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    Spoiler-Free Walkthrough by Korenith

    Version: 1.01 | Updated: 02/02/13 | Search Guide | Bookmark Guide

    A spoiler free walkthrough for Legacy of Kain: Soul Reaver (Playstation)
    	Written by Keith Knights (korenith@hotmail.com)
    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
    Eldritch Glyph Abilities........................................[LoK-GAb]
    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]
    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]:
    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
    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. 
    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 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.
    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)
    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.
    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.
    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.
    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
    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.
    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. 
    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.
    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 
    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
    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
    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
    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
    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
    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 
    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
    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 
    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 
    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
    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 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
    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 
    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. 

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