move the stack to the right against
a white pillar. Now climb atop these blocks and jump upwards to reach a new triangular pathway. Travel through this
triangular passageway until you reach another greenish lake, only this time much smaller. Move your way
around this smaller lake and up to the small building above. Go inside this building and travel the corridor until you
reach two screw like pillars protruding from the ground.
Weapons: Inside this large mechanical like room, you will find another staff, along the right side of the
room, get it if you like.

Now find the elevator like contraption against the far wall. Move onto the metal grate of this elevator and flip the
switch inside. The elevator will take you to a lower level and from here you will begin a large puzzle.

Puzzle: Whether you know it or not, what you are trying to do is to break into Malchia's stronghold. To do
so, head to the right from the elevator. Continue on your way up a short ramp and inside a large industrial like room.
Here you will need to flip a switch against far wall and then to use a large crank on the opposite side. This will start a
large drill. Now head back out of this room and back to the elevator. Flip the switch to return to the upper deck and
right outside of the elevator you will see a switch on the floor. Use this to drop the center of the room down a level.
Jump down to this new level and look for a passageway against the walls of the pit. Go through this passageway and
down to a level below. Now you will use four burning blocks to drop the level above down once again. Move each of
the four burning blocks in the room until they burn away the supports above. Each one will show a short cut scene to
let you know you've done it right. Now once all four blocks have been positioned right, the level above will come
crashing down. The floor will now be raised in the middle with four notches, one on each corner. Move the burning
blocks once again to each of the four corners and then the floor will drop a final time.

Using the brightness tip above, look for the darker of the two passages and pass through it. This will take you to
the first boss, Malchia.

First Boss: MALCHIA

Malchia is the last born of Kane's sons. Because of this, his form is imperfect and his body is trying to reject the
evil vampire infection. While the game introduces him as immortal, Raziel is quite resourceful.

To defeat Malchia, around in his circular chamber for two gated rooms. These rooms will serve as the first two of
three attacks needed to kill Malchia. To use these rooms as devastating weapons, look for ledges on both sides of
the gates, which allow you to enter these chambers. Do so, and move towards the switch in the center of the room
(Both rooms are identical). Walk up and hold the switches, which will open the bloody spiked gates and keep them
ajar. Hold the gates open until Malchia is halfway through and then let him have it. The gates will drop and impale the
huge beast. Do this using both chambers.

Once Malchia has been wounded twice lure him into the circular cage in the center of his stronghold. Once he is
inside the cage, jump outside and quickly move to Malchia's throne chamber. Here on the left wall there will be a
crank. Use the crank to send a grinder down, crushing Malchia and ending his existence.

Special Powers:

After defeating Malchia you will receive his special power of being able to will yourself through simple barriers
such as immovable gates and doors.

Phew, that wasn't too hard was it? Well, let's put it this way you aren't even a tenth of the way done yet. =) We
suggest a save of your game is in order.

Force Glyph

3. After you have defeated the mighty Malchia, your next journey is to gather your first Glyph. Glyphs are the magical
artifacts that give Raziel elemental based powers. The first Glyph will be the Force Glyph. Here is how you get it.
Head out of Malchia's bastion and back up the dark pathway and back into the room with the four burning blocks
where you dropped the floor many times. Continue your way across to the opposite tunnel and follow this path up to
the upper levels. Using a handy block climb atop and jump back up to the room with the elevator. To the left of the
elevator look for a blue transformation portal and switch back into material mode. From here head back out of this
room passing by the large screw-like pillar and continue out. Pass through the doorway and around the smaller lake.
Follow the triangular pathway back to the larger lake and drop down to lake level. From here, hop into the lake and
take the foggy blue path directly to the right. Follow this path to until it opens into a larger room. From the entrance,
take advantage of the energy artifact behind a metal gate by using your pass through abilities gained from Malchia.
Once you have picked up this goodie, head back out through the metal gate and look for another ornate gate blocking
your path towards the left side of this room. Pass through this gate and head up the path and out of the water. Using
the transformation portal switch to material world and get ready to gain your first Glyph. In the room you should see
three pointed pillars standing erect. Each will have a symbol atop. Walk up to each one and push them over to unlock
the powers within. After you knock all three down, you will witness the Glyph's powers and you can gain them by
walking up to the shield-like object. Tada! You know have the power of the Force Glyph.
Kane first encounter (Pillars of Nosgoth)

4. Your next journey in the game is to find Kane. No, this isn't the end of the game but it will help you understand the
story a little more. Head back through the underwater passageways passing through the metal gate and back into the
large lake. Jump out of the lake using the short cliffs on the right walls of the lake. You will now be close to the Spiral
Staircase Warp Room. Head into this room and use the warp gate to travel back to Raziel’s Castle Courtyard. You
may be asking yourself why are you taking this warp gate instead of the closer "Dreamcast Logo" warp gate? Well
because you are going to grab another energy artefact, which will take your total to four. Once at the courtyard warp
room, head out of the door and down past the open metal gate. Stop here and look to your right. There will be a large
block against the wall, which you will need to grab and move across. Move the block to the far wall, which hides the
energy artefact behind a prison gate. Move the block to the center of this wall. Hop to the top and switch to spectral
mode. Then use your pass through ability to gain access to the artefact. Exit from this cage and hop down and head
back towards the courtyard warp room and by the blue fire use the transformation portal to switch back into the
material plane. Now head out of the courtyard and back towards the Abyss Cliffs. Once at the Abyss Cliffs, head
across to the platform in the middle using your high jump and glide technique. Now head back down the old wooden
bridge and back towards the huge cathedral like castle with the many flags flying high above. Once you are there you
will be able to infiltrate this stronghold through the red metal gate on the right side. Switch to spectral and pass
through this mild barrier. Once inside grab your fifth artefact. This should now give you more energy. After this head
to the left and then take the first bright right. You will now be in what looks to be another dead end. A large room with
a overpass and shallow pond. Two vampires will be guarding the bridge and a close door lie across. Toss both of
these minions into the acid like puddle and the door will unlock. Head across this short bridge and through the
opened door. From here take the right path. Switch to your spectral mode to pass through the gates blocking your
path. After travelling through two gates you will now be at a blue transformation portal, which will allow you to switch
back into material. Do this and then head through the double doors on the left. You are now about to have your first
sprawl with the mighty Kane.

Second Boss: KANE FIRST ENCOUNTER

If you remember the original Blood Omen then you are somewhat familiar with the ending to the upcoming
battle. You aren't going to win this time. That aside, Kane is one powerful boss. He still carries the Soul Reaver he
acquired in Blood Omen and because of this, he is somewhat invincible. During the fight Kane will charge up the Soul
Reaver. While he is doing this, you will need to whack him. Do this three times and you will get to see a nice cut
scene of Raziel almost biting the big one. (Editors note: WHY the hell don't we get to hear Kane cry “Vae Victus”!)

Special Powers:

Although it may seem Kane has just sent your butt back to oblivion, what he did was actually destroy his prized
possession. He will slam the Soul Reaver into the ground destroying the physical form of the sword. Once he does
this you will actually gain the Soul Reaver as your own. It will fuse to your body becoming a wraith blade which is
active only in the spectral mode or when fully energised in the material realm.

Kane will make a hasty retreat and foreshadow events to come. You will now meet a familiar character from the
Blood Omen title. Ariel will speak to you about Kane's horrible actions and hint you on your next objective.

Tip: Once a loyal assistant to Kane, Ariel now holds allegiances to no one. However she helps those who are
out to end Kane's rule. You can return to Ariel whenever you need and she will give you tips, refill your energy and
glyphs.

After you are done with the cinematic of this classic room, use your newly found Soul Reaver to open the door and
exit. Once outside of the room holding the Pillars of Nosgoth, head to your left and pass through the gates once
again. Continue until you see a light green passage on the right. Take this path back over the bridge and back to the
left and to the metal gate that you first used to enter this castle. Pass through this gate you will be treated to another
cut scene. This will lead you onto your next journey.

Search for Zephon (Silenced Cathedral)

5. Your next objective is to find your brother Zephon. He holds the Silenced Cathedral hostage. To get to this
secluded place of holiness head to your closest warp gate. This should be rather close to you but any old warp room
will work. Once in a warp room, warp back to the Underworld, using the first selection on the warp. From the
Underworld, head back through towards the circular room with tall pillars. A blue transformation portal will be in the
center. Don't switch back into material but use this for a reference point. To the left of the portal there will be a metal
gate blocking your path. You will need to pass through this gate and head upwards to a large open area. From here,
head to your right side and switch back to the material world using the transformation portal at the end of the path.
From here you will want to look for a drawbridge over the moat that will lead to a closed door with a circular opening.
While you don't have a huge round key to fit in this hole you do have a glowing blue sword.
Tip: Just about any door that looks like the one above will need to be opened using the Soul Reaver. To open these
doors simply swing the blade at the door.

Open this door using the Soul Reaver and you will be presented with another barrier. Switch into spectral and pass
through. Head to the right over the pit and switch back into material on the portal. Now make your way back towards
the way you entered passing over the pit of water. Keep going through this path. You will encounter the first of what
will become a very annoying enemy. Kill the spider vampire and then high jump up to the cliff above. Follow this path
to a double set of doors. Open these doors.

a. Through these double doors you will enter a huge room that is full of giant silo like buildings. If you were
paying attention to the cut scene that played from the entrance, then you should know that you need to get to a high
alcove above this room. To do this, jump atop the stair like blocks immediately to the right from where you entered.
Jump atop these two blocks and atop the silo. Now face away from the wall and look forward and slightly to the right
to find a shorter silo. Jump across to this short silo. From here look for another set of stair-like square structures
almost directly in front. Jump across to these. Now from the block structure turn Raziel left so that he faces wall. You
will see an indention to the wall where you can jump. Do this and then face against the flat side of this indention.
Using your high jump, climb to the higher level above. Now look to the left to find another ledge. This ledge will be
slightly higher than where you are and across a short span. Use your high jump to make your way atop this
secondary ledge. Once atop, face away from the wall and look outward and downward to find two silos. One short
silo and in front of it, a taller silo decorated with spikes just along the edge of the roof. Jump down to the shorter silo
and from there, jump to the block jutting out of the tall spiked silo. High jump from the block to reach the roof of the
spiked silo. At the top of the silo turn to your right and look for a ledge that leads up a short ramp. Jump to this ramp
and you will be where the cut scene pointed you towards.

b. Go up the ramp and through the short dark pathway. Once you reach the large pointed block partially closing
off the path, a cut scene will play showing you where to go. After it plays, hop down to where the scene showed the
spider vampire bundling its prey. Kill this nasty varment and then climb the ledge against the left side of the room.
Climb the full way up to reach a bright room with set of large doors.

Weapons: Flanking both sides of the double doors are two identical staffs. Grab either or both if you like.

d. Inside these doors a cut scene will play. You will now be in the huge organ room of the silenced cathedral.
You can look around all you like but unless you know the secret to these organ pipes you won't get anywhere. Look
back to Tip #4 for more specific help. Once you figure out what to do, head on up the distorted organ pipe farthest to
the left. Jump atop this pipe and follow it up to a metal grate, which holds a transformation portal. Use this and jump
up to a metal grate above on your right side. Follow this jumping across to the larger metal platform and follow this
along the wall until you see a brown wooden door in the distance. Use your high jump to reach the rock cliff by the
door and follow this along until you reach a switch on against the wall. Use this switch and a bellow (organ foot pedal)
will fall down to the left. Now move past the switch your right until you reach a wooden door. Head in this door and
follow the pathway to a metal gate. Pass through this and then move to the right once inside the rectangular room.
Jump onto the ledge holding the blue transformation portal and switch mode into material. You are now at another
block puzzle.

puzzle: In this room is one of the game's many block puzzles. As a suggestion before trying to solve this
puzzle, kill each of the spider vampires in the room so you can move the blocks without being attacked. These
enemies re-generate but do so slowly so you will have time to work. The only tricky part to this puzzle is a block slot
that is not on the ground level. You must fill in this hole first. Do this by stacking blocks atop one another
and allowing yourself room to shove the block into the wall. Make sure that the pictures match up accordingly and the
puzzle will be solved.

With the puzzle solved, a cutscene will show you a now accessible switch back in the other wooden door room
along the wall. Head out of the puzzle room and back to the ledge along the wall. Move to your left until you reach the
other wooden door. Inside is the ledge shown in the cinema. Hop atop this and use the switch. The second bellow will
drop. Head out of this room and back along the ledge to your right. Jump atop both bellows until they slam down and
click. This will activate the airflow from the pit below noted by a cutscene. Hop out away from the wall and hold the x
button to hold out Raziel's wings. Float upwards until the game takes over and lands you on a ledge way above.
Climb up the ledge to your right and follow this pathway to reach the large purple foyer.

e. From the purple foyer, you will begin your journey to shatter four, count 'em four, crystals.

1st crystal: Head through the purple foyer to a large, white stained glass window on the right side. Inside
this window will be a brown door, which you will want to pass through and travel up the winding passage. Moving past
a wooden door to the left and then a large bell, take the wooden door just past the bell. Go inside and down the
incline and use your spectral mode specialty and pass through the red gate at the bottom. Inside the gate, look
for a blue transformation portal on a ledge in the far right corner. Use this and switch back to material so you can
begin yet another block puzzle.
Puzzle: This room's puzzle differs from the previous in that you aren't lining up the pictures on the blocks to
merely complete the picture. Here you will be completing a conduit for a solid current of air. This is a relatively simple
puzzle, which is more than self-explanatory.

With the puzzle solved and the hum growing louder from the now complete air stream, the first crystal will
shatter.

With the first crystal shattered you now will have to go back out into the passageway with the large bell.

Tip: When passing through gates in spectral mode, you will as expected drop any weapons you are
carrying. However if you switch to spectral mode directly in front of any gates you must pass through, your weapon
sometimes fall slightly through the gate allowing you to grab it from the other side when you return to the material
realm.

2nd crystal: Once you are back in the hallway, move back towards the large bell to the first wooden door.
Open the door and move down the passage until you reach a similar red gate. Again pass through this and look for a
transformation portal to switch. Once you have done so, you will have to complete another conduit block puzzle.

puzzle: Similar to the puzzle in the far room, the objective here is to complete the pipe in the wall using
the blocks. The only change here is that all of the blocks are stacked atop one another in the center of the room. Use
the deep indention against the far wall to knock the blocks down.

Again, once the puzzle is solved, the tone breaks a crystal and you are left with two crystals to shatter.

Now head back into the hallway with the large bell. What you will be doing here is breaking a large stained glass
window at the end of the hall. Move up the large bell and whack it. Then quickly turn away from the bell and jump out
the opening. Jump STRAIGHT across to the purple foyer. Once there continue going straight down a ramp between
two fired lanterns to another bell. Whack this bell to create another tone that will shatter the huge stained glass
window. From here head back up to the path with the first large bell. Move through this passage and past the bell
until you reach a large crank on the right wall. Jump up to the crank and swing it around. A cut scene will show you a
timed door opening. Rather than trying to reach this door in time, the truth being that you can't actually. Be sneaky
and cheat.

Tip: In spectral mode, time does not pass.

With the tip above, switch into spectral after using the crank. Then move further up the path to the area that was
once blocked off by a solid stained glass window. Jump out here and you will land in the purple foyer. Along the left
wall, head down the ramp that hides the second large bell and just as you begin your descent turn to the right to find
the crevice and the Secret Room. Right now what you are searching for are the second set of puzzles that will shatter
the second two crystals. Inside the Secret Room, head for the path against the left wall and use the transformation
portal to switch to material. If you ever need to return to this room, head back into the Secret Room and use the
circular wheel switch against the right wall. This will permanently move the large block that you moved with the crank
earlier. After that, head back up the path on the left side. Open the wooden door and move across the chasm to
another door inside a large stained glass window. Use your high jump to pass this obstacle and continue the journey
through this door. Inside here, follow the path taking advantage of the weak enemies and follow this path to another
brown door. Here you will face two of those annoying spider vampires, which you should kill. Now travel down the
left path that leads to a large cylindrical capsule. Inside is an energy artefact. Now your objective is to get this thing
out of the capsule. Move past the capsule and pass through the red metal gate blocking your path. As expected, this
is another block puzzle.

Puzzle: Classic line-up the pictures blocks puzzle. You've seen this one many times before. The change
here is that there aren't enough blocks to solve this puzzle. Or are there? When you plug in all of the blocks here,
more will drop from above allowing you to complete this time consuming task.

With that completed a cut scene will show the capsule breaking up allowing you access to the goodies inside.
Pass through the gate again and grab the energy artefact. Ahh, the gentle hum of a new energy artefact. Now head
back to the Secret Room and get ready to journey to break the last two crystals. From the Secret Room, move into
the room directly across from the crevice opening that you first entered the room from. Jump into this room and notice
the piping scaling high along your left.

Weapons: This tall pipe covered room hides two pointy staffs. One at the very bottom on the same wall as
the pipe and the other at the top on a completely different pipe.

Move yourself atop this pipe and follow it along the wall, fending off any spider vampires that may be there, and
do so until the pipe reaches a new path. Jump into this pathway and follow it until the path splits off into two
directions. Take the left path since the other way leads you to a dead end. In this more open space, continue your
happy journey to the left until you finally reach those darned crystals. To the left of the crystals you will see a
crosshatched brown gate door and to the right there will be another tall airshaft. Move up to the brown gate and pass
through in spectral.
3rd. crystal: Just inside the brown gate, the path splits immediately into two directions. For simplicity's sake,
take the left path. Follow this path until it opens up into a broiler room. Three broilers with bronze metal lids will seem
to serve no purpose what so ever. The truth is, that these broilers are the secret to breaking the crystals. Jump up to
the middle broiler and open the lid. A loud high-pitched hum will sound as the air escapes. Now, open the broiler lid
on the far left. Both tones will once again create a harmonious crystal shattering experience. Now head back to the
brown metal gate.

4th crystal: From the brown metal gate, take the other path to the right and keep on until you reach another
broiler room. This time the secret is the same as the left room. Open the middle and lid furthest away from the screen
to again produce a sound that will break the crystal. With that done, head back out of the brown gate and back to
where the crystals were.

Outside of the gate, head for the closest transformation portal and switch to material mode. Then come back to
the floor with the four blocks and many handles (crystals once covered these) and move each one of these blocks
once using the square button. There isn't a pattern here so just make sure each one is turned once, and they all are
the same direction. To your right, the airshaft should begin to smoke and you should jump in and float up.

f. Float up in the airshaft and land on the first of two yellow pipes above. Here there will be a large grey piece of
pipe standing on end vertically. Walk up to this pipe and knock it over. Now what you have done is complete the
lower section of pipe. From here, jump and float to the higher yellow pipe and again, knock the grey piece of pipe
down to complete the pipe. Now that both pipes have been completed, enter the brown path above and in-between
the yellow pipes. Follow this path to a tall room full of platforms. We'll call this the Room O' Three Pipes. The reason
being that what your next objective is to turn three valves to open the airflow to three pipes in this here very room.
Inside this room there will be numerous spider vampires, which we suggest you not to try and fight these. Make your
way to the right side and switch both of the block switches in the floor to open a new passageway above. Now find
your way to the left side of the room and hop up to a metal shelf-like platform. From here make your way on top of the
three pipes and then up to the very top platform in the room.

Weapons: On the very top platform, you can find another staff to impale your foes with. Take this if you like.

From the top of the room, you will now glide to the open path that you unveiled when you used the switches on
the floor. Once you are inside this green pathway, continue your way down to a dark brown metal gate. Use your
spiffy skills and get your butt to the other side. You will now be in a large room that resembles the Phantom of the
Opera's huge organ room. Large yellow pipes will scale one wall and a contraption will lie at the bottom against
another. Hop down from your high perch here and move inside a short cave to transform back to material. Now here
is a tricky part. The game will coldly put you in a fight for your life when you arrive back in the material realm.
Two spider vampires will appear immediately in front of you. Start swinging madly to fend these guys off. Then head
to the contraption.

1st valve: At the contraption, there will be a valve wheel in the center of the middle block. Turn this valve to
unleash the first of three streams of air coming from the three pipes in the Room O' Three Pipes.

With the first valve turned, head up the other side of the yellow pipes and into a shallow alcove. Pass through
the gate here and into a room with a large bell. Jump onto the pipe along the wall and follow it up to the top. At the
top, move down the dark path and into the room it pours into.

2nd valve: Inside this room will be a tall yellow pipe that has a valve on it which is much too high to turn
from the ground. There will also be a stack of broken stones against the far wall. Walk up to the stack of broken
stones and pull the cube out from the bottom. This will send the stones crashing down allowing you a way to continue
your journey. Now with the cube in hand, pull this block back to the tall yellow pipe. Hop atop this block and turn the
valve to send the second stream of air passing through the three pipes. Now climb up the stones on the far side and
out of this simple room.

3rd valve: Follow the path out of the simple room until it opens into a larger room. Here you will need to
complete a section of piping as well as turn a valve. To do so, climb up the pipe against the right wall and follow the
pipe until it splits off to the left. Head up the far branch until it ends. Then look down and hop on the pipe below. Then
turn left and push the pipe down completing the section. Now turn back to your left and follow the pipe up to the third
valve. The air stream will now be complete.

Now make your way back to the Room O' Three Pipes. Once you get to the room with the broken stones, you
will have to move the block you used to reach the switch over to the opposite side of the rock stack so you can reach
the high ledge above. Then continue back through the organ room and into the Room O' Three Pipes. Once there,
jump onto the pipes and glide upwards to a path inside the shaft. In this path, take the first right path and follow this
down to a warp gate room. Let's refer to this warp gate as Zephon's Keep Warp Gate. Remember that this gate will
take you the Zephon Boss room. Activate this gate and then head back out into the main passageway. Get ready to
battle Zephon. Move down the path until you reach a broken soldier holding a still burning flamethrower. Remember
this flame, as it will play a role in defeating the huge beast. You are now at Zephon. Took long enough didn't it?
Third Boss: ZEPHON

Zephon is one of the harder bosses in the game. He is a huge insect like vampire and on sheer power terms,
only Kane's attacks are more vicious. What you will need to do to defeat him is approach him with caution and make
him slam one of his pointed claws into the ground. It will get stuck and you will then be able to smash it. Zephon will
then let out a groan and an egg. Grab the egg and take it back to the flamethrower. Then hurl the burning egg at
Zephon. Do this three times to defeat him.

Special Powers:

Like most insects, those of Zephon's clan have the ability to stick to surfaces. Once Zephon is defeated, you too
will gain this ability of wall scaling. This ability is limited strictly to the physical realm.

Stone Glyph

6. Now we will head out on a journey to grab another glyph to add to your powers. The glyph we will seek is the
Stone Glyph. Once Zephon is defeated head to the close by warp gate and warp to the Spiral Staircase warp gate.
Once here jump into the lake and move to the path on the left side of the lake bottom. Move up this path and out of
the water. Since you are in spectral, use the close by transformation portal to change to material and use your wall
scaling abilities for the first time on the grey patch on the wall ahead. From here follow the path to a valley where the
skull from Nupraptor's Keep now lies. Jump into the skull's right eye socket and move up the path until you reach
another patch of wall to scale. Climb here and then climb again once at the top. Once you have scaled both walls.
You will be at a more open cliff. From where you have pulled your self up, jump up to the log suspended in front of
Raziel. Then turn to your left and hop inside the ledge in the wall. Now use the spectral tip to warp and distort the
world. In spectral, move towards the edge and turn Raziel to the right. You will see a tip of a distorted log. Look up
and judge the jump from here and hop on.

Tip: High jump in place and then glide onto this log for an easier jump.

Now move carefully along this twisted log to a cliff above. Once you are here look to your right for another twisted log
that leads to a ledge holding a transformation portal. Follow this twisted log over to the portal. Switch to material and
look back towards the large cliff and then up to find a log just above. Jump up to this log and then look up again to
find another log suspended even higher. Make your way up to this log and then move up to a bloody spiral staircase.
Follow this out to a beam that jutts forward to a small cliff. From this cliff follow your way up to the right and up to a
higher level. Move to the right and enter a cave. Follow this out until you reach the perch where the skull once was.
Now all that lies here is the broken jaw. Move towards the gap in the jaw and look outward. Pretty isn't it? Look out
the opening and down to the left you will see a small ledge with a torch. High jump and glide down to this ledge. Don't
Fall! You must make this jump or you will be going back through all of that tedious jumping again. Once you reach the
secluded ledge follow the path into a cave and up the path inside. Upon entering the room you will see two large
flames. Just past these flames, look up on the right side to find a ledge. Hop up there and push down the block
inside. You will need this for the upcoming block puzzle. Push this block into the room ahead and plug it into the wall
where it fits.

Puzzle: Oh, another block puzzle. This puzzle has few tricks up it's sleeve besides the hidden block outside the
room. With that in mind, jump up to the second level in this room on either side and pass through the small doorway
to a hidden room behind the statue. Here you will find the remaining blocks to solve the puzzle. There are a few tricks
here but use your skills and previous knowledge to separate stacked blocks etc. Once you finish the puzzle, the
statue will come to life.

The Statue will smash the stone in front of him when you complete the puzzle unleashing the Stone Glyph. With
Stone Glyph in hand, head back out of this cave. Once you reach the outside, turn to the left and jump straight out.
Glide down until you reach a new warp gate door. Enter here and activate this warp gate. From here on, let's refer to
this warp gate as Nupraptor's Skull Warp Gate.

Tomb of Serafan Sleeping Priests

7. If you listened to the narrator after you defeated Zephon then you know you need to head to the mountains past
the Pillars of Nosgoth. Where are the pillars? Well they're inside the large cathedral like castle towards the beginning
of the game. How do you get there? Well use a warp gate and warp to the "Dreamcast" warp gate. Make your way to
the cathedral castle and head inside. Continue over the bridge and past the many gates. Head into the pillars and
have a nice chat with Ariel to find out what you are doing here. Then use your newly found wall scaling abilities to
scale the wall to the right of the entryway. Climb up and follow the path to the right and enter the path. Continue down
this pathway to a dead end that ends in two doors. Take either door and drop down to the valley below. Follow the
path from the valley until a cut scene plays about the Tomb of the Serafan. Now you are at the Tomb of the Serafan.
Apparently the Serafan were these ruthless group of vampire hunters that included Malek. With that being said, move
to the left of the tomb and look for a place to climb up. Scale the cliff and enter a green passage that leads to a warp
gate room. For reference we'll call this the Tomb of Serafan Warp Gate. Now head back out to the tomb and enter the
ruins. Pass through the gate inside and follow the path to a transformation portal.

Weapons: Just behind the portal there is a staff against the wall, get this if you like.

Now in material mode, continue down the path to a wooden door. Exit out the door. Head down the triangular path to
what looks to be a dead end. However, what looks to be a movable block lies in the center of this closed path. Pull
this block and enter the tomb. Once inside a cut scene will show you the truth to your beginnings and being said the
story really starts to blossom here. After it plays you are again thrust into a dead end with nowhere to go. Oh really?
Use tip number four and switch into spectral and the floor will drop out. Putting you in a chamber. Pass through the
gate and follow the tunnel into a rectangular arena. Use the transformation portal on the left and get ready to battle
one of the easiest bosses in the game.

Fourth Boss: MORLOCK

Morlock could be considered the wimp in the vampire family. Either he is intentionally weak or this guy is just a
wuss. All you need to defeat this puppy is to smack him around until he is stunned and then chunk him into the moat
around the center platform. Either that or explode him with the Soul Reaver.

Special Powers:

When Morlock is no more, you will gain his force projectile ability. This will allow you to break objects that you
once could not.

Sound Glyph

8. Finished with Morlock and endowed with new powers, we should head for another Glyph to augment our growing
arsenal. This time around we are looking for the Sound Glyph. To find this nifty artifact we must head back to the
Sunken Cathedral. First we must leave the tomb. Look to the east of the closed metal gate to find a now open
passage. Follow this passage up and out a wooden door. Just inside this room stick to the right wall and climb up.
Then pass through the triangular door in spectral. This will drop you back outside of the tomb. Head to the Tomb of
Serafan Warp Gate and warp back to the Underworld. Travel back to the Sunken Cathedral through the many steps
to arrive back to the first room where the large pipes travel upwards and a large pit circulates air. Jump into this pit
but don't float upwards. Instead head inside the triangular cave at the bottom. Follow this path until you reach an
alcove with a stained glass window inside. Aim at the window and fire a force projectile to shatter the glass. Then
jump across to the wall and stick to the scalable surface. Climb up and into the path. Head through the way until you
reach a metal gate. Pass through this and travel into a huge room. We're talking tall and long. Three tall pillars sky
high into the air. Head to the far side of the room and grab the drumstick off of the wall. You will need this to ring a
huge bell later. Then make your way back to the metal gate and climb the walls on either side to a ledge above. From
the ledge, look to your left to find a small alcove to which you will want to aim and throw the drumstick into. The
reason for this is that you are about to have to switch to spectral and you will need the stick with you. Once you have
tossed the stick, switch to spectral to warp and shift the world. This will cause the first tall pillar to move close enough
to jump onto. Jump onto the pillar and then use the portal to switch to material. Then jump over to the left to pick up
your drumstick. Then jump back out onto the pillar. Then jump across the second pillar and again jump to the third. At
the third pillar set down the drumstick by crouching and then pressing square. Now look up towards the stained glass
window in the wall and shatter it using a force projectile. With the window broken, pickup the drumstick and hurl it into
the hole where the window was. Switch into spectral mode and then jump into the hole. From there switch back to
material mode and then pick up the drumstick. Walk up the short path to the huge bell and ring it using the drumstick.
Voila! Instant Sound Glyph.

Drowning Abbey

9. After you get the Sound Glyph, you need to head back to the Tomb of Serafan. So head to your nearest warp gate
and warp to the Tomb of Serafan Warp Gate. Once you are there, head back into the tomb through the metal gate
and through the long path to the arena where you fought Morlock. Once you are there look for a target symbol directly
across from the gate. Aim at the target and blast it until it falls through the other side. Then head through this new
passage. Jump down and go to your left and follow the passage down to the water. Move through the water and
follow the path up a ramp that leads out of the water. Here change back to material and continue your way to the left.
Here there will be a small pool of water which you need to jump across to a patch of wall on the other side that you
can scale. Get your butt up this wall and inside the semi-circle ledge. From here face away from the wall and jump
across out to the taller of the two pillars. Once you are on this pillar, use your force projectile to shove a block off of
the pillar up ahead. Once it is knocked off you can jump to the far pillar and then up to the ledge ahead. Then take
Raise up the stairs and through the wooden door ahead. Just inside the room opens up and splits into two paths.
Ahead is a somewhat secret room you can fill your energy and glyphs but this is somewhat of a waste of time. For
now, take the right path.

Weapons: Inside this dual path room, there are two staffs that you can grab. These are located on both sides of
the entry hallway.

Down the right path you will need to pass through a metal gate and then head up two sets of stairs. A blue
transformation portal will be waiting for you to switch to the solid world. As soon as you do, swing like mad to fend off
two beasts that will be waiting to attack you. Once they have been dealt with, move forward up to the large metal
cage inside this room. Inside you will see a tall block in the middle of the cage. Use your force projectile to send the
block against the far wall so you will be able to reach the high pathway above this room. Use your spectral skills to
pass through the cage and jump atop the block you shoved a few seconds ago. From the block jump up to the path
above. This path leads to a very long passage, which you will need to follow all the way through past a green metal
gate and out a triangular cave door. Once you are here, look down for a large Spanish sailboat. Jump down to this
boat and move to the higher right to reach a small ledge against the left wall. Jump up to this ledge and follow this
path back inside the wall. Use the blue portal to switch back to the material world. Just inside again you will encounter
a small room with two choices for continued passage. On the right, you should head inside the warp gate door and
activate the warp gate. We'll call this warp gate the Rahab Clan Boat Warp Gate. Once you have completed this
simple task, head back out and through the other door in the small room. Enter this door and follow the tunnel to a
dark closed door. This door will have a target like symbol in the center, which signifies force projectile. Smack the
door with a projectile and the door will open. A cut scene will introduce the Drowned Abbey as well as introduce the
clan of Rahab. The trick to the enemies here is that they are not susceptible to water attacks so forget about using
the good old H2O to kill them. Enough of that, you will now be at the entry way for the Drowned Abbey. Your
objective here is to infiltrate Rahab's water filled bell tower and ultimately put the end to his existence. From the ledge
you now perch atop, drop down forward to the lower step below. Then turn to your right and look for a platform poking
out of the water. High jump and glide over to this pillar. Ahead lies another platform so jump across. Again, ahead lies
another place for Raziel to jump atop only this time you need to place him on a semi-circular ledge along the wall.
Follow this ledge around and jump to the slanted edge against the right wall. Continue along this slanted
embankment and around the tall pillars to the end. Then high jump into the doorway to the left. Sure there were more
platforms you could have jumped to, but this way was much easier. You probably see the snake like vampire now
that you are inside the doorway. See those things he is hurling at you? Well if you were on those platforms out there
and he nailed you with one you would fall into the water having to go back a long way. Now that the snake vampire is
in reach, slay him and continue your journey through the door on the left. Inside the wooden door, fire a force
projectile to impale the vampire waiting ahead. Then move on and through the pathway to a green room that splits
into four ways. Move through and around the large screw in the center of the room to the path opposite of the
entrance. At the end of this passage you will come to a metal gate door.

Weapons: Two pipes lie on both sides just before reaching the above-mentioned door. Both make nice weapons
for fighting snake vampires.

Pass through this door and just inside will be two more of those lovable snake vampires. Smoke those babies and
then continue down the path to another metal gate door. Head out this door and continue your journey until the path
opens up into a larger room. From here you will see many pillars projecting from a medium sized pool of water.

Weapons: Just outside of the large room entry, look for two gold pendulum staffs. Grab one of these staffs for
use on the other side of the pool of water.

Now move up to the pool of water and high jump glide out to the first pillar. Then move from pillar to pillar until you
reach the other side. Once you reach the last pillar move quickly to the solid ground ahead.

Tip: One of those fireball chunking snake enemies is waiting for you on the other side of this pool of water. To
keep him from frustrating you by knocking you in the water, shoot him from long distance on the second to last pillar.

At the other side of the pool, head down the tall green path until you come upon a grey metal door. Enter here and
keep moving. Follow this path all the way until you start to descend into a deep pool of water. When you reach the
water, hop in and continue moving forward until this underwater passageway opens into a large room with a
checkerboard floor. As soon as you enter this room, follow the right wall around until you are under a short ledge.
Hop onto this ledge and climb above to a transformation portal above. Once you switch back to material, climb up the
scalable wall to your left. At the top of this sticky patch, there will be a shallow ledge, which will open up directly to
this tall room's rafter system. And guess what? You are about to have to tediously jump across from rafter to rafter to
get to the other side. Sounds like a bunch of fun right? Well get to it and hop your butt across those rafters.

Tip: To make jumping from rafter to rafter easier, take your time and be patient. Try to always make your jumps
from the center of each rafter. Most importantly, let off the D-Pad once you land.
Once you have made it to the last rafter in this room, your path may look to end. Look to the left wall to find a nice
doorway to jump into. Move into this path and you will face two more of the snake vampires. These buggers will get
on your nerves if you don't smoke them so kill them before you continue on. If and only if they are six feet under,
move down the short path to a large stained glass window. Shatter the window with your force projectile ability and
get ready for frustration. When you break open the window you will see a series of spigots spouting out water. If you
guessed that you have to jump to each one of these things, then you guessed right. So get busy and be patient and
make your way out to the first spigot. This is a long jump so make sure you will make it by running and then jumping
from the very edge.

Tip: Once you are up on the first spigot, to make the rest of the jumps easier move to the very edge before
jumping. Then high jump and glide to the next one. The jumps should be close but Raziel will pull himself up if done
correctly.

After you make it to the last spigot, move on to the short ledge ahead. Be careful not to follow this ledge as it ends
abruptly. Now jump across to a silo that sits in the water off to the left. Go around the silo to the right and look out to
the right. You should see a bell tower, which you can easily reach from your current position. High jump and glide
over to this tower and pull the chain inside to ring the bell. This will open a door at the bottom of the spiral staircase
over to your left. Now take the stairs down and follow them through the water and up to another set of stairs. Head up
these stairs and you will be in the Rahab boss room. Here, move across to the far side of the room and use the short
pillars to proceed up and out of the water. At the tallest pillar switch to material and the boss battle will begin.

Fifth Boss: RAHAB

Rahab is a water creature that is very susceptible to attacks by sunlight. Notice inside this circular room that
there are many stained glass windows. The trick to beating this boss is to shatter each of the windows in this room
allowing enough light to come through so you can burn the poor bastard.

Special Powers:

After you defeat Rahab, you will no longer be forced to change to the spectral realm when submersed in water.
In effect you gain invulnerability to water as well as the swimming ability.

Once you have defeated Rahab, you will now have all of the requirements you need to acquire the rest of the Glyphs.
In no way are the Glyphs needed, and to tell you the truth they really don't help much during the game. But then
again, they aren't that hard to get and I have included how to get them below. Still your first objective after defeating
Rahab is to exit the Drowned Abbey. This is a somewhat long journey so lets get started. Jump into the water inside
Rahab's tower and swim down to the bottom. Look for a doorway from which you entered from and head back up this
path and out of the water to the top of the bell tower. Here you will watch a short cut scene that will tell you about the
upcoming boss, Dumah and tell you where he is located. After this plays you will need to head back to the tall room
with the checkerboard floor which you jumped from rafter to rafter. The closest route to this room from the bell tower
is to jump out into the water below to the left. Once in the water follow the left wall to reach an underwater gate and a
short wall above. Use your new speed jump to burst out of the water and onto the top of the short wall above. Then
jump into the water on the other side. Follow the water back to where the floor changes to checkerboard and then
pass through the gate to enter.

Fire reaver: Once through shift back into material and then continue out around the cylindrical structure and
around to the face. Face towards the large stained glass window here and shatter it using a force projectile. Now
head into the path this creates and down a spiral staircase. At the bottom, follow along the left wall up to an opening
to the right that leads down more stairs. Travel down these stairs and at the bottom follow forward a short bit to a
large stained glass window against the left wall. Shatter this and enter up the shaft and out of the water. Walk up to
the fire ahead to acquire the fire reaver. With this ability you can from now on, set the Soul Reaver on fire where ever
you encounter a flame.

Now head back out of this small room head back up the stairs to the right and just as you exit the staircase, move to
the right and head up the third window shaft. A stream of sunlight will distinguish this window from the others. Now
follow the path here up to a tall cylindrical pathway above. Swim up through this room again to a pathway above. This
path will then open up into a large underwater room which you will navigate up and across to a path in the first alcove
to the left. Again move through this path which leads to another underwater room only this one can be distinguished
from the others because it has an underwater staircase on the bottom below where you enter. You are now outside of
the Drowned Abbey.
Mad Glyph search

10. Now you can either skip these next few sections or continue through the walkthrough in a continuous path. I am
writing this as one complete journey but once you get familiar with the future world of Nosgoth, you will be able to use
this more for reference and less as a hand holding, take you completely through the game write up. For now, lets get
the Glyphs.

Fire glyph: Since you should be already in the underwater room with the stairs on the bottom, move to the
opposite side of the room from these stairs. Take the passage here through and out to a deep pool. Swim to the
surface and head left at the top to a wooden door. Take the wooden door and inside, use the crank on the right wall.
Now quickly switch to spectral mode to hold the doors that the crank opened ajar and pass through into a room with
another crank on the wall. Switch back to material and use the crank here to open the red metal gate. Then head
back outside and move around the room to a deep cave with a wooden door at the end. Head in the door and you
will see a cut scene showing you how to reach a fire across the room. Switch to spectral mode from the perch you
start on and drop down to the ground. Then climb up from pillar to pillar making your way up to the other side and the
flame. Light your Soul Reaver and then head back out of this room and back outside to where the red metal gate was
once closed. Follow through to a new room inside that holds a large statue. Walk up and torch the bowl the statue is
holding to receive the Fire Glyph.

With that done, head back out from the way you came and down through the path by the underwater stairs. Go up
and take the passage to the right and you will exit directly into Raziel's clan castle. To your right from here is the
Raziel Clan Castle Warp Gate, which you should use to warp back to the Silenced Cathedral Warp Gate. Once there
head back out to the cathedral moat and jump in.

Sunlight glyph: From the Silenced Cathedral moat, swim to the right until you reach a gate. Pass through and
shift back to material. Then swim up past a widening of the passage up and into another passage above. Continue up
the path until a cut scene plays showing you where to go. Now swim along the right wall to an underwater passage
and follow this up into a Warp Gate. We'll call this the Sunlight Glyph Warp Gate. After you have activated the warp
gate, head back out into the to the deep water and swim to the surface. Then move over to the rock wall and climb up
along the left wall. Make your way up along the wall jumping from cliff to cliff, and climb up until you a short path that
leads inside the rock wall. Move into this path and out into the new room. From here turn away from the wall and
jump across to the glass lighthouse below. To the left of the lighthouse, go through the wooden door to the other side.
You will then be at the other side of the actual lamp of the lighthouse. A cut scene will again show you where you
need to head and then make your way down the path on the left wall down to the first wooden door. Move into this
room and follow the path inside to a room with metal duct in the center. Climb atop the duct to the top and look to the
left to find a dark block you will need to shove off. Then drop down and move the block around to the crank. Then use
the crank and watch the action it performs. After you see that you need to block the flywheel position the block over
so you can quickly shove the block in the way of the wheel after you use the crank again. Once the flywheel is
blocked, notice the torches in the room and their now constant lit state. Then head back out of this room back onto
the sloping ledge and follow this down to the waters edge below. Then jump out onto the platforms floating in the
water and onto a mossy rock and then into what seems to be the bottom entrance of the lighthouse above. Follow the
short path inside through a door and you will then be in a tall cylindrical room with a spiralling catwalk along the wall.
You need to reach the bottom of this silo but don't bother with trying to walk down, jump down to the bottom and head
out the path there. Continue following the path to the left through the drill like structure and into another room with a
second drill like structure. Only this time there won't be a triangular opening for you to pass through. Here, use the old
trick and switch to spectral mode. This will raise the drills so you can pass by. Head up the path continuing to the to
the right and use the portal here to switch back to the material side of things. Open the wooden door and move down
the passage to a set of double doors. Go inside here and move towards a tall pit to the left. There will be two pipes
projecting into this here pit and plenty of blocks as well. Use the blocks here to connect the piping and then jump out.
Now follow the pipe out of the pit and back into a secluded little room and switch on the water flow. A cut scene will
show all that you have done and believe me it's a lot. You have not only turned on the water but you have also
started a water mill, which is pumping a huge bellow to the right of the tall pit. Make your way over to this structure
and climb atop using the three greenish steam flows. Float Raziel atop the mill and then climb onto the huge bellow.
When the bellow is fully extended use the added height to reach a small catwalk ahead. Now scale the many
catwalks up to the top and enter a door. Then jump down and follow the path up to a room with three huge pistons
churning away. Head on to the far side of the room and against the left wall, fall through a small hole to the room
below. Turn away from the screws here and head out the path back into the tall silo. Climb all the way back up the
catwalks and out across the water back to the sloping path on the side of the wall. If you paid attention you will have
noticed that the lighthouse is now working and spinning a beam of light across the land. As for where the boats
and rocky shores are? Well who knows? At the bottom of the sloping rock path, enter the room ahead and watch the
cut scene showing the light projecting across to the wall ahead. The next time a beam of light passes through, quickly
shift to spectral and the Sunlight Glyph will be yours. Now make your way back to the Sunlight Glyph Warp Gate and
warp to the closest gate ("Dreamcast") to the Abyss Cliffs.

Once you reach the Abyss Cliffs you will need to head out onto the second pillar in the center of the Abyss. On the
second pillar there are two places you can travel. Directly across lies the path to your battle with Dumah and to the
left lies the Human Citadel. Jump over to the left and enter the upward path that drops off into the water. Once in the
deeper water, swim outward and then to the surface. This will begin your search for the Water Glyph.
Water glyph: Look on the far wall to find a small wooden door situated in the rock. Enter this door and head
up the stairs inside. Here at the top, there will be two blocks sitting inside the walls. Pull both the blocks out and
stack these puppies atop one another so you can reach the ledge above. Then continue the short path to the
window and high jump across so you can infiltrate the human city. From the orange walls, move forward through
the the passages here until you reach a set of double doors that open into the actual human city. Ahead will be a
short bridge over a stream of water that you will need to hop into. In the water look for a circular gate and blast
the center of this barrier with a force projectile. Head up the pipe here and swim past the spinning fan blades
into a pipe above. Make your way through lower sewer tunnel here and continue until you reach a nice waterfall.
Jump out of the water into a room to the right of the waterfall and head up the stairs and past the statue to a
room on the right. Go up stairs here and jump across a short brook. Then pull the close by block out of the wall
and push it into the brook. Then push the block to the left and down into a tall room with a square hole in the
center. Plug the hole with the block here and water will fill the room. Now go back to the statue and the Water
Glyph will appear. Once you get this nice artifact head back to the city. Now jump out of the water and head up
the first passage on the left of the city through a door and up a nice set of stairs. Continue on the path until you
reach a large alley like room that flows around in a square. Take Raziel along to the right and look for the first
upward pathway on the left. Head up this to enter a warp gate. We'll call this the Human City Warp Gate.

At the warp gate here, you will need to head back close to the Abyss and seek out Dumah.

Your brother Dumah (Ash Village)

11. Your journey to find Dumah will send you back to the Abyss Cliffs. This time, head out to the second pillar again
and jump in the water in front of the unreachable path ahead. From the water, use your swift jump technique to reach
the ledge above to pull yourself to the previously unreachable path. Inside follow the path to a snowing valley. From
the valley past through a tall archway and follow the right wall to a tall scalable pillar. Behind this pillar and further to
the right move into a dark tall cave to find another warp gate, we'll call this one the Ash Village Warp Gate. Now with
this warp activated, head back to the tall pillar with the climbable face. Climb atop this pillar and face away from the
warp gate and look down to find a castle wall, which you will glide down to and over.

a. Just over this castle wall lies the entrance to the actual Ash Village, the home to Dumah and his kind. On the
far side, pass through a gate. Inside this gate a large caged room will sit in the center. With Raziel still in spectral,
head around this cage to the far side where you can switch back to material. Then move up to the gate ahead and
blast the block in the center of the room flush against the far wall. Then switch to spectral to pass through this gate so
you can move to the block you just blasted and jump atop to a pathway above. Here switch back to material and drop
down through hole ahead. Now move along the passageway to a wall holding a block, which you need to grab
and drag back a bit so you can reach a ledge above on the right wall. >From the ledge here, you will be above the
outside courtyard and you will need to jump across to the alcove. From there move through the path until a nice cut
scene plays and shows you what to do. Below will be two green pools of water. In the middle a piece of dry land will
play an integral part for the pseudo block puzzle you are about to endure. Glide down to the bridge in the middle and
then jump up to the ledge on the right side of the room. There use a crank to drain all of the twisted looking water
from the two pools of water. Now hop inside the first pool and situate all of the blocks so that you can move one atop
the divider. Do this and then shove the block down into the second pool. Now move back to the first pool and move
the blocks again so you can shove another block atop the bridge only this time don't shove it into the pool. Hop into
the second pool and stack two blocks atop one another and shove the stack against the bridge wall. Climb onto the
bridge and push the block here onto the stack creating a stack of three blocks. Now push this to the other wall and
use it along with the single block to reach the high ledge above. From there follow the passage to the Furnace Room,
which you will enter from the venting. Drop down from the venting and make your way around this circular room to a
valve. Use the valve to turn on the gas flow here and then head on around to the floor switch to set off an explosion.
This will open a new path directly behind the floor switch. Through this path will lead you to an area above the caged
room where you blasted the block against the far wall. Just ahead you will see a block. Push this block down to
the ground and then move the block over to the block already there and stack these puppies. Now move the stack
over to the opposite wall from where you just jumped down. Hop atop and climb in the path here. Now head down the
yellow path and another cut scene will play showing your objective. You need to reach the top here. So switch into
spectral to warp the world and move from alcove to alcove all the way to the very top. At the top there will be a cog
and switch but before you can use this switch, you will need to jump across to the portal. Do this and then jump back
across. Use the switch and a drawbridge will drop below. Then jump down to the bridge and head into the grey
passage. Follow this path until it splits to the left and right. Take the right path until it ends by a gate. To the left look
for a block inside the wall. Now pull the block back towards where Raziel looked upward and jump up to the ledge
there. A cut scene will play showing you again where to head only where it wants you to go, you can't reach without
any spectral trickery. So do your thing and switch to spectral and move from pillar to pillar to reach the slanted
path above that the cut scene showed you. Jump into this path and glide over the gate below and land next to the tall
object. Once inside this gate, push over the object to break the gate and the door to Dumah's chamber of
entrapment. Follow the path up to Dumah and a cut scene will play.

Sixth Boss: DUMAH


To battle Dumah, you must first awaken him by pulling out the three staffs that have impaled him. Dumah is just
about the strongest boss in the game and is actually invincible to normal attacks from Raziel. To defeat this mighty
beast you must lure him out of his chambers and all the way back to the Furnace Room. Once he is there, he will
stand in the middle of the room. Then use the two switches in the room to burn him to a crisp.

Special Powers:

After you defeated Dumah you will receive the powers of constrict. This power is both a weapon
And a tool that Raziel can use to move objects he previously could not.

b. With Dumah defeated, head out of the Ash Village castle and back into the snowy valley. Head to the left
and follow the valley all the way until you reach a large sundial on the ground in front of two huge closed off
doors. The passage ahead leads into the Oracle Caves but first you will need to use your constrict ability to turn
the sundial and open the doors.

Kane's scent (Oracle Caves)

12. Ahh, Dumah is dead and all that is left is to reach Kane. It has been a long journey right? Well let’s embark on the
last leg and find out what happens next. Now head into the doors that you opened with the sundial. You will then
head down a purple cave past a fire to reach a metal gate door. Head through the gate up to a warp gate passage on
the right. Head inside and activate the warp. We'll call this the Oracle's Warp Gate. Now head back to the right and
pass through what looks to be a dead end.

Weapons: In front of the rock on the left side, you can find a staff with an hourglass cut-out. Grab this later on.

Now switch to spectral to pull off some of that loving magic and look to the left wall. A crack will have opened and you
can now pass through and continue. Walk through and switch to material on the other side. You will now see an
opening ahead and two closed doors to your left and right. In the middle, use the constrict ability to circle around the
spindle to open the doors on the left and right. Now head through the left door and enter the gate.

a. What you are about to begin is one of the more confusing objectives in the game. Just inside the metal
gate switch to material. Now look along the walls and notice the symbols above each hole. Now head to the other
side and pull out the block below the green slanted "7". Push this block out into the lower courtyard to the right
and then pull the block out from the red slanted "Z" and shove it into the hole under the green slanted "7". Now
shift to spectral and pass through the gate and make your way back to the left side. Pass through this gate and
switch back to material and grab the block from the courtyard and drag it back to the hole under the black "Z".
Shove the block in and then head back to the other side through the gates. At the other side switch back to
material and grab the block under the green slanted "7" and shove it in the hole under the black "O". Once
completed, this will open all of the doors in this puzzle room.

Now head back into the courtyard and out the large double doors into a tall passageway with pink pillars. To the right,
follow a path until you reach a room with another spindle in the center. Constrict this spindle to open a passage to the
right where you can recharge your Glyphs. Then head to left up a short ramp until you reach a gate, which you must
pass through in spectral. Do this and continue up the path until you reach a room full of warped rafters. Here jump
across to the other side. Then jump to the alcove on the right to switch back to material. Carefully move to the edge
and jump back across. Move through the doorway to a block puzzle room across a red and yellow pit. Position both
blocks in front of the holes on each side and then jump across the pit and use your force projectile to shove them into
the holes. Then the door in the center of the room will open. Continue through the door forward until you reach a
room with four tall spindles. Here point each spindle towards the gold picture in the center of the floor. Once this is
done a cut scene will show a new door opening back at the beginning of the level. Notice that this door that is shown
in the cut scene is actually back by the crack in the wall from which you entered this cave. Head back there and
switch to spectral once again to open the crack. Just outside, switch to material and head up to the new open door
and walk up to the Oracle's Cauldron. A cut scene will introduce the Oracle and after this plays you will need to
constrict the pot. A grey passageway will then open which you will need to follow out to a circular room. Head to the
right by the switches in the floor and a cut scene will play. After it plays use the switches to set the clock to 12:00.
Another cut scene will show the floor below this clock dropping out. Jump down to the very bottom here.

b. At the bottom of this clock tower, there will be many glass prisms, which need to be set to the
corresponding colors on the wall. Use common sense to set each of the 3 blocks and then turn the mirror in the
center of the room using constrict to flash each color. Once this is done you will see more doors open. Go out the
path here and down to a set of two-tone double doors. Open them and head inside.
c. You are now inside a circular room with a gigantic clock on the floor. Notice that on the sides of the walls there
are colors and symbols that correlate to clock hands and symbols on the floor. There are also three colored barrels
situated in the room. Each colored barrel will be used to move one of the clock hands by constriction. Use constrict to
set the clock hands to match the symbols on the wall. Once done, this will open the triangular gated door.

Tip: Although this may be attributed to our early copy of the game, the tuning of each clock hands seems to
be buggy. If you watch the circular gated door you can actually See if you are moving the hands correctly as the
opening will widen.

This door leads to a path that progressively heads down. At the bottom head right and across to a ledge next to a red
spiked cogwheel. Keep heading down this path until it opens to a huge room with two giant cogs on the floor. Drop
down by the cogs and notice three grey blocks lined up between the two cogs. Move all three away from the cogs so
that the cogs can spin freely. This will make a large clock pendulum move a platform back and forth across the far
wall. Now jump onto the left cog and look left to find a raised platform. Jump to this platform and then onto the ledge
along the wall. Follow this down the side of the wall down by where the platform is swinging back and forth. When the
platform gets close, jump atop and ride to the top where you can move into a doorway. Inside this doorway there will
be a steep drop. Drop down then follow the pathway from here to the first opening on the right. You will come to a
gate that blocks you and a block on the other side. Blast the block off using force projectile. Then continue down the
pathway to a second opening on the right. Repeat the previous procedure knocking the block down to the ground
below. Then head to the very bottom of the path and into a large room with a picture gram puzzle on the floor. Move
the blocks to match the picture on the ground and then a door will open allowing you to continue. Head through to a
room with a hole in the ground, which you will jump into, and follow the passageway ahead. Move through to a large
area where you will come to three separate circular rooms. On the wall, outside, look for three black symbols. One
looks like a football goal. Each symbol consists of two pieces. Walk to any of the three rooms and match the symbols
together correctly using your constrict ability. Once all three symbols have been completed a swinging platform will
drop down and allow you to reach a switch in each room. Switch each of the switches and this will open a door back
in the main passage. Go through this door into a winding passage that leads to the final battle. Proceed to the very
end watching each of the cut scenes until you reach the actual battle room where you will fight Kane.

Final Boss: KANE

Kane is the most powerful boss in the game. However defeating him is not as hard as Dumah. Just like in the
first battle with Kane, he will teleport around the room and zap you from afar. Each hit will either send you into
spectral or darn near close. You must hit him three times to defeat him. Once on each tier of the room.

Special Powers:

Since you actually never get to engulf Kane's soul you don't get any powers from him.

13. End of the game.

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