LEGACY OF KAIN: SOUL REAVER A spoiler free walkthrough for Legacy of Kain: Soul Reaver (Playstation) Written by Keith Knights (email@example.com) ============================================================================== Contents ============================================================================== Note: To skip to a particular section press Ctrl + F and copy the section's code into the search bar eg: Lok-Abi Section 1- Game Information Introduction....................................................[LoK-Int] Controls........................................................[LoK-Con] Abilities.......................................................[LoK-Abi] Eldritch Glyph Abilities........................................[LoK-GAb] Enemies.........................................................[LoK-Ene] General Hints & Tips............................................[LoK-Gen] Section 2- The Walkthrough Part 1- The Abyss...............................................[LoK-W01] Part 2- The Necropolis..........................................[LoK-W02] Part 3- The Graveyards..........................................[LoK-W03] Part 4- The First Boss..........................................[LoK-W04] Part 5- The Pillars of Nosgoth..................................[LoK-W05] Part 6- The Second Boss.........................................[LoK-W06] Part 7- The Silenced Cathedral..................................[LoK-W07] Part 8- The Third Boss..........................................[LoK-W08] Part 9- The Sarafan Tomb and the Fourth Boss....................[LoK-W09] Part 10- The Drowned Abbey......................................[LoK-W10] Part 11- The Fifth Boss.........................................[LoK-W11] Part 12- The Ruined City........................................[LoK-W12] Part 13- The Sixth Boss.........................................[LoK-W13] Part 14- The Oracle Caves and the Chronoplast...................[LoK-W14] Part 15- The Final Boss.........................................[LoK-W15] Section 3- Miscellaneous Eldritch Power Glyph Locations..................................[LoK-Gly] Eldritch Power Upgrades.........................................[LoK-UpG] Health Ugrades..................................................[LoK-UpH] Credits.........................................................[LoK-Cre] Section 1- Game Information ============================================================================== Introduction [LoK-Int]: ----------------------- The purpose of this guide is to provide a spoiler free walkthrough for those who are either stuck on a particular part of the game or who want to ensure they don't miss any power ups but don't want to have the plot revealed to them by reading ahead. As such I will avoid naming bosses or describing the events in any cut-scenes. The only potential spoiler material will be in the description of any locations or abilities as it is difficult to explain how to proceed without them. Controls [Lok-Con]: ------------------- Basics: Start= Pauses Game Select= Access Glyph Select Menu D-pad/Left Analog= Moves Raziel/Move menu cursor X Button= Jump/Swim/Select menu item Square Button= Attack/Perform action Circle Button= Absorb Soul Triangle Button= Perform Execution attack (with weapon)/ throw weapon L1= Crouch/Crawl R1= Lock on/Sneak L2/R2= Rotate camera Advanced: Hold L1 then press X= High Jump/Speed Burst when swimming Hold R2 + L2= Enter "Look Mode" Jump then Hold X= Glide Hold R1 then D-pad + X= Dodge in that direction Hold L1 then Square= Flip a block Abilities [LoK-Abi]: -------------------- Phasing Between Realms: This is Raziel's basic ability to switch between the Spectral and the Physical Realms. Going from the Physical to the Spectral can be done at any point but in order to travel the other way Raziel must have full health and be standing in a blue portal. If Raziel loses all his health in the Physical Realm he will automatically revert to his Spectral form. Wraithblade: The blade can only be used in the Physical Realm when you are at full health but when you have it the gradual sapping of your strength does not occur and it gives you the ability to kill vampires without having to search for another means. It can also open certain doors with a hole in the middle. In the Spectral Realm it can be used regardless of health. Scaling Walls: In certain areas there are walls with horizontal lines across them very closely spaced. Once you have acquired this ability you can climb these in order to reach previously unreachable areas. This can only be done in the Physical Realm though as walls are too insubstantial to support you in the Spectral. Force Projectile: Use the triangle button to send a blast of energy to knock back opponents. In combat it can be handy to throw vampires onto wall spike or against walls to cause damage but it's real advantage is in puzzle solving. It also works both in the Spectral and the Physical which is nice, though the puzzle aspects must be done in the Physical. Swimming: Swimming can be performed by holding X or L1 and X for bursts of speed and for jumping out of the water high enough to grab platforms. The downside is that you are defenseless when swimming so keep away from the Rahabim. Can only be used in the Physical. Constrict: This move is performed by running in a circle round an enemy or an object to create a band of energy which then closes in on them. The way it is described in the game makes it sound like it is useful in combat but it really isn't. It is used in the Physical Realm to solve puzzles however and get the last health and glyph power-ups. Eldritch Power Glyph Abilities [LoK-GAb]: ----------------------------------------- Force Glyph: This creates a shockwave which knocks back your opponents. Not very powerful but it does come in handy when fighting more than one foe. Takes one Glyph point to use. Stone Glyph: Freezes enemies for a short while in a state where they can be easily smashed. Useful if you want to take out an enemy quick without getting hit. Takes two Glyph Points to use. Sound Glyph: Sends a blast of sound out in all directions which stuns vampires so they can be killed. Doesn't work on humans though and is fairly expensive at four glyph points for what it does. Takes four points to use. Fire Blade: Not strictly a Glyph Ability but it is earned in the same way. This increases the destructive force of your wraithblade, allowing your force projectiles to set vampires on fire from a distance. It loses the fire element in water or in the Spectral though so must be reimbued by waving it through any of the fire sources you find on your journey. Water Glyph: Gives out a wave of water which damages your opponents and kills them if they are stunned. I didn't find this one very useful unless you need to kill an opponent quick because another is closing in. Takes six points to use. Fire Glyph: A powerful area of effect attack which can kill most enemies instantly. Its one flaw though is that it doesn't have a very large blast radius so is only good against enemies grouped together. Takes eight points to use. Sunlight Glyph: Incinerates any vampires in your vacinity. Very powerful but expensive to use and it doesn't work on humans. Takes ten points to use. Enemies [LoK-Ene]: (in the order they are encountered) ------------------ Sluagh: These strange green reptilian fish-like creatures inhabit the Spectral Realm. They pose almost no threat and you can simply wade in with your claws to kill them. When beaten they turn into a transparent version of themselves which can be absorbed for health. They do have a habit of running away when low on health themselves though so sometimes must be chased down to get their lifeforce. Most of the time you should just run straight past them. Dumahim: These are the bulky hunched over vampires. They are relatively easy to kill as their wild lunges give plenty of time to dodge to one side and get in your own attacks. As with all vampires they should be impaled or thrown onto spikes, into water or set on fire. Fledglings (the ones without the glowing red eyes) can also be killed by sunlight. Only found in the Physical Realm. Melchahim: Zombie-like vampires who often pop out of the ground. Their attacks are not as wild as the Dumahim and they occassionally dodge but otherwise they should be treated the same. Only found in the Physical Realm. Spectres/Wraiths: These annoying enemies appear as cloaked figures with only their glowing eyes peering out from beneath folds of ragged cloth. They can fly which means they must be lured down to the floor before they can be dispatched. When they hit it creates a link which drains your health until you are able to hit them. They can also inhabit dead bodies that have not been properly disposed off so should be dealt with as quickly as possible before they resurect an enemy in the Physical Realm. If they do the resurected vampire will have the same energy draining ability as a wraith and emit blue sparks. Only found in the Spectral Realm. Human Crossbowmen: Armoured humans carrying crowbows. They have projectile attacks as you would expect but they also have a fairly damaging close attack due to the blades on the end of their bows. Humans can take very little damage though and require no finishing move to send them on their way. Only found in the Physical Realm. Zephonim: These gangly, spider-like vampires are a bit tougher than the vampires you have faced so far since they have a better range and can appear by climbing up or down walls, catching you off guard. However, their lunge attacks can be easily predicted by them crouching before they spring and should be killed in the normal fashion. Only found in the Physical Realm. Human Knife Throwers: These people have steel masks on and carry two curved blades which they can throw at you to do a fair bit of damage. Dodge the throw and then close in for a quick kill as they don't have the endurance of the vampire foes and don't require any finishing moves. Only found in the Physical Realm. Human Priests: Similar in appearance to the knife throwers except they carry staffs. Even weaker than the knife throwers as they don't have projecticles and can be picked off at your leisure. Only found in the Physical Realm. Human Flamethrower Users: You'll know these guys as soon as you see them because a jet of flame will shoot towards you. Jump over it and pile in the attacks to take them out quick else they become a real problem. Only found in the Physical Realm. Once you get the force projectile though these become very easy as you can just stand outside their range and blast them. Turelim: Big, hulking brutes with bat-like ears and an annoying force projectile attack which makes taking them out a priority. Up close they fight similar to a Dumahim vampire without the tongue lash attack. Usual tactics required to finish them off as they are, after all, vampires. Rahabim: Vampires with the head of a cobra crossed with a fish. They are immune to water as they can swim but even the adults can't deal with sunlight. They too have a projectile attack but their attacks aren't as damaging as the Turelim and their lunging bite attacks are easier to avoid. General Hints and Tips [LoK-Gen] -------------------------------- -Watch where Raziel is looking. Often his attention will focus on an enemy which is a great early warning for when a vampire is lurking round the corner. -Whenever you get a chance carry a spear with you in the Physical Realm. Even though you may have the wraithblade a single hit can rob you of its power and make life more difficult. You can throw the spear and then finish with the blade if you want but it's always good to have a back-up as throwing enemies onto spikes etc can be a fiddly business. -Avoid pulling stakes out of dead vampires as this will let them get back up. Instead absorb their souls as quickly as possible and if it has already gone back into the body you can just leave them there. -Running from fights is often just as easy, especially if you have nothing to gain from them. -If you get stuck in one realm and are unsure where to go try switch realms as things often change form from one to the other. -The little glowing balls of Eldritch energy can be located throughout Nosgoth so if you're low look up at high ledges and in the Spectral Realm as they can often be easily replenished. -None of the Glyphs are actually necessary to complete the game and since the combat is not difficult for the most part they don't even help that much. The puzzles and exploration involved in finding them though are very rewarding. -Try to absorb vampire souls quickly as they will get back up if you let their soul go back into their body. Find a safe spot to absorb if necessary. This doesn't apply to the blade though as it blows your victims apart. -If a vampire is in front of an environmental hazard like water or a stake use the force projectile for an instant kill. =============================================================================== Section 2- The Walkthrough =============================================================================== Part 1- The Abyss [Lok-W01] --------------------------- After the cutscene you will find yourself in an area designed to give you a chance to get used to the controls. Follow the path leading out of the starting chamber to be introduced to your first Warp Gate. These allow you to travel between fixed points instantly but only those you have already visited as they require activating, which means right now this one is of no use to you. Instead head through the corridor opposite into a second room. Use the circle button to absorb enough souls to fill your health bar and the next corridor will open. Here you will have to jump over some smaller steps and then use the high jump to get up the taller cliff faces. At the top jump and glide your way onto the platform across the chasm. In the next room you will find your first fight, a couple of Sluagh. They are not really much of a threat and can be killed easily by a few hits with your claws. Use the lock on button to make it easier though and get a feel for the dodging ability. If they only have a little life they will run away which can be annoying but once you have killed both absorb their souls and you can continue by jumping up the ledges into the next corridor. Through here you will discover a portal into the physical realm. It's worth pointing out here that your health decreases gradually in the physical realm so keep an eye on it and absorb souls whenever you get the chance. Walk onto the portal and then press select to chose the glyph which will allow you to manifest in a physical body. There is a path with a gate at the end of it and a part of the wall which looks different but as yet you can use neither so go back the way you came and jump over the water (if you fall in you will be taken back to the spectral realm and have to collect enough souls to go through the portal again). Press square to open the door and meet a couple of fledgling Dumahim vampires. You can only kill these opponents with fire, sunlight, spikes or water but first you have to soften them up. Try to draw an attack by dodging round your enemies then hit them when they miss. Use triangle to grab them when they become dizzy and throw them into the nearest hazard. When finished absorb their souls and then grab the block by holding square and manoveur it into position underneath a ledge which you will see up on the left if you are facing with your back to the water. Use the block to jump up to the ledge. Part 2- The Necropolis [LoK-W02] -------------------------------- Go to the door and you can grab a torch if you like but there is a staff on the wall outside which makes a much better weapon. Once the cutscene is over grab a weapon and use triangle to finish off the Dumahim adult ahead of you. The eyes glow on the adults and they cannot die in sunlight but other than taking a few more hits than the fledglings they are not much more difficult to beat. Once he is dead and you've absorbed his soul head right, take out another adult and go down the pathway behind. You'll get an opportunity to try sneaking up on an opponent and once he's dead continue on till you get to a door with a blue symbol on the left which you should go through. It will take you to the second warp portal which you should activate by stepping on it as with the one before. Once activated head outside. There is another Dumahim for you to kill in the tunnel on your left. Do so and follow the tunnel outside for another cutscene which will leave you facing the chasm you need to jump over. On the other side is a tunnel which will lead you to a fledling Dumahim. Dispatch him using your staff then go through the door on your left. You will be confronted with two Dumahim adults which you have to kill. One has a tendency to charge ahead of the other so let him come to you so you can take them out one at a time then go through the gate which opens. You will then be attack by another two adults. Once they are dealt with go through the door on the right at the top of the stairs to activate your third warp room. Exit the warp room and go through the door opposite. The corridor on the left is flooded so turn right and take out the fledgling in your way, then adult behind him. Go through the gate on your left and kill the adult that blocks your path. There will be on more adult to defeat before heading up the spiral staircase. At the top be careful as there is another adult lurking. Beat him then activate the switch on the back wall to drop a bridge into the next area. Follow the new pathway until you come to a ledge where you should drop down and go up the staircase. Here you will face two Melchahim adults. They are no more dangerous than the Dumahim but their attacks lunge less wildly. Jump down and defeat them then go through the metal gate. Ignore the man to your right as he won't attack and climb the cliff to enter the graveyards. Part 3- The Graveyards [LoK-W03] -------------------------------- In the graveyard there is another Melchahim adult which you should kill then go right and move the block so that it is up against the left hand wall. After the cutscene you will find a Melchahim adult ahead will pop out of the ground so beat him then head up either ramp to face two fledglings. There is a metal gate on the left hand side which leads to a spiral staircase heading down to another warp gate for you to activate. Follow the corridor till it opens up into a large space with a pool of water blocking your progress. If you want to refresh your life bar you can go over to the mounds of earth ahead of you to fight a Melchahim adult. Next you need to jump and glide across the water from plaform to platform till you reach the other side. Don't worry if you fall in as you will only transfer to the Spectral Realm so you can replenish your health and have another try. Once across defeat the Melchahim adult, go through the metal gate and down the ramp into a room which appears to be a dead end. Switch to the Spectral Realm and defeat the wraith you find there by luring him down to you and then piling in the attacks. Once he is dead absorb his soul to fully replenish your health and look to the wall near the entrance to the room. Part of the wall will have moved out, providing you a series of ledges with which to climb to the portal above. Once there switch back to the Physical Realm. Jump down onto the beam below you and then jump across to the plaform with the block resting in one corner. Drag the block along the platform, then flip it up onto the higher part by holding L1 and pressing square. Push the block into the alcove ahead of you in order to open the gate and progress. Go through the gate and jump up onto the beam ahead of you. Look to the right hand side and you will see a rope hanging from the ceiling attached to a platform. Glide down to this platform and it will raise a similar platform on the other side. You can now drop down into the room below and find the block in the wall on the far side. You need to manoveur this block into the pit below and then up the other side by flipping the block up the stairs. Melchahim adults will attack you whilst you do this though so keep an eye out and take them out if they pop out of the ground. When the block is on the other side it must be pushed into the slot in the wall which will open the gate back into the previous room. Again shift into the Spectral Realm in order to climb back up but this time jump onto the newly raised platform on the left and then quickly over to the second beam before it lowers. In the next room you will find two blocks stacked on top of each other with two alcoves for them to be slotted into before the gate will open. Your first step is to sperate the two so push them along to the ledge next to the gate then climb onto the ledge and push the top block so that it falls off the bottom. The blocks must be slotted in with one of the symbols on them facing outwards. The bottom block can simply be pushed into place but the one which was on the top must be pulled into the middle of the room then flipped backwards so that the n-shaped symbol is on its side. Next flip it from the side the symbol is on so that one of the symbols is on the top of the block. Then finally flip it from the side where the flat top of the "n" is and push it into place. Head up the ramp and out into the open where there is a block in a small depression. Push the block over the cliff edge and then follow it over. You will find yourself back in the area with the water you had to jump across earlier. Take your new block and flip it on top of the block that is to your right. Then move the whole lot over to the right hand side where the wall is white rather than green so you can climb to the ledge above. Go through the long tunnel and then follow the walkway round to the right, taking out a couple of Melchian adults as you go, then go through the door. Here there are two Melchian fledglings to deal with followed by an adult and then you find yourself in a large room with a series of pillars in the centre. Go straight through to the far wall and pull the lever to go down in the lift. You can go either left or right here. Left is the easier path though as it is only guarded by a human crossbowman who, if you didn't kill the man earlier, won't even attempt to harm you. Right there are a couple of Melchahim to fight. The choice is yours but either way you end up in a room with a set of large machines in the middle. Go along the near wall to find a switch to move the machine heads together before heading to the other side to activate the crank. Now head back to lift, go up and use the lever opposite to move the whole central platform down. There is a block in the wall here which you should pull out but once that is done leave it for now and instead find the alcove which actually ends up as a tunnel in the corner of the room. At the end of the tunnel is a multi-tiered room. Head to the top tier and drag the huge, square flaming blocks along their tracks until they burn the support beams above them. There are four and once the fourth one is done it will bring the lift above crashing down. After that simply move each of the blocks onto the lift and into the corners by following the tracks (you will hear a click to confirm they are in place). When all four are in place the lift will drop again and you should follow the tunnel that leads down until you reach a doorway with some spike hanging down. You are about to face a boss so if you need to, switch to the Spectral Realm to refill your health then use the portal to switch back, then walk ahead into the room. Part 4- First Boss [LoK-W04]: ----------------------------- After the cutscene the boss will start lurching towards you so run away until you get the cage in the centre of the arena between the two of you. This won't trouble him as he can phase through gates but it will buy you enough time to look at your surroundings. You will notice two gates sealed by sharp spikes but if you look to the side of them and up there are gaps you can reach by high jumping. Get through one of these gaps and pull the lever inside. Hold on to the lever until the boss starts to come through the doorway then let go to bring it smashing down on his back. As soon as he is impaled run to the wall and jump back over the gap as the gate will not hold him for long. Repeat this process with the other gate in order to severely weaken your enemy and activate the crank which is next to where the boss appeared from. Your task now is to lure the boss into the cental cage by heading to the opposite side to him. Wait for him to take a few steps inside and then rush round to where the crank is and pull it. Enjoy the cutscene. Once it is done use your new ability to phase through the gate that initially trapped you here by switching to the Spectral Realm and simply pushing towards the gate until you pass through. Head up the tunnel and then across into the second one. Use the block you pulled out earlier to climb up. Head to the warp room. Part 5- The Pillars of Nosgoth [LoK-W05]: ----------------------------------------- At this point you have a choice. Your new ability has give you the option to hunt down a few of the pieces which, when you get five, increase your life bar in the Physical World. However, in order to get them all you must have all the abilities so it is up to you whether you want to get some now or whether you want to leave it till later so you can grab them together. If you want to do it now then skip to the Health and Eldritch Power Upgrades section [Lok-Upg] and follow the first three instructions. I suggest you do as you will get the fourth and fifth pieces on your way through the next few sections so you will get the first of the three upgrades. You can also get the Force Glyph now. Either way, once you're done, go to the Warp Gate for the Abyss (the one with the swirl pattern on it) and head back towards the fortress rather than the Abyss itself. Go to the right most side and phase through the gate to grab a health piece then use the portal up ahead to go back into the Physical Realm. Here you will have to defeat two Dumahim adults by throwing them into the water and then pass through the gates. There are more enemies here but don't bother fighting them. Switch to the Spectral Realm and phase through the gates (it doesn't matter which way you go) until you reach a portal. Switch back again and then go through the door opposite to face the second boss. Part 6- The Second Boss [LoK-W06] --------------------------------- The boss teleports to three different locations around the arena. Your task is to get to him before he can charge up his attack and hit him with your claws. Don't worry if you aren't quick enough though as even if it hits you all that happens is you are sent to the spectral realm to recharge and try again. The trick is in locating your enemy and getting there as quick as possible. Use the camera panning buttons to your advantage. Three hits are all it takes to end the battle and give you the wraithblade ability. Part 7- The Silenced Cathedral [LoK-W07] ---------------------------------------- You can now go grab the first of the Eldritch Energy power-ups if you want or just carry on for now. From the fortress you should work your way back towards the training area until you reach the columns where your first portal was found. You will now be able to go through the gate here by phasing through in the Spectral Realm so do that and follow the path till you reach the cathedral. Turn right and head to the wall where you will find a portal to return to the Physical Realm. Go down the path on the left and follow it to activate another warp portal. Then come back and go up the ramp and use the wraithblade to open the door. Then switch back to the Spectral and phase through the gate behind. Go right and jump over the gap to use the portal and return to the Physical. You are now inside the Cathedral so head back over the water-filled gap and fight your first Zephonim vampires. Same tactics apply as normal but their range is a bit better as they leap at you when attacking. They telegraph their attacks by crouching though so are still quite easy opponents. Get past the two fledglings and go through the door which opens out on a plaza with several small huts and some interesting looking architecture. Don't bother getting yourself into fights with the two Zephonim adults down here since there aren't many ways to actually kill them unless you have the wraithblade and if you do then there's no point in fighting anyway. Instead, jump up the column to your right as you enter to get onto the rooftops. From the first roof jump onto the second (you'll see a balcony hanging by the roof you need), then leap onto the pillar opposite the balcony. Now jump over onto the lower ledge on the wall, up to your right and then over the lower ledge onto a third one where you'll find a spear you can grab. With your back to the wall look around you to see the roof below and slightly to the right. Jump down and then from there onto the ledge protruding from the tallest of the buildings, up onto its roof and then across the gap into what looks a lot like an entrance to an abandoned temple. Inside you'll encounter another Zephonim fledgling. Once finished with him climb the side opposite from where you came in and you'll find a door with two spears, one either side. Go through to see a vast chamber filled with large pipes. Don't jump into the pit. Instead switch to the Spectral Realm and the pipes will twist so that the one on the far left (as you enter) will form a pathway up onto the higher level. Use the portal at the top and then jump to the platform above. Follow the walkway round, jumping the gaps till your reach a door. Ignore it for now and go to the right until you reach a switch hanging beneath a torch. Use it to call down a platform which you should then jump on to lock it into place. Now go all the way to the end of the ledge and go through the second wooden door. At the end of the corridor you find yourself in is a gate for you to phase through. Once through you can go back to the Physical Realm and fight two fledgling Zephonim and one adult. Use the spikes in the corners to deal with them or the wraithblade and then look around. There are a series of blocks which need to be manoveured into place so they complete the pictures on the walls. Occassionally more vampires will appear for you to fight so listen out for the tell tale click of their claws on the stone floors. The first step is to deal with the one under the gap that is halfway up the wall. Pull it away from the wall and then flip it from the other side so that the picture is on the bottom. Now pull another one of the blocks in behind it and flip it back the opposite way so that it sits on top the second block with the picture facing outwards. Now move both so that the top block is aligned with the hole. Grab a third block and push it in front of the first two to act as a step for you to stand on as you push the first one into place. The rest should be relatively simple, flipping the blocks as necessary until they match up with their respective slots. Once they are all aligned properly a ledge will appear in another room giving you access to a switch. This ledge is through the door I told you to ignore previously so go back there and go through, taking out the fledglings inside. There is another spear here if you want it. When you throw the switch another platform will come down and you should go and lock it in place as you did with the first one. Once this is done it will activate an air current which comes up from the pit. You can glide in this current and it will take you up into the bell tower. Jump up on the ledge to the right and follow it till you can see a door in a big sheet of what appears to be glass. Go through and then go through the door on your left to encounter two humans. If you haven't killed any of the humans up to this point they won't bother you but if you have kill them. They have throwing knives which can be a pain but they only take a few hits to beat. Now switch to the Spectral and phase through the gate ahead. There are three Sluagh hanging around so beat them and then jump into the alcove behind to go back to the Physical Realm, beat the Zephonim fledglings and prepare for another block puzzle. As before it will occassionally throw a couple of vampires at you but there is a pole on the wall you can pull off to make life easier for yourself. In the centre of the room there are four blocks piled high. Drag the whole lot over to the alcove, climb up and then push them off each other one at a time. When all four are on the floor go to the last one and flip it from the side of it's centre hole (it has three) and then flip it again. It will now fit into the gap with three holes (top right as you walk into the room from the gate). The next block has a hole going straight through. Flip it from the side of one of the holes, then go to either the left or right and flip it again. It can now go into the hole next to one we just filled. You will hear a low humming noise if this has been done correctly. The third block requires no flipping at all and can be slotted into the groove where the pipe turns the corner (first on the left as you enter). The final block needs to be flipped in the same way as the first and used to fill the last gap. Once this is done head back through the gate in the Spectral, then back into the Physical Realm, through the door and follow the ramp up to the next door on your left, past the bell. Inside you'll fight two human priest (very weak) and phase through another gate for yet another block/pipe puzzle. Again there are Zephonim vampires which will occassionally drop in to check how you're doing so keep your ears open. All directions on this bit will be taken from the room's entrance with your back to the gate. Start with the back left block and use it to fill the back right gap since no flipping is necessary. The block with a straight bore in the centre of the room can also be pushed straight into place on the right wall, either gap. Next, go to the back right block and flip it from the right hand side (the whole will point up at the ceiling), then from the front and finally from the left. Now manoveur it into place in the back wall. The only remaining centre block should then be flipped from the right hand side twice and pushed into the left wall on the right. The right hand block now needs to be flipped twice from the front and then twice on the right to go into the gap on the left wall. The final block should be flipped from either side with a hole in it, then from the front so that it fits the last gap. Head back outside. Ignore the crank directly opposite the door for now and go back down the ramp. Hit the bell on the right on the way down and go all the way down the ramp, through the door and then turn right down a smaller passageway to hit another bell at the bottom. This will shatter the glass at the top which stopped you passing before. Go back up the ramp again to the crank and pull on it then immediatley shift to the Spectral Realm. This will hault time and let you get down to the newly opened door (down where the second bell was) without it closing on you. You will have to jump down where the glass used to be though as you can't open the door at the bottom of the ramp in the Spectral Realm. Go left as you enter the new room and go back to the Physical. Now go into the room with secret door again and kill the two knife throwers who try to stop you if you need to. Use the wheel on the wall to re-open the door you came through permanently. Go through the door where the portal was and jump the gap to the door opposite. In this corridor is a knife thrower and a priest. At the end of the corridor go through the door to confront a Zephanim adult and fledgling. There is a staff on the wall if you need it. Afterwards go left and you will see a health piece trapped in a strange box. Go right and phase through the gate, then return to the Physical Realm via the portal on the ledge opposite. Another block puzzle for you to solve. Again all directions will be given from the perspective of facing with your back to the gate. Start with the top right block and shift it to the bottom right hole. Next take the top left block, flip it from the back, then the left and then the front to push it into the top left gap. Now take the bottom right block and flip it from the back, right, then front to slot in the middle right gap. The bottom left goes straight into the right gap on the far wall. Four more blocks will now come down from the ceiling. Take the top left block and put it in the remaining gap in the far wall. The top right block needs to be flipped twice from the right and twice from the back and then slotted into the middle position on the left wall. The left block can go in the last gap in the left wall. The last block needs to be flipped from the back, then right, then front to go in the final gap. You can now go grab your health upgrade if you got the other three earlier. Take out the two Zephanim vampires who have respawned when you return to the Physical Realm and go back to the room with the secret door. This time though go to the corridor opposite and in the next room climb the pipe, defeating the Zephanim fledglings that try to get in your way either by throwing them off or there is a staff at the bottom guarded by an adult with wraith abilities. When the corridor at the top branches to the left follow it as up ahead is only a dead end with a flamethrower human and a Zephanim adult with wraith powers. Left again until you reach the four locks, two of which are still covered in glass. Go left and phase through the gate then back through the portal on the other side. Go right and deal with the Zephanim adults waiting for you by chucking them in the fire. You'll see three manhole covers which, when opened, produce a musical note. You need the right combination to break the third glass case so open the middle on and the one on the right as you come in.Now go back to the gate and go down the left path. Two knife throwers down here and it's same again, the middle and the right, to break the last glass cover. Phase through the gate again and head back till you find the portal to the Physical Realm. Then activate each of the four locks on the floor. This sets the big fan in the floor going so float up like you did before and land on the pipes above. There are two pipes with gaps in them up here. You need to reconnect them by pushing the sections into place. Once you are done look around you for the passageway up here, jump across and then follow it. At the end there is a room with a couple of Zephanim adults to deal with. Once they're dead pull both the locks on the floor to open the way forward then jump on the ledge to the right. From there you need to jump to the platform opposite and then onto the pipes you looked at when you entered. There is one last platform to your left as you face where the wall moved and then you can jump into the opened passageway. There is another gate here for you to phase through then drop down, deal with the Sluaghs waiting and then use the portal to be immediately confronted with two Zephanim adults. Kill them and spin the wheel on the giant organ opposite where the portal was. Then climb the pipes to the right and jump from the top one into the passageway up and to the right of it. There is another gate to phase through but a portal just the other side. You can see a bell opposite but don't hit it else two Zephanim vampires drop down so instead go up the pipe and into the next room. Pull at the block here to give you a way up into the next passageway. Don't go up yet though as you need to pull the block underneath the wheel on the big pipe in this room so you can activate it. Two Zephanim will try to stop you though so take them out to make life easier. Now climb up the rubble and through the corridor to fight a few more Zephanim. Once they are all dead go into the big room at the end and climb the pipe on the right hand side of the room. Follow it round till it turns up too steeply to walk on then jump to the one below and push the pipe section into place. Now follow the pipe up even further to the wheel which will activate the wind current in the room where you had to move the walls and head back there. You may have to move the block underneath the passageway to reach it in the room with the rubble. Once back use the thermal to float up to the next corridor. Go right to activate the warp room there and then prepare for the next boss. Part 8- The Third Boss [LoK-W08] -------------------------------- At the end of the corridor you will find your next major opponent. When the battle starts back off and let one of the legs on the ceiling jab down, then rush in and cut it with your wraithblade. This will cause an egg to pop out beneath the boss which you can grab. Take the egg back to the entrance of the arena and light it on fire with the torch lying on the floor in the corpse's hand. Throw it at the boss to wound him. Repeat three times to end the battle. Part 9- Tomb of the Sarafan and the Fourth Boss [LoK-W09] --------------------------------------------------------- At this point you can go get two more Health Upgrades and the Stone Glyph. However there is another health upgrade in the Stone Glyph area which requires the telekinetic blast ability so I suggest holding off for now. Instead make your way back to the room you fought the second boss in. There is a wall to climb in here which will allow access to the corridor leading to two door. Take either one and jump down into the courtyard below. There are a few Dumahim adults roaming down here so keep your eyes open. Go through the tunnel ahead and take out the fledglings and adults you find. There are a few rocks you can hurl at your enemies around to make life easier if you wish. Battle your way through to the Tomb. Before you go in though there is another warp room to be activated. Go left as you reach the ruins an jump up the series of ledges here. There is a tunnel up here which leads to the warp room (though no marked door as usual curiously). Once inside switch to the Spectral to phase through the gate then be careful as you use the portal on the other side because a Dumahim adult is right by you. There are spears lying around though so take care of him and his wraith powered brother and go through the door at the end of the corridor. There is a block in the wall which you need to pull out ahead of you. After the cutscene switch the the Spectral where the floor will drop away. In this underground passage phase through the gate and beat the wraith that is on the other side. On your left is a portal to come back to the Physical and meet the Fourth Boss. Except Boss is perhaps a strong word. He is basically just a super powered regular enemy. He can fire projectiles at you though so the moment you get control back jump across and close the distance. He has wraith abilities as well but for the most part you should treat him as you would any other vampire foe. Once he is dizzy blow him up with the wraithblade or throw him in the water. When you're done you get the force projectile ability. Use your new ability to hit the symbol made of concentric circles on the wall twice and it will fall, opening a pathway. Switch the Spectral and go through the water and up the other side, switching to the Physical, jumping the water using the column and climb the wall on the other side. Up here you will see the tops of the columns below which you can jump on. Go for the one on your left and you will see across from you that there is a block on top of another column. Shoot it to push it off and then jump across. Go through the door up here and go right, phasing through the gate. Don't worry about the other direction. It only leads to an energy recharger. You'll see a wraith up ahead but don't bother, instead switch to the Physical where you will be immediately attacked by two Turelim vampires (basically like the fourth boss but without the wraith abilities). There are spikes on the walls to finish them but facing two can be tough so try to finish one quick with the wraithblade. Once they are dead use the force projectile to move the block in the cage up against the wall. Now switch to the Spectral to phase through the bars and use the block to climb up the wall and escape. Follow the path until you reach the portal. Use it and then follow the path till you reach the end where you will see a boat you can jump to. Do so, then switch to the Spectral. This will warp the rear end of the boat so you can jump to ledge behind. Go through the next portal to the Physical and you will see a warp room on your right. Activate it to finish this section. Part 10- The Drowned Abbey [LoK-W10]: ------------------------------------- Now is the perfect time to collect the Stone Glyph and the eigth Health piece. You can also get the Sound Glyph and the second Glyph Power-up together as well since they are close to each other. Once you are finished (or if you'd rather not right now) head back to the warp room (the T-shape that turns into an S) and exit. Go through the door opposite and shoot the door at th end of the corridor to open it. Here it opens out into a water surrounded building. Drop down onto the ledge below and look right to see a pillar sticking out of the water. Glide to it and then hop onto the next two pillar tops and the then onto the ledge. To your left is another set of pillars to jump across and at the end there is a Rahabim vampire waiting for you. Don't stand and gawp at it though because they can spit water blasts at you so jump across and deal with him close up. Don't bother throwing him in the water though since they are immune. There are another few Rahabim here for you to fight so deal with them and you will end up in a room with a pillar in the middle with a screw pattern on it. Head straight across into the tunnel opposite and grab a spear from the wall. Take out the Rahabim lurking behind the door and follow the path till you reach another water filled room. Again you must jump across the pillars but these are much smaller so take your time until the last one where a Rahabim might try spitting at you. Deal with him and then head into the passageway. It will, after a few more fights, lead to a pool of water so switch to the Spectral and drop down. When you reach the large hall you should go right to see some small ledges poking out of the wall. Climb up them to find a portal to the Physical and then climb the wall next to you once you've used it. Up here there are some spears if you want one. Your next task is to jump from rafter to rafter to get across the expanse of water below. It can be tricky so it may help to know that each jump will give you enough time to barely start gliding before you should let go. At the end there is a corridor on the left and in it you will find two Rahabim to defeat. When together like this it's worth getting the one you are fighting between you and the other one so its projectiles can't hit you. Once done there is a sheet of glass for you to shoot through at the end of the path. Behind it are a series of gargoyle head you need to jump across. It is about the same distance between them as the rafters so use the same timings. From here you can reach the roof of the building you saw as we first entered the Drowned Abbey area. Look right and you will see a bell tower you can jump to. Do so and then pull the chain in here to ring the bell and open the doors that are at the bottom of the stairs. Go down the spiral staircase in the Spectral realm (there is water) to continue. Inside use the columns as steps to reach the portal at the top. Boss time. Part 11- The Fifth Boss [LoK-W11]: ---------------------------------- The columns you used to get up here are now the same height in the Physical Realm. If you fall off though you will end up having to climb back up again after restoring your energy in the Spectral Realm and fighting off a wraith each time to boot. The boss can fire Projectiles at you which take off a fair chunk of health but the biggest problem is that if you stay still he will swim up and knock you into the water so move from pillar to pillar often. Your goal is to flood the room with sunlight. Use your force projectle to hit the stained glass windows which are behind each of the pillars. When you smash them all the boss will die and you will gain the ability to swim. Part 12- The Ruined City [LoK-W12]: ----------------------------------- There are now a lot of new areas you can reach so rather than go to the Ruined City straight away I suggest you go grab some glyphs and power-ups. The order I did this in was: Glyph Power-up 3 and the Fire Blade since you are already in the Drowned Abbey area, then the Water Glyph, Health power ups 10-12 and Glyph Power-up 4 in the Human Citadel (refer to the Water Glyph walkthrough to get here), the Fire Glyph and then finally the Lighthouse area where you will find the Sunlight Glyph. Note that you MUST get the Fire blade to get the Fire Glyph. Once this is all done or you've decided it looks like a lot of hard work that isn't worth the trouble head over to the swirl warp gate to the location of the opening cutscene. Jump across the gap to the platform to see a broken bridge above the water. Drop into the water and despite the height a burst of speed under the water is enough for you to reach the other side of the bridge from below. Follow the tunnel, swimming across the small lake and fighting the Dumahim adult on the other side. You will come to a massive open area with several possible exits. Go to the right first to activate a warp room. Then head back to climb the scaleable wall directly in front of you. Ahead of you there is a gap between two sculptures with some glyph energy on it which you can jump and glide to from up here. Hop down into the courtyard beyond and go through the double doors. Here you will find a gate to phase through followed by another straight ahead. Don't go into the central area here though as you cannot move the block inside in the Spectral. Instead go round to find the portal on the other side. Now in the physical look round into the central area and blast the block inside against the far wall, towards where you entered. Now go back to the Spectral and use the block to jump to the platform above. Go through the portal and then drop down the gap ahead back into the hallway you came through earlier. Go left and pull the block out of the far wall so you can jump up to the ledge where the sunlight is spilling in from. Glide across the gap opposite and follow the tunnel till it ends in a room with several pools. Jump to the platform in the middle and then up to the ledge on the right where you will find a crank to drain the water. Be careful though as this revives the dead Dumahim in the pools and there are no environmental ways to kill them. Use the spears up on the ledge with the glyph energies if you get hit and lose your wraithblade. Once you've dealt with them your task is to use the blocks in the two drained pools to get up to the ledge shown to you as you entered the room. The two in the pool directly under the ledge can simply be flipped one on top of the other and then put by the metal platform NOT under the ledge. Now put two of the blocks end to end against the platform in the other pool so they stick out into the pool. Flip another block onto the one against the ledge and you can now stand on the second block to flip it up onto the metal platform. Push this block on top of the two you piled up earlier to make a stack of three which you should push underneath the ledge. Now use the same method to get the other block out of the pool near the entrance and use this block to climb up the stack of three and then up onto the ledge. Follow the corridor till you reach a furnace room which you should drop down into. On the ledge hand side of the room is a wheel you need to turn to release the gap and then go to the opposite side to pull a lever which sets the furnace going. It will open the door behind you so go through there and push the block off the ledge down into the courtyard below. You must now stack both blocks in order to jump up to the ledge directly opposite where you dropped down from. You'll find yourself in a tall room with platforms going up. Jump to the one on the left and switch to the Spectral so it rises up. Now jump onto the platform opposite where you came in, then up to the right or left and then back onto the one above the entrance where there is a lever. Jump from here over to the portal opposite and then back across to pull the lever in the Physical. This opens a bridge directly below so drop down and go straight ahead then right to see a block in the wall and a gate. You will notice light coming down from the ceiling. This is because there is a gap up there which you can reach with the block. Up here the camera will show you where you need to go. Jump up onto the short column and then switch to the Spectal to jump to the next on. Switch again here and then jump to the next one. Use the same tactic to get to the top column. Glide down into the room below, over the gate to where the obelisk is. Now tip it so that it smashes the gate and allows access to the sixth boss. Part 13- The Sixth Boss [LoK-W13] --------------------------------- The first thing is to pull the three spears out of the body ahead of you to start the fight off. After the cutscene you will find that the boss laughs at you if you try sticking any of those spears you pulled out in him. He will periodically punch the floor, causing a shockwave which stuns you for a second but does not damage you. You can jump over it though so watch him. Keep your distance and begin the slow process of luring him into the furnace room, being careful not to get too far ahead of him as he will simply return to the throne room if you do. If he does get a hit in on you it will start to drain your energy like a wraith but it can be stopped by hitting him. Keep him behind you as you go back across the bridge and through the narrow pathway back to the furnace. Once there use the wheel and then the lever as before to roast the Boss and gain the Constrict Ability. Part 14- The Oracle Caves and the Chronoplast [LoK-W14] ------------------------------------------------------- Now you have all the abilities you can get the last three health power-ups and the last glyph energy upgrade. Start with the thirteeneth health piece though as you are right by it's location after beating the Sixth Boss. Once you've done all the collecting you want you are ready to enter the game's final phase. Start from the Ruined City warp gate and go right, through the tunnel hidden by the archway. There are a few Dumahim around so run past or kill them. Eventually you will reach an open space with a sundial in the middle. Use constrict on the sundial to open the double doors and go through. There are two more Dumahim waiting around a fire to beat here. Then go through the door and go right to activate the game's next warp room. Go back outside and switch to the Spectral realm. This will open a small gap in the wall in the room on your right which is a dead end in the Physical. Up ahead you will see another dial which you should constrict to open the left and right tunnels. Head right and phase through the gate to a portal back to the physical. You will see two blocks in alcoves with marks above them. The blue/turquiose and the red markings represent barriers which will come down if the blocks are taken out. The goal is to get the two blocks in the empty alcoves marked with a Z (on the opposite side of the room) and the O shape with a cross on top. Start with the block beneath the blue symbol and push it into the main area of the room and then up against the door which closed when you pulled it out. Now go push the block under the red symbol into the blue symbol gap. Your entrance to the main room is now blocked so go back to the dial by phasing through the gate and using the portal next to the dial. Constrict the dial again and go into the main room. Flip the block up into the area with the alcoves and push it into the black Z symbol gap. Now go back to the dial and use constrict again. Go back to the area you got the blocks from in the first place, phasing through the gate and using the portal on the other side and push the block in the blue gap into the gap with the circle with a cross on top. This will open all the doors. Go into the chamber beyond and go right, taking out the Turelim here. There is a pillar you can constrict but don't do it unless you need the Eldritch energy recharger that lies beyond. Instead continue up the ramp and phase through the gate. When you reach the end of the path look right and you will see the portal you need to get to the Physical. Then jump back over to the other side of the chasm. You will see a dead Turelim with a spear in him. The choice is yours whether to take it but once you solve the block puzzle here you will find two more Turelim and only wall spikes to kill them if you get hit. I suggest ignoring him if you have the Sunlight Glyph as this will simply wipe out your opponents in the next room but take it if you can't/would rather not use the glyph. The block puzzle consists of simply pulling each block so that they line up with the gaps and then shooting them into place with a force projectile. Use your prefered method to deal with the two Turelim behind the door and you will find yourself in a room with four constrictable pillars. Constrict them so that all four have the larger pale sections pointing toward the middle to open a door. There is a gap in the wall on your right as you leave the room which contains large glyph energy refills and can be accessed in the Spectral Realm if you need them. Either way you need to drop back down the chasm you jumped before and backtrack to the point where the door opened (where the narrow gap in the Spectral Realm allowed you through the wall). Be aware that there is a Turelim lurking when you come back to the Physical outside the door. Through the door there is a flaming cauldron which you should constrict in order to open the passage ahead. In the clock room at the end of the passage there is a cutscene and then you will find yourself next to two levers. Pull them until the clock hands reach 6:00. Jump down and drop through the newly opened hole to see a beam of light passing through several blocks of coloured glass. Constrict the two the beam starts on till the light goes through the blue and then red glass. For some reason the constrict seems a bit picky about when it wants to work but it will eventually do it. If one way doesn't work then try going in the opposite direction. Once you have the purple light constrict the mirror in the centre and then constrict the block so that it matches the colour on the receiver. Do the same again for the last one to open the door. Follow the corridor, ignoring the dead Turelim unless you want the spear, till you reach the double doors. Behind is a circular chamber with a Turelim inside. Beat him and then look at the strange coloured cannisters. On the wall are the symbols which tell you which order you should do this in: red, blue, yellow. Constrict each until the wheel turns so that the gap is aligned with the door. With the way open go through and drop down the hole, being careful of the Turelim wandering around. Use the ledge the first of the two was patroling to jump to where the second one waits, then drop down into a room with two huge gears in the middle and another Turelim. You'll see thre blocks directly underneath where you came in which prevent the gears from turning. Push the one against the wall to one side and the same with the second so you can pull the last out out and allow the mechanism to work again. Jump on top of the gears and then up onto the newly raised platfrom. Hop from here onto the ledge opposite and follow it round to where another platform now swings back and forth. Wait for it to come to you then jump on and then up to the gap at the top of its arc. You'll drop down to a spiraling corridor. Go down and watch out for the Turelim which tries to ambush you. Behind him is a gate with a block behind it but don't phase through. Instead shoot it off the ledge. There is another gate further down and you should do the same thing here. At the bottom you will find four blocks which act as a jigsaw puzzle guarded by a Turelim with wraith abilities. Once he's dead you need to match each piece to the patten on the floor. The furthest piece can simply be moved onto the far left corner of the pattern (with your back to the room entrance). The far right block needs to be flipped front, right and back though and then placed on the far right corner. The near left can be simply dragged one space to the right once the other block is out the way. The last must be flipped front, left and back to fit the last gap. Puzzle solved and door open you can now jump down another massive drop. Go through to find a couple of Turelim vampires and some spears on the wall to deal with them. In the corridor you just came from were some markings. These are the clue to solve the last puzzle. You need to constrict the central nodes in the three circular chambers ahead so they make each of the symbols. Once this is done a swinging platform will activate above each room which you need to jump on and then up to a ledge to throw a switch. This must be done for all three rooms. This will activate a door next to where you found the symbols on the wall. There is one last warp room on the left after a load of cutscenes and then you can confront the final boss. Part 15- The Final Boss [LoK-W15] --------------------------------- Your task it to reach the boss before he charges up his attacks. If you get hit it will take a fair chunk of life off but this is not the problem. Only attacks with the wraithblade have any effect so use the health regenerator in the middle of the arena if you get caught.He starts of on the ground floor so it is relatively easy. After you hit him once he goes up to the second tier and then again to the third after you hit him twice. Unfortunately your force projectiles don't damage him and neither do your glyphs. What the glyph do do though is allow you to avoid a hit and stay on the top level, giving you more chance of catching the boss before he teleports away. The point he appears is random but you seem to have more chance of catching him opposite where you are so unless you're glyph dodging don't leave to far from the middle. Three hits and it's all over. Enjoy the ending. ============================================================================== Section 3- Miscellaneous ============================================================================== Eldritch Power Glyphs [LoK-Gly]: -------------------------------- Force Glyph: (Need Phase Through Gates Ability) Go to the warp gate with the rotated 3 symbol and go out to the lake. Shift to the Spectral Realm and jump in. Go right and follow the passage to where it splits and go left to find a gate to phase through. Do so then use the portal ahead to go back to the Physical Realm. Now push over the three obelisks inside to recieve the Force Glyph. Stone Glyph: (Need Scale Walls Ability) Go to the warp gate with the rotated 3 symbol and jump in the lake outside. Go left and follow the path to a platform which you can high jump up to and then switch back to the Physical plane to climb the wall. Follow the passage, killing or ignoring the Melchahim vampires along the way and you will see a giant skull ahead. There is a warp room you can activate if you scale the wall on your left. After that go through the eye of the skull and dodge/fight the vampires that try to block your path. At the end of the pathway you will find a wall to climb followed by another and an ambush of three Melchahim adults at the top. Beat them and then jump on the beam near where you climbed up. Then jump to the ledge off the end of the beam and then switch to the Spectral Realm. This will warp the beam above so that you can jump on it and walk across to the next platform. Use another beam to get across to the portal and then switch to the Physical again. Now high jump to the beam above and then high jump again to the beam above that, near where it joins to the wall. This beam links to a small spiral staircase which in turn leads to a broken bridge which you can jump across to a rock platform. Go to the right hand wall and high jump up, then follow the platform to a ramp heading up. There are a few more Melchahim adults up ahead but once you're past them the path will open up into a large hallway with a missing wall at the far end. Go to the gap and look ahead and to the left where you should see a platform in the distance. Glide over to it and follow the ledge round into a tunnel that will end with a statue of a man holding a hammer with an anvil at his feet. Time for another block puzzle. All directions are given from with your back to the entrance. Start with the block on the right on the second level. It's behind the pillars so it's easy to miss. It goes in the gap nearest it's starting point, no flipping required. Now pull the block in the corner just below out. It needs to be flipped from the front, left and then back. It goes in the gap on the bottom tier on the left. Now go into the room in the back and push the block with the Spiral patten off the upper ledge. It needs flipping from the front, left and back and then slotted into the far gap in the left hand wall, second tier. The next step it to get the block off the far right corner pedestal so pull the two remaining blocks in front of it so they make a row. You can now pull the block in the corner onto the middle block and move the third so you can push the top one down to the ground. Flip it front, left and back again and slot it into the remaining gap on the left side, upper tier. The other block in the back room needs to be flipped front, right and back and then put into the gap on the right, upper tier. The last block is actually outside the room, on a ledge above the walkway. Push it down to the lower level, flip it front, right, back and then into the last slot on the ground floor. You now can collect your Stone Glyph. Sound Glyph: (Need Force Projectile) Your first task is to go to the Silenced Cathedral and work your way back to the first room with the giant fan pit. Instead of floating upwards this time just jump in the pit and find the tunnel leading to a Zephanim adult and a wall you can climb. You need to shoot the glass at the top of this wall to get through, then you can climb up. There is a gate for you to phase through, behind which is a room with several large columns in the middle and a couple of wraiths to fight. Once they're out the way go to the far end to find the portal. There is a golden hammer/drum stick on the wall here which you need. Grab it and then return to the gate to climb up the wall to the side of it. There is a big musical note symbol here but you can't get through so turn round and see the column tops you need to jump to. First though you need to throw the hammer into the alcove to the side of the pillar. Then switch to the Spectral, jump across and then back to the Physical again. Go over to the alcove to retrieve the hammer, then hop the next couple of pillars to the end and you'll see a big stained glass window with the symbol for the force projectile on it. Shoot it and then throw the hammer across the gap. Switch to the Spectral again to make the last jump and then use the portal on the other side. Pick up the hammer and use it to strike the bell inside. You now have the Sound Glyph. Fire Blade: (Need Swim Ability) Go to the warp room at the Drowned Abbey (the one with the T-shape attached to an S-shape) and through the door opposite. Shoot your way through the force projectile door and then jump in the water. Go right to where the gate is and then jump out of the water onto the ledge above. Now jump back in the water on the other side. Follow this waterway to the gate which you must phase through. Use the portal on the other side and you will find yourself back in the main hall of the Abbey. On the opposite side of the circular building in the middle is a glass barrier you can shatter with a Force projectile. At the bottom of the staircase behind is a chamber full of Rahabim coccoons but the staircase you need is almost directly opposite as you come out. There is nothing else in the room of use bar a few Glyph power refills. At the bottom of the second staircase is a corridor and on the left hand side is another glass barrier to shoot. Inside you fill find a health refill area and a flame which you should swing your blade through to imbue it with fire. Water Glyph: (Need Swim Ability) This glyph can be found in the Human Citadel but first you need to get there. Head to the Swirl pattern warp gate and go to the area you saw in the opening cinematic. Jump over the gap to see a broken bridge ahead of you and to the left you will see a passageway below which is full of running water. Glide to it and follow it along to emerge outside the Human Citadel. If you haven't killed any humans previously this area is very easy but if you have be prepared for a lot of fighting along the way. There are a few crossbow men patroling this area but your goal is the small wooden door in the far corner. Go through to find a dead end at the top of some stairs There are two blocks in the wall so pull them both out and then flip one on to the other so you can jump to the ledge above. Now glide across the gap and face a few more bowmen. There are civilians in here which can be killed for soul energy but they are harmless so don't bother unless you need it. Instead go down the ramp and follow the corridor till you meet a Flamethrower guy. Go through the door behind him and out into an open area where this is another Flamethrower user and to your left a door to go through. Go left again and you will come across a waterfall coming down the wall which you can climb for a health upgrade piece. Go back down and keep going round the square building in the middle to find some stairs and at the top a warp room. Now that this is activated go back to the courtyard outside and jump in the water. There is a circular grate down here which you can destroy with a force projectile. Once this is done you can swim up the pipe and past a fan into a reservoir area. There is another tunnel to swim down to the side so follow that until it ends in an area with a Rahabim adult swimming around. Jump out of the water and go past the statue up ahead to the right where you will find a door to go through. Beat the Flamethrower user up ahead and then jump the waterway. In the wall here is a section which is a slightly different colour than the rest. It is actually a block and you need to pull it out and drop it in the water. Push it down the waterway until it falls to the area below, then push it into the hole. This will flood the room and you can go back to the statue to collect the Water Glyph. Fire Glyph (Need Fire Blade): You should start from the warp room which has the same symbole as Raziel's cloak does except inverted. Go through the wooden door opposite the warp room and then left into the water. Go into the large room and then into the tunnel on the opposite wall (the one with an orangey glow to the walls). This empties into a circular pool which you can jump up out of into the Fire Temple. There are three exits to this room apart from the water: a gate, a door and a tunnel. You want the door which will lead to a room with a couple of Dumahim adults. Deal with them and then use the crank on the wall, switching to the Spectral immediately so you can get through the door that opens. Use the portal on the other side and drop down. There is a crank to open the gate permanently and go through back into the circular pool room. Now you can go down the tunnel, taking out the Dumahim adults as you go. Once through the door at the bottom switch to the Spectral and use the newly shrunk pillars as stepping stones to the platform opposite. Use the flames to imbue your fire blade and then return to where the gate was raised. Go to the statue and use the fire blade to ignite the bowl to recieve the Fire Glyph. Sunlight Glyph (Need Swim Ability): The final glyph can be found in the Lighthouse area. Start from outside the Silenced Cathedral and jump in the water. On your right is a gate to phase through so do that and then come back to the Physical through the portal on the other side. Follow this tunnel till you reach the surface again. Before you start your ascent though go to the lake bottom and on the right hand side there is a tunnel leading to a warp room you can activate. Back at the surface there is a ledge to climb onto from the water. High-jump onto the base of the lighthouse to your right and then hop from ledge to ledge till you reach a tunnel. Be careful though as there are Turelim vampire here which can be a real pain unless you close them down fast. The good news is there are a few fires dotted around for you to get your fire blade though. At the end of the tunnel you will find yourself on a ledge from which you can jump across to the top of the lighthouse. Beat the two Turelim up here and head left through the tunnel to the other side of the lighthouse. Go down the ramp on the left and take out the Turelim. Go through the first door on the left. Follow this new corridor till it ends in a room full of machinery. Watch out for the Turelim lurking about and climb up the vents sticking out of the big wheel in the centre. You'll find a block at the top which you need to push in the way of the teeth of the wheel after you use the crank on the wall to set it going. This will jam the mechanism. Go back outside and jump down into the water. Climb onto the metal circular structures in the middle and follow them into the base of the lighthouse. You will see a circular room leading down with a broken metal staircase going round the wall. Jump straight to the bottom and kill the Turelim with a torch from the wall. Follow the tunnel until you reach another room which will block your progress with large metal turbines. In the Spectral Realm though the floor drops down so you can pass under them. On the other side is a portal to use and a Turelim fledgling waiting for you when you do. Go through the door and down the stairs, paying attention to Raziel's gaze as there is another fledgling hiding round one of the corners. At the bottom, through the double doors, is another room full of machinery. Go left and jump in the pit to see two pipes you must connect using the blocks in the corners. First take the two in the right hand corners and lay them next to each other in front of the right hand pipe. Then flip the remaining straight bore block from the right and then the front to align it with the other pipe. Now flip the last block from the right twice and then from the back twice. Use it to connect the two pipes. Nothing will happen yet though. Follow the pipe into a tunnel where you will find a wheel to activate the water. Go back to the entrance of this room and you will see in the corner that the pipes have started emitting steam. You can use this to glide from one to the other till you reach the bellows on top. Climb on and then jump off the bellows when it reaches the top onto the walkway opposite. Then follow this walkway, jumping the gap to another tunnel. Go through and grab any Glyph energy you might need then jump down the far hole to find yourself on back where you had to use the Spectral to get through. Go back the way you came and climb up the metal walkway. Retrace your steps till you make it back outside. Go back across the metal circular pumps that are now moving up and down to reach a door in the far wall. Kill the Turelim that try to stop you and make your way to the altar at the far end of the corridor. You will see that the light flashes through rather than emitting a constant beam. Wait till the light is shining, then switch to the Spectral to get the Sunlight Glyph. Eldritch Power Upgrades [LoK-UpG]: ---------------------------------- Glyph 1: (Need Wraithblade) Go to the warp gate with the rotated 3 symbol. Go outside and cross the lake, then go into the room. Here there are two fledgling Melchahim to deal with so do so but make sure you still have the wraithblade afterwards. Go to the sarcophagus on the lower part of the room and press square. Your blade will activate a secret passage underneath the sarcophagus. Down here there is another door which requires the blade to enter and then behind that is the glyph. Glyph 2: (Need Force Projectile) Go to the Silence Cathedral where the first fan pit was and switch to the Spectral Realm. As before, you need to climb up the pipes and switch back at the top. Jump to the platform above and there is a climbable wall to your left which you need to use. Go up and then go through the passage to the right where there is a glass wall blocking progress. Shoot it and behind it is the glyph. Glyph 3: (Need Swim Ability) Go through the warp gate with the T crossed with an S symbol and head left to the lake with the boat in it. Jump into the lake and swim past the front of the boat till you find a very long tunnel to swim through. At the end it will open up into a large hall and near the surface of the water is the glyph. Glyph 4: (Need Scale Walls Ability) Go through the warp gate to the Human Citadel and go right until you reach the waterfall coming down the wall. Climb it (this is where the tenth health piece is) and then jump to the platform opposite. Turn around again and look to the alcoves to your right. You need to jump from one to the other along till you reach another large platform like the one opposite the waterfall. To do so jump out and then glide back in to the one along from you. Once you are there you will find a switch. Activate it to open the door below and then go through to find a climbable wall on your left. At the top jump over the gap and follow the new passageway till you reach two Flamethrower users. Beat them and the glyph is yours. Glyph 5: (Need Constrict Ability) Go through the warp gate with Raziel's mark on it. Go through the door opposite and then follow the path until you reach the tower with the spiral staircase winding round it. Go to the top of this staircase and then use constrict on the dial in the centre. Throw the switch to drop a drawbridge to the area where the Glyph is. It is up on a very high ledge and there are two blocks in the lower section of the room and one up where you came in. Stack the two in the lower bit and push them so they are against the near wall. Now push the third block on top and then push all three near but not against the ledge you need to climb. Use the platform in the middle to jump onto the stack and then up to the Glyph. Note: You can also get Health Piece 14 by rotating the dial in the tower one more time in the same direction. Health Upgrades [LoK-UpH]: -------------------------- The health upgrades are like small yellowish triangles which you need five of to upgrade your health bar's maximum. The order in which they are arranged is according to the order they become available with the exception of ten and eleven which can technically be got earlier but the Human Citadel area is easier to get to with the Swim ability. Health Upgrade 1: (Need Phase Through Gates Ability) Go to the Warp gate with the symbol which looks like a 3 rotated slightly anti-clockwise. Head out the doorway which leads to the lake with the pillars you had to jump across earlier and jump in the water. Head immediately left and follow the tunnel until you reach a gate on your left. Phase through to get the piece. Health Upgrade 2: (Need Phase Through Gates Ability) Go to the Warp gate in the Abyss (the first option) and head back up to the room where you fought your first vampires. Fall in the water and phase through gate here to get your second piece. Health Upgrade 3: (Need Phase Through Gates Ability) The Warp gate for this piece is the one with the swirl between two rocks. Head to the place where Raziel was cast into the Abyss and jump over the gap. Follow the path until you reach the archways. Look right and you will see a health piece behind a gate. Look behind you and there is a block which can be dragged to give you a ledge up to the gate, then switch to the Spectral Realm to phase through and get the third piece. Health Upgrade 4: (Need Phase Through Gates Ability) You will get this on your way to the second boss fight. Go through the Abyss warp gate (the swirl between two rocks) and head backwards till you reach the fortress. Go to the furthest right point and phase through the gate here to get the fourth piece. Health Upgrade 5: (Need Phase Through Gates Ability) In the Silenced Cathedral, after you have floated to the bell tower and gone through the secret door activated by the crank. Head up the ramp to the left and go through the door. Jump the gap to the door opposite. In this corridor is a knife thrower and a priest. At the end of the corridor go through the door to confront a Zephanim adult and fledgling. There is a staff on the wall if you need it. Afterwards go left and you will see a health piece trapped in a strange box. Go right and phase through the gate, then return to the Physical Realm via the portal on the ledge opposite. Another block puzzle for you to solve. Again all directions will be given from the perspective of facing with your back to the gate. Start with the top right block and shift it to the bottom right hole. Next take the top left block, flip it from the back, then the left and then the front to push it into the top left gap. Now take the bottom right block and flip it from the back, right, then front to slot in the middle right gap. The bottom left goes straight into the right gap on the far wall. Four more blocks will now come down from the ceiling. Take the top left block and put it in the remaining gap in the far wall. The top right block needs to be flipped twice from the right and twice from the back and then slotted into the middle position on the left wall. The left block can go in the last gap in the left wall. The last block needs to be flipped from the back, then right, then front to go in the final gap. You can now get the fifth piece. Health Upgrade 6: (Need Scale Walls Ability) In the circular area surrounded by pillars as you emerge from the training area (where the gate leading to the Silenced Cathedral is) there is a scaleable wall which you can climb to reach the sixth piece. The easiest way to get here is to go to the warp room outside the Cathedral (the one with the symbol which looks like Pi rotated slightly and with pointed tips) and go back through the gate. Health Upgrade 7: (Need Scale Walls Ability) Go to the warp gate with the rotated 3 symbol again. Head outside to the lake with the pillars stick out of it and jump to the middle one. There is a wall you can climb on your left. Health Upgrade 8: (Need Force Projectile) Follow the walkthrough for the Stone Glyph until you get past the point where you need to glide across the chasm. Go about halfway across the ledge you are on and then look right to see a block sitting atop a platform in the distance. Use your force projectile to push it from the side where the concentric circle design is. Once you're done getting the glyph come back here and jump off, gliding down to where the entrance to the warp room is. There is a massive wall to climb here which was previously unclimbable due to the block. Now you can get to the top though and get the eighth piece. Health Upgrade 9: (Need Swim Ability) Go to the outside of the Silenced Cathedral and jump into the moat. Swim left and follow moat till you reach a tunnel you can swim through. Jump up onto the ledge at the end of the tunnel, climb the wall and on the platform above is the ninth piece. Health Upgrade 10: (Need Scale Walls Ability) Go right out of the warp room in the Human Citadel to find a waterfall with a climbable surface. Climb up to claim piece number ten. Health Upgrade 11: (Need Phase Through Gates Ability) Go to the warp room in the Human Citadel and then out of the large square area into the courtyard with the Flamethrower user patroling. Go left and then into the building where there is a door on your right. Go through and then up the stairs through another door. Follow this room till you reach a waterway and jump across. There is a valve in the left hand corner which decreases the flow of water so you can jump down. Follow the waterway into a big pit with an adult Dumahim with wraith abilities (weird I know but he's there) so kill him and you'll see a couple of blocks. To your right is a platform these blocks need to go onto so flip one up there on the edge and then the other onto the middle part. Then flip the middle one onto the one on the edge. This provides a platfrom for Raziel to phase through the gate above so do that next. Ahead there is a portal to use and then you can climb the stairs to a switch which opens the gate. Behind is a water fountain and the eleventh piece. Health Upgrade 12: (Need Swim Ability) Follow the Water Glyph instructions up to the bit with the Rahabim adult. When you jump from the water turn around to see a scaleable wall opposite. Go up here and follow the corridor until you reach the twelth piece. Health Upgrade 13: (Need Constrict Ability) Go to where you pushed the obelisk over to reach the Sixth Boss. This time go through the corridor that leads to a dead end with a statue. Use constrict on the statue to turn it, opening the door opposite the entrance to fight two Turelim adults with wraith abilities and finding the thirteenth piece. Health Upgrade 14: (Need Constrict Ability) Go through the warp gate with Raziel's mark on it. Go through the door opposite and then follow the path until you reach the tower with the spiral staircase winding round it. Go to the top and rotate the dial in the middle using Constrict clockwise once so that the needle is pointing slightly to the right of the switch. Use the switch to drop a drawbridge which leads to a passage ending with the fourteenth piece. Note: You can get the fifth glyph here by rotating the dial clockwise one more time and solving the block puzzle after going through the drawbridge again. Health Upgrade 15: (Need Constrict Ability) Go to the warp gate for the Drowned Abbey (The T/S shape), go through the door opposite and then shoot the gate to open it as usual. Swim to the far left corner and jump up onto the ledge you used to gain access to the Abbey the first time you came. Go through the door and kill the Rahabim in your way till you reach the giant drill bit in the middle of the circular room. Use Constrict on the drill and it will drain the water. Drop down to see there are two block in the walls. Behind one is a chamber with a wraith powered Rahabim adult and the last piece. Credits [Lok-Cre]: ------------------ Thanks go to the game developers and publishers for creating the game in the first place. I would also like to thank KTam's Secrets FAQ for helping me find the few Health pieces I was missing and the www.dark-chronicle.co.uk for providing the locations for the glyph upgrade I couldn't find.