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. Kain first encounter (Pillars of Nosgoth)
Second Boss
Kain
5. Search for Zephon (Silenced Cathedral)
a. climb the silos
b. find the entrance
d. power the air shaft
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. Kain's scent (Oracle Caves)
a. letter puzzle
b. pretty colored prisms
c. clock on floor
Final Boss
Kain
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 Raziels 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 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
game's
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 a bat
headed staff 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 spiraling 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 cutscene 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 into a
new
warp room. This warp room will from here on be referred to by the "Spiral Staircase 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
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 door way 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 rampway 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
no
where 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 cutscene 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 for a block that is inside the wall across
the
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 are 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 screwlike pillars protruding from the ground.
weapons: Inside this large mechanical like room, you will find another staff along
the
right side of the room, snag 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 cutscene 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 Kain's sons. Because of this, his form is imperfect and his body
is trying
to reject the evil vampiric 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 half-way 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.
Kain first encounter (Pillars of Nosgoth)
4. Your next journey in the game is to find Kain. 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 passage ways passing through
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 Razzias 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 artifact 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 artifact 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
artifact. 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
artifact. 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 Kain.
Second Boss: KAIN 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, Kain is one powerful mofo.
He
still carries the Soul Reaver he acquired in Blood Omen and because of this, he is
somewhat invincible.
During the fight Kain 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 cutscene of Raziel almost biting the big one.
(editors note: WHY
the hell don't we get to hear Kain cry Vae Victus!)
Special Powers:
Although it may seem Kain has just sent your butt back to oblivion, what he did was
actually
destroy his prized possesion. 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.
Kain 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 Kain's horrible actions and hint you on your next
objective.
tip: Once a loyal assistant to Kain, Ariel now holds allegiances to no one. However she
helps those
who are out to end Kain'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 cinematics 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 cutscene. 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 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 cutscene 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 to. 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 cutscene
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 cutscene 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 cutscene 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 airstream,
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 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 firey 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
cutscene
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 cylinderical capsule. Inside is an energy artifact. 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 block 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 cutscene will show the capsule breaking up allowing you access to the
goodies inside. Pass through the gate again and grab the energy artifact. Ahh, the gentle
hum of a
new energy artifact. 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 air
shaft 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
gray 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 gray 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 air flow 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.
grab 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 airstream 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 flame thrower. 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 Kain'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 flame thrower. 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 gray 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, my 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 Preists
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 warpgate 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 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 cutscene 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 is a staff against the wall, snag 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 cutscene 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 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
cutscene 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 existance. 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 gray 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 who 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 cutscene
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 cutscene 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 cutscene 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 cutscene 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 spiraling 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 cutscene 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 payed attention you will have noticed that the
light house 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 cutscene 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 passage way 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 cutscene 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 cutscene 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 gray 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 cutscene 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 cutscene 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 cutscene 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.
Kain's scent (Oracle Caves)
12. Ahh, Dumah is dead and all that is left is to reach Kain. It has been a long journey right? Well
lets 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
cutout. 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 cutscene will show a new door opening back at the
beginning of the
level. Notice that this door that is shown in the cutscene 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 cutscene will
introduce the
Oracle and after this plays you will need to constrict the pot. A gray 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 cutscene
will play.
After it plays use the switches to set the clock to 12:00. Another cutscene 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
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 gray 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
cutscenes until you
reach the actual battle room where you will fight Kain.
Final Boss: KAIN
Kain is the most powerful boss in the game. However defeating him is not as hard as Dumah.
Just
like in the first battle with Kain, 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 Kain's soul you don't get any powers from him.