Soul Reaver Walkthrough

 

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By Al Giovetti
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Soul Reaver Walkthrough

by Doc Death

    Contents:

  1. Introduction
  2. References
  3. Letters

    General Advise

    Underworld Path of the Warrior

  1. When the voice finishes speaking, walk through the door ahead and begin to learn about your new powers. Follow the corridor's twists and turns to the Training level Gate. Stand on the symbol in front of the Gate to activate it and drop the force shield. Walk through the door where the force shield was and follow the corridor. Listen as you're told of your new thirst and how to "drink" souls.
  2. Drink five souls that come from the altar and slake your thirst. Walk through the door beyond the altar and follow the corridor. Leap up the stairs and across the gaps. High-jump up the next two stone steps. Use your wings to glide across the chasm. Follow the corridor. Learn about the Sluagh then jump down into the room and kill the Sluagh. Feast on their energy. Climb the two steps on the other side of the room and follow the corridor. Listen to the information on Portals. Then become flesh and walk through the door on the other side of the room.
  3. Follow the corridor around to the water. Get a running start and glide across the water. Follow the corridor. Open the door at the end of the corridor and go through. Listen to the information about Fledgling Vampires. Glide over the water and prepare to attack. Fight the Vampires and throw them into the sunlight or impale them. Walk to the stone block against the wall. Grasp the block and drag it to the wall and climb up it to reach the opening and get out. Take the torch on the left side of the corridor. Open the door at the end of the corridor and go through.
  4. Gaze at the ruins of the Sanctuary of the Clans and learn how much time has passed. Track down the Vampires in this area to devour their souls. Use the torch to beat the first Vampire and set it on fire. Take a spear from the wall. Use the spear to track down the next Vampire and impale it. Head into the canyon. Sneak up on the Vampire there and kill it. At the end of the canyon, enter the door on the left.
  5. Follow the corridor back to the Gate. Stand on the symbol to activate it. Return down the corridor, go through the door, and turn left to find the path to the Vortex bridge. Cross the Vortex bridge, walk to the edge of the cliff ahead, and peer down into the Vortex. Leap across the chasm and glide to the entrance to Raziel's Clan lands. If you fall off the cliff and don't make the jump, you won't die. After returning to the Spectral Plane, take the following steps to get back to the Material Plane. Don't walk into the Vortex. That will kill you. Turn back toward the bridge side and leap to the edge. Pull yourself up. Walk left and pull yourself up the small cliffs until you reach the bridge.
  6. That's the Portal, near the bridge. Now just trot back down the canyon to the ruins of the Sanctuary of the Clans. Kill a few Sluagh to return to full health, use the Portal, and attempt the jump again.

    Raziel's Clan Lands Homecoming

  7. Enter the corridor and follow it around to find the first Vampire. Take the torch from the wall and kill it. Go through the door at the end of the corridor and turn left. Walk through the doors there. Gates slam down behind you, trapping you in the room. Spot the two Vampires guarding the door at the back of the room. If you need it, grab a spear from one of the pillars that stand on either side of the steps. Kill the two Dumahim Vampires at the top of the steps to open the door. Walk through the door to see what's left of Raziel's kingdom.
  8. Torches and vases on either side of the steps also provide weapons on this level. Kill the two Vampires at the top of the steps. Enter the door on the right at the top of the steps. Follow the corridor and staircase down and around to another Gate. Stand on the symbol to activate it. Then retrace your steps. This time, walk through the door on the left. Kill the Vampire guarding the steps on the left. Shift from the Material Plane to the Spectral Plane and descend the steps into the water.
  9. On the steps underwater, confront the Vampire Wraith and beat it down. Suck its soul when you're done, and return up the steps. Return to the Material Plane back in the corridor and pick up your spear. Follow the corridor around. Climb the ramp and kill the Vampire feasting on the corpse. Turn left and kill the Vampire there, as well. Go through the doorway on the right. It's not locked. A spear stands against the wall in the corner to the right of the door. Take it if you need it. Follow the turn to the right. Kill the two Vampires in the next chamber, and then go through the door on the right.
  10. Tour the next chamber quickly and kill any other Vampires. Then climb the steps. Kill the Vampire that lunges at you from the top of the steps. Use the wall switch. Cross the drawbridge to your left. Follow the corridor and steps on the other side of the drawbridge down and around. Leap down into the next room. Kill the Vampire guarding this area, then go up the stairs. Peer over the ledge into Melchahim Clan territory as two Vampires kill a human and feed on the corpse. Leap off the ledge to confront the two Vampires.

    Necropolis Melchahia's Offspring

  11. Kill the two Melchahim Vampires ahead. Go through the door to the right of the fire. Stay to the right; then leap out and kill the human crossbowman waiting ahead. Leap up the stone ledges at the back. Stay to the right of the tombstones and climb the stone ledges there. Grab the stone block ahead. Drag the block left and place it against the wall. High-jump to the ledge above. Follow the ledge left to enter Melchahim Clan territory. Ascend either ramp to either side of the carving of Melchiah. (They lead to the same place.)
  12. Follow the ramp around. Kill the Vampires in this room. Enter the door at the back of the room and descend the spiral staircase to find another Gate. Stand on the symbol to activate it. Go through the door on the other side of the Gate room. Follow the corridor left, open the door, and walk outside. Walk forward and spot the pillars in the water to the right. Leap across the pillars. Kill the Vampire in front of the building when you land there. Walk up the steps and pass through the doorway.
  13. Walk back toward the area where you first leapt across the pillars. Turn left to find a gated doorway underwater. Walk through the doorway and follow the corridor around. Kill the Vampire in this room. Cross the room to the door at the back and go through. A long, empty corridor lies ahead. Descend the ramp. Follow the dark corridor around to a room with a gated doorway on the right. If you search the room for a key or lever, you'll come up empty-handed. Because you can't get through the door in the Material Plane, shift to the Spectral Plane.
  14. Kill the Vampire Wraith that appears and devour its soul. Now that you've shifted to the Spectral Plane, take a good look at the wall opposite the gate, near the door you entered through. You can climb those ledges. Keep climbing until you reach the Portal. Shift back to the Material Plane and walk along the support column ahead. When you're close enough, glide to the stone block on the ledge to the left.
  15. Opposite the stone block you'll find a square hole in the wall. Drag the stone block across to the other ledge. Push the stone block against the ledge. Bend down and push the stone block up onto the next ledge. Pull the stone block toward the hole in the wall. Jump to the other side of the block and push it into the hole to open the upper gate to the right. Walk through the gate. Notice the ledges on the walls to either side. Glide to the ledge on the right-hand wall. Look up to spot the door high on the rear wall. That's your final destination in this room.
  16. Once you're down on the floor, walk to the far end of the room. Spot the stone block set in the wall. Grab the stone block and pull it from the wall. Push the block into the pit. Take a torch from the wall; then drop into the pit and kill the Vampire. Devour its soul. Pull the stone block to the other side of the pit and shove it up onto the ledges. Walk behind the stone block and shove it against the next ledge. Keep moving behind the stone block to shove and lift it to the next ledge. Move it into the hole in the wall near the lower gate to the room you entered from. Walk through the open gate.
  17. Shift to the Spectral Plane and climb the ledges in this room again. Return to the Material Plane in the Portal. Go back around to this room's upper gate. Jump up and grab the beam above you on the upper gate. Glide to the ledge on the left wall. Get ready to jump immediately: the ledge descends as soon as you touch it. Jump and glide toward the door in the far wall. Walk through the door and notice the barrier gate ahead. Look right and left to locate two stone blocks and two square wall openings. Shove the blocks into the holes to open the gate. Pass through the gateway and climb the ramp. Open the doors at the end and go through.

    Necropolis II

  18. On the other side of the door you'll find a stone block and a fire. If you walk forward and peer over the cliff edge, you'll see the water you crossed earlier by leaping from pillar to pillar. Push the stone block over the cliff. Jump down after the stone block. Now there are two blocks here. Place the block you pushed from the cliff atop the other stone block. Drag both stone blocks toward the right-hand doorway and shove them against the wall. Leap atop the stone blocks to spot the cave in the mountainside above. Leap up to the ledge and go through the cave entrance.
  19. Follow the dark tunnel. Turn right at the water and follow the path around it. Climb onto the ledges at the far end. Take the battle-axe (to the right at the top of the ledges) and kill the Vampires here. Enter the distant building.
  20. Ascend the ramp and kill the Vampires ahead. The sunlight makes this easy. Continue up the next ramp to and through the corridor. Enter the big chamber ahead and stay right. Walk around to the right, keeping the wall at your fingertips. Flip the wall switch to descend in the elevator. Turn right at the corridor ahead. Follow the corridor left. There's a spear in the corner here if you need it. You can use the torches on the wall as weapons, too.
  21. Enter the room at the end of the corridor and kill the Vampires. Climb the ramps and go through the door at the end. Enter the next room and look down at the huge gears in the center of the room. Turn left, find the wall switch, and flip it. You'll discover a spear by each door. (The door at the other end of the wall leads back down to the elevator and the corridor you followed to get here.) Find the crank on the wall on the other side of the room and wind it. Watch as the gears start spinning.
  22. Return to the corridor using the door you didn't enter through. Kill (or ignore) the Vampire Hunter on the ramp ahead. Return to the elevator and flip the switch to ascend. Locate the lever on the floor next to the pillar nearest the elevator. Pull the lever and watch the floor open. Glide down into the pit. Check all the walls to find a tunnel out. Many of these are dead ends. You want the one in a corner, with a pattern of lines above it. Follow the tunnel down and around. Climb the ramp at the end to walk outside. Cross the room and climb the ledges on the far side.
  23. Find the lit burning stone blocks in the next room. Push all four of the lit stone blocks under the wooden support struts so they'll burn through them. (You must glide to reach the blocks.) The floor of the room above drops. Now move all four blocks along their tracks to the four corners of the dropped floor. If the flaming blocks sit like this, the floor won't drop. Note the track design: you must pull the blocks forward to cover it. Tuck the burning blocks close to the corners, like this. The floor drops. Jump down after it. If you'd explored the other tunnel in this area earlier, you'd have found a gate barring the way. Now the gate is gone. Go through and get ready to take on the first Vampire

    Melchiah

  24. The ramp ends in a circular room where a gate had barred the way. Once you enter the room, the gate drops to bar the way again. No escape. Spears line either side of the doorway. Peer into the shadows to spot Melchiah, grossly deformed and totally mad. After his brief speech, he attacks. Even with your weapon, you can't kill Melchiah-and he can follow you to the Spectral Realm. The cage over the blood-covered floor in the center of the room is part of the solution. The two gates on either side of the entry gate also are part of the solution.
  25. Leap up through the window on the wall above one of the gates. Pull yourself through the window and drop down. Melchiah is held near the gate for the moment. Using his special power, Melchiah shifts into the Spectral Plane and slides through. To hurt him, run to the back of the room before he arrives at the gate; then pull the floor switch. Hold the switch back to keep the gate open. Now Melchiah will stay in Material form as he passes through.
  26. Wait until Melchiah is halfway through, and then release the floor switch to impale him. Return to the other side of the room, near the entrance, and repeat the process to impale him again. Leap through the window and crouch-jump to the circular cage in the center of the room to lure Melchiah in.
  27. Once Melchiah is inside the circular cage, crouch-jump out and run back to the throne area. Pull the crank on the wall. The grinder lowers. Melchiah goes to bloody pieces. Raziel absorbs a new power from his dead brother. Now you, too, can pass through barriers such as gated doorways.
  28. Shift to the Spectral Plane at the barred doorway and pass through. Run up the ramp and pass through the next gate. Walk through the room with the dropped floor, where the fires still burn. Climb onto the nearest lit stone block. Jump up from the stone block to pull yourself up to the next level. Use the Portal to return to the Material Plane. Drop back into the room with the floor and the lit stone blocks. Go through the door on the other side of the room and follow the tunnel around to the room at the other end. Turn to the right and pull the stone block from the wall. Use it to climb to the floor above.
  29. Walk around there to find the main entrance. Go through. Follow the corridor to the gated doorway at the other end. Open it and go outside. Walk to the edge of the pool and shift to the Spectral Plane. Dive in and drop to the bottom.

    Force Glyph

  30. You've been here before. Walk left and find one of the two gates you located earlier. Use your new Pass-through ability to get through the gate ahead. Walk up the ramp and spot the Portal ahead. Use it to return to the Material Plane. This is the Force Glyph Room. Push over the three columns here so they fall toward the middle of the room. The stone head at the back of the room suddenly comes to life. Its eyes project light onto the symbols overlying each other atop the overturned columns. This creates the Force Glyph, which will give you a unique power. Go get it. Your Glyph Energy is limited. You must find more to use it again.
  31. Shift back to Spectral form and leave this cave. Pass through the gate and turn right. Bypass the open cave for the moment and continue to the second gated cave. This Eldritch Energy power-up gives you Glyph power. Walk through it to take it. Walk left and follow the cave there to return to the pool with the pillars. Climb the ledges on the far right and pull yourself to shore.
  32. Shift back to the Material Plane with the Portal here. Head for the open door and go through the Melchahim Clan warp gate. Climb the spiral staircase. Go through the door and descend the steps to the cemetery area. Keep going forward and glide from the cliff edge toward the tall stone columns that frame a doorway. Go through. Turn left and climb the ledges to the passage at the top. There are no stairs up to the passage on the other side of the big room. Glide from niche to niche to reach the passage on the far side. An Eldtritch Energy power-up lies in the second niche.
  33. Continue gliding to the passage. Land on the ledge beneath the passage and pull yourself through. Go up and around the stairs and across the bridge. Enter the Drawbridge Tower with the wall switch that activated the bridge. Descend the steps and go through the door. Follow the passages to the gate and go through.
  34. Follow the passages to where the hall forks. One path leads into the water where you first encountered a Vampire Wraith. Take the other path, instead. Go through the door at the end of the short hall and cross the big hall through the main gates into this area. Kill any Vampires lurking along the way.

    Health Energy Power-Up

  35. Outside the gates (where you killed the two Vampires to get in earlier), turn left. Spot the Health Energy power-up behind the bars. Hook into the big block in the corner opposite the power-up and drag it across to the bars. Climb atop the block. Shift to the Spectral Plane, and then pass through the bars to claim the power-up.
  36. Pass back through and reenter the main room of Raziel's fallen empire. Climb the steps and use the Portal to return to the Material Plane. Walk to the door on the right and go down to the Raziel Clan Warp Gate. Set the warp gate for the Sanctuary of the Clans Warp Gate and walk through. Follow the corridor outside and turn right. Run along the canyon to return to the Sanctuary of the Clans. .

    Soul Reaver Invader

  37. When you arrive back at the Sanctuary of the Clans, turn and face the main doors. Kill any Vampires that get in your way. No amount of straining or violence will get you through the front doors. Head to the right and locate the gate at that end. Shift to the Spectral Plane and pass through the gate.
  38. Inside the building, walk through the Health Energy power-up to acquire it. Turn left and walk down the hall. Take the first door on the right. The other end of this hall is blocked. Drain any energy you need from the Sluagh; then shift back to the Material Plane in the Portal ahead.
  39. The door shuts behind you. Cross the bridge over the pool and battle the Vampires. Throw them into the pool to kill them. Reave their souls. Go through the doorway that opens at the other end of the pool. Shift back to the Spectral Plane when the Vampire in the hall confronts you. The corridors lead to the same place, and both have gates barring the way. Go to the right. Pass through the gate and continue down the corridor.
  40. Shift back to the Material Plane in the Portal in front of the keyhole-shaped door. Go through the keyhole door. The door slams shut behind you. Turn and confront Kain.

    Battle Royal

  41. When Kain disappears, turn around quickly to find and attack him. If you're fast enough, you'll avoid a lot of damage. When he disappears again, locate and attack him again. Attack Kain a third time to end the battle. With a mighty blow, Kain breaks his fearsome blade, the Soul Reaver, across your back. This unleashes blazing blue energy that shakes the entire building. Kain laughs in triumph, saying the blade is vanquished. He disappears before you.

    Destiny of the Soul Reaver

  42. Shift to the Spectral Plane. The Elder tells you the history of the blue blade that stands before you: now that its corporeal form has been destroyed, it has become a Wraith Blade. The Soul Reaver can only manifest itself on the Material Plane if you're at full health. It will always be there for you in the Spectral Plane. Ariel appears, giving you another ally against Kain's evil. When you're clueless and hurting, return here to get her advice and to renew your health. While in the Spectral Plane, grab the Soul Reaver and walk back through the keyhole door. Pass through the gates again to return to the outside world. You might want to try out the Soul Reaver on the Sluagh haunting this area.
  43. Shift to Material form at the Portal near the bridge to the Vortex. Try out your new weapon on the Vampires you meet along the way. One Impale move and those Vampires go to pieces! Go back through the door to the training area. Follow the corridors and leap over the water areas to return to where you found the first Portal. Shift back to the Spectral Plane. Walk straight across the Portal area to find the gate blocking the tunnel you discovered earlier. Pass through in Spectral form.

    The Silent Cathedral

  44. Follow the canyon uphill until you spot the Cathedral. Turn right and walk forward to the drawbridge across the moat to the Cathedral and the Portal in the distance. Before you reach the Portal, turn right to spot a canyon leading back into the mountains. It's directly opposite the drawbridge. Enter the canyon and follow it to a series of ledges leading up the wall. Climb the ledges. Kill the humans who confront you. Turn right and follow the corridor down to the Cathedral Warp Gate. Step on it to activate it. Return to the Portal area.
  45. Stop near the Portal but don't use it. Forget about the drawbridge for a moment. Instead, walk to the water's edge and drop in. Turn right and phase through the gate here. Follow the corridor to the end. Gaze at the big underwater cavern on the side of the wall above. You can't reach it. The Portal ahead gives you all kinds of ideas, doesn't it? Forget it for now and return to the Portal near the Cathedral.
  46. Shift back to the Material Plane and ignore the drawbridge again for another investigation: walk along the moat. Stop atop the ramp sticking up from the moat. Look up. A Health Energy power-up waits on the cliff edge high above. You'll have to come back for this one, too. Return to the Cathedral and walk up the drawbridge. Give the big gates a whack with the Soul Reaver to open them. Shift back to the Spectral Plane to pass through the gate. Okay, you're inside.

    The Silenced Cathedral: Rooftops

  47. Inside the Cathedral, still in Spectral form, turn right to spot the Portal. Cross over to it, but note that the pit is full of water. Shift back to the Material Plane and leap and glide over the pool. Watch out for the human with the flamethrower on the other side! Beat him down and reave his soul.
  48. A crossbowman stands on the ledge ahead. Run to the base of the ledge, where he can't shoot you. Leap and pull yourself onto the ledge. Kill the crossbowman and reave his soul, as well. Descend the next ramp. Walk down the corridor to the next gated area. Shift to Spectral form and pass through.
  49. Walk ahead to the circular building on the right. Stay left of the circular building. Keep the wall of the circular building to your right as you walk, until you find the Portal inside. Shift back to the Material Plane. Walk back toward the gate.
  50. Turn left before you reach the gate to locate the ledges ahead. (If you have no weapon other than the Soul Reaver, you'll probably need one. Take the spear from beside the gate for some extra innings of Vampire-bashing!)
  51. On the other side of the gate, turn right to spot the ledges. The ledges here can be hard to spot. Climb the ledges to the roof. Turn to the right to spot a doorway. Leap up and glide over. For now, don't go down the intriguing passage behind you. Turn and glide toward the low roof ahead. Leap up to the doorway in the adjoining building.
  52. Leap up to the beam sticking out of this building. Jumping onto the beam or getting a handhold on a ledge that will get you to the roof is tricky. Take your time. Make the easy leap onto the roof from the beam. Glide to the Cathedral's main entrance. Enter the Cathedral.

    Cathedral Mysteries and Histories

  53. Glide down and kill the Vampire. (The Soul Reaver deserts you the first time you're injured. If it is your only weapon, climb the ledges and escape the Vampire's attacks.) Leap up the ledges to the doorway in the back. Go through. Grab the spear and go back to chop up the Vampire (if you ran from it). Otherwise, continue down the corridor. Look at all the pipes and listen to the Cathedral's story. Explore the Cathedral briefly. Shift to the Spectral Plane.
  54. In the Spectral Plane now, you'll find a Portal in one of the dead-end alcoves (left of the doorway as you face it). Don't use it. Walk to the other side of the room, turn, and look up to spot the Portal high atop the brass pipes. On the Spectral Plane, the pipes twist and bend. Hop onto the pipe nearest the corner on this side of the room. Walk up the pipe to the Portal and shift back to the Material Plane.
  55. Shift back to the Material Plane and leap to the metal catwalk above. Follow the catwalk around, gliding over missing sections. Glide across to the doorway at the end of the catwalk. Don't enter yet. Walk along the ledge to the right. Throw the wall switch. Ignore the platform that lowers and keep going to the right along the ledge. Enter the doorway at the end of the ledge. Descend the ramp. Follow the corridor around to the gate. Shift to Spectral and pass through the gate.

    Playing with Picture Blocks

  56. Notice a number of blocks and empty spaces on the wall. Look at the pictures on the wall. Climb the ledge in the room's right-hand corner and shift back to the Material Plane. Kill the Vampires in the room before you do anything else. Remember, you can use the torches and the horned lamps on the walls as weapons. (It's a good idea to save your game here. If you forget to, turn Spectral, leave the room, and walk back along the corridor a ways to allow this part of the game to reset.)
  57. Now, you must figure out which blocks go with which pictures. Start with the block nearest the Portal. Face the block, and then walk to the left of it. Use Raziel's Lift maneuver to flip the block over. (The reason for this will become apparent in a moment.) Walk to the next block in line. Pull the second block over and place it left of the first block.
  58. Walk to the right of the first block and lift it. As Raziel lifts the first block, it turns right side up. Grab both blocks and move them over in front of the hole in the wall. You still can't get the leverage you need to shove it into place. Line up the third block. Drag the third block over and place it in front of the first two. Leap onto the third block, and then shove the first block into place.
  59. Pull the third block back three spaces to get room to work. It goes into the third hole in the wall (counting from the right), but it will take some work to get it there. Stand to the right of the third block, to the right of the picture side, and flip it over. Stand in front of the third block's picture side and flip it over. Still standing where the picture side had faced you, step left and turn the third block over one final time.
  60. Walk around to look at the front of the third block: the picture is right side up. Put it into the wall. Go back to the second block and pull it from the wall. Stand to the right of the picture side and flip it over. Stand on the picture side of the second block and flip it over.
  61. Still standing where you were on the last flip, walk left of the second block and flip it over one last time. Walk to the front of the second block: it's now right side up. Shove it back into the hole in the wall that's second from the Portal. Turning blocks two and three requires exactly the same movements. If you can do one, you can do both.
  62. Pull the fourth block from the wall three times. Stand on the picture side and flip it over. Stay in position. Walk forward and flip the fourth block over in the same direction once more. Walk around to the side with the picture on it: it's upside-down now. (Remember, the palm in the picture must be turned up, not down.) Step to the left side of the picture and flip it over twice. Shove it back into the hole to finish all the pictures. Once you've finished all the puzzles, a ledge pushes out elsewhere to allow access to another wall switch. Shift back to the Spectral Plane and pass through the gate. Use the Portal on the other side to return to the Material Realm.
  63. Make your way around the ledge to the other door where you first jumped from the catwalk. Enter it and follow the ramp down and around. Kill the two Vampires in the hall.
  64. Crawl up the ledge to reach the wall switch there. Flip it. Another platform slides out of the wall near the first one. Turn around and look at the walls. Wow! Bet you don't hear "What's for dinner?" much around here! You'll find a spear by the doorway, if you need one.

    The Silenced Cathedral II Shooting Up the Air Shaft

  65. Return to the main room with the pipes and the pit. Walk around the ledge again. Leap onto each platform the wall switches lowered. The platforms turn on the big fan in the pit. Leap out into it and start gliding. If you stray out of the air flow, you'll land on the fan below. Leap up and start gliding again. With the air coming from beneath you, rise to the top of the ceiling shaft.
  66. Glide toward the smallest doorway at the top of the shaft and go inside. There are two, so make sure you have the correct one. Once you've risen to the top, you'll be deposited on this small ledge. Leap up to the right and follow the ramp up. Stop just before you get to the level portion of this ledge. Directly above you is a doorway. Crouch-jump to reach it. Walk forward through the doorway and spot the bell at the end of a short hall ahead. One of the Warrior Priests guards it.
  67. Still facing the bell, turn right and follow the corridor. At the fork at the top of the ramp, head left toward the door. (The right fork leads to a glass wall you'll get to later.) Go through the door. Follow the corridor around to a gate, killing Warrior Priests in the way. Shift to the Spectral Plane and pass through.

    Plumbing Problems!

  68. On the other side of the gate, look up at the room's rear wall to spot the Portal. A pipe hangs on the wall, as well. Shift back to the Material Plane and grab the pipe to use as a weapon. Kill the Vampires. (If you kill them with the pipe, make sure you reave their souls before you pull it out of them. Otherwise, they'll come back to life.) Stay on the lookout for the Vampires in this room. When you kill them, others come to take their place.
  69. The problem here is to place the blocks in the wall openings to match what's already in place. Stand in front of the gate, facing the blocks. Inspect the opening on the right. This one needs only two blocks that run straight through. Ignore blocks with holes on any but opposite ends.
  70. Stand in front of the gate. Take the nearest block on the outer left. Drag this block over near the hole in the wall you inspected. Leave yourself room to work. Walk to one of the sides with a hole in it and flip it over. Walk to the left side of the block, as you've been facing it, and flip it over again. Stand in front of the block and shove it into place.
  71. Time to hunt for more blocks. Pick the one in front of the opening you're working with. Drag the block to the wall and fit it into place. Move on to the next wall opening. This one is a little more complicated. Walk to the block to the right of the wall opening. Stand in front of the side with the hole in it on the far side from the wall opening. Flip the block over twice. Pull the block all the way to the left side of the wall opening and lock it into place.
  72. The next block must be cored straight through. Take the one closest to the opening you're working on. Get behind the block and push it into place. Move to the next wall opening.
  73. This wall opening needs only two blocks that curve toward each other. Piece of cake. Stand on the side of this block nearest the gate and flip the block over once. Walk to the side of the block that still has a hole. Flip the block over. Stand on the side nearest the gate again and flip it over once more. Shove the block into place on the left side of the wall opening.
  74. At the last block, stand on the side away from the gate. Stay on that side and flip the block twice. Slide the final block into place. When you complete this section, a cutscene reveals you've blown a lock on one of four knobs you must use later.
  75. Shift back to the Spectral Plane and pass through the gate again. Outside, shift back to the Material Plane. Return to the area with the bell and go down the corridor to the end. When the hallway forks, go right. Pass through the door ahead and follow the corridor around. Kill any Warrior Priests in your way. Shift back to the Spectral Plane and pass through the gate ahead.

    More Block Puzzles

  76. Locate the Portal on the ledge at the back of the room. Shift to the Material Plane. Kill the Vampires in the room. You'll find more pipes on the walls to use as weapons. Grab the bottom block of the stack and drag it to the ledge where the Portal is. Hop onto the ledge and turn to face the blocks.
  77. Shove the blocks backward, causing three to topple. (As you do all this, you'll be killing the Zephonim Vampires who keep creeping up on you!) Walk across the first block to the stack of three. Shove the top two off. Walk across the others to the stack of two. Shove the top block off. Now you have a row of four blocks. Shift back to the Spectral Plane and leave the room.
  78. Shift back to the Material Plane in the Portal against the door. Go through the door and turn left. Ring the bell, then find and ring the second bell while the first is still ringing.
  79. Pull the first block out away from the others. Step left of the block with the hole in it. Flip the block twice from this side. Fit the block into the wall you're facing, into the opening on the left (the only one with three holes inside). Pull out the second block in line. The hole in this one goes straight through. Walk left of the block and flip it over. Walk to the left again, to the side that had been against the third block in line. Flip the block again. Slide this block into the same wall as the last block to complete that side. Grab the third block and pull it into the middle of the room. Walk to the right side of the third block.
  80. Simply shove it into the leftmost opening in the wall across the room. Pull the fourth block out so you can get a good look at it. Walk to the right of the block and flip it over. Walk left and flip the block again. Slide the block into the last opening to complete this section. Watch as the lock on another knob blows open. Shift back to the Spectral Plane and leave this room.

    The Silenced Cathedral III Bells Are Ringing!

  81. Shift back to the Material Plane in the Portal against the door. Go through the door and turn left. Kill the Warrior Priest guarding the bell here. Ring the bell, using the Soul Reaver or your fist. Turn and leap across the airshaft that brought you up to this level. Glide across to the large door on the other side. Leave this area through the doorway and drop to the ramp below. Follow it to the next doorway and enter.
  82. Walk toward the doorway between the two horned lanterns on the walls. Look down the ramp to spot a second bell. Ring it, too. Ringing the second bell blows out the glass wall near the first block-puzzle room. Walk back to the airshaft, but don't try to leap across. There's an easier way. Turn left and spot the door in the glass wall. Go through it into the next corridor. It takes only a moment to recognize this as the corridor with the first bell in it. Keep going forward.
  83. Pass the door you entered through earlier and look right to spot a platform switch. Jump onto the switch to activate it. A secret door opens near the second bell. When you return to the second bell, you'll find the corridor to the right of the bell not quite halfway down the main hallway. But you must get there first.
  84. Switch to the Spectral Plane to stop time. Leap from the switch out through the area where the glass blew out. Drop to the floor, use the Portal there, and run toward the hidden corridor. If you hurry, you can be inside the hidden room before the door closes. (If you don't beat the timer the first time, try again. Keeping a really low profile as you jump saves time.) This teaches you being in the Spectral Plane stops time. Very handy at this point! In the room, turn around and spot the wheel on the opposite wall.
  85. Cross the room and turn the wheel to lock the secret door into the open position. Kill the Warrior Priest who sneaks up on you. A ramp is one of two ways out, but it leads nowhere you want to go. Follow the ramp up and go through the door.
  86. Glide across the gap over the second bell and go through the door on the other ledge. Follow the corridor around. Kill the Vampire Worshippers that get in your way. Go through the next door you come across. Kill or avoid the Zephonim Vampires in the heiroglyphic room. Follow the corridor out of it. You'll find a Health Energy Power-Up in the circular room which is protected by a golden dome. You can't get to it now, so keep going. Turn Spectral and pass through the gate barring the next tunnel. Kill any Sluagh to get your health back. Climb the wall at the back of the room to shift back to the Material Plane.
  87. Now to figure out the blocks you've found here. They all make pictures when they're in the right openings. Stand in front of the gate and turn to the right. Deal with that block first. Pull the block out into the center of the room. Step to the right of the picture face and flip the block over. Step to the picture face and flip the block over. Step to the left and flip the block over so the picture face is right side up.
  88. Shove the block into the second opening on the wall where you found it. Take the block that is now nearest to you. Drag it to the first opening along this wall where you got the first block and shove it into place. Pull the block that is under the ledge where the Portal is to the center of the room. Walk around to the picture face. Step to the right and flip the block over. Step to the picture face and flip the block over twice. Walk to the left and flip the block over.
  89. Circle around to the picture face and shove it into place in the right opening under the Portal ledge. Pull the fourth block away from the corner to get room to work with it. Walk around to the picture face. Step to the right and flip the block. Step to the picture face and flip the block. Step to the left and flip the block so the picture face is right side up. Move to the picture face and shove it into the wall opening on the right. This is the same wall where you first got the block. When the first four blocks are in place, the four blocks floating against the ceiling descend. Turn around where you are. Grab the block in front of you on the left and pull it away from the others.
  90. Abandon that first block and walk to the block just behind it. Pull it away from the others. Step to the right of the picture face and flip the block. Walk back to the picture face and flip the block twice. Step to the left and flip the block so the picture face is right side up. Shove this block into the right side of the only double-block opening left in the room.
  91. Return to the first block in this group. Shove it back into the last opening under the portal ledge. Turn around to face the last pair of blocks. Pull the one on the left away from the other. Walk to the right of the picture face and flip the block over. Step to the picture face and flip the block over. Step to the left and flip the block over so the picture face is right side up.
  92. Step to the picture face and shove the block into the wall opening behind it. Move to the picture face on the last block. Shove it into the wall behind it. Once all the blocks are in place, the golden dome around the Health Energy Power-Up opens.
  93. Turn Spectral and pass through the gate again. Take the Health Energy Power-Up. Use the Portal in the next room to return to the Material Plane. Come back to the golden dome and take the spear inside. Then go through the door. Follow the corridor to the ledge and door. Glide back across the gap over the second bell and go through the door on the other ledge again. Go down the ramp and through the door on the left.

    The Silenced Cathedral IV Pipe Screams!

  94. When you look down into the room you reached via the second exit, study the pipe that starts at the bottom and goes up. Drop onto the pipe and walk along it, climbing steadily. Kill any Zephonim Vampires that attack you. At the top, a second pipe connects to the pipe you're walking on. Together, they create a passage leading deeper into the Cathedral. Follow it.
  95. A little farther on, the passage forks. Go left, for now. Peer down into the room at the end of the left fork: there's the pipe you just walked up. Go back and take the other fork. Kill or avoid the Zephonim Vampire that pounces out at you. Keep going forward and kill the human. Nothing else is here. Go back and take the other fork. Follow the long, wide corridor. The room at the end of this fork is more promising. The knobs you blew up by solving the puzzles are on the floor. A red gate lies to the left. Shift to the Spectral Plane and pass through the red gate. A Portal lies ahead. The passage in front of you leads left and right. Shift to the Material Plane and go left.
  96. Follow the twisting path, killing or avoiding lurking Vampires. Warrior Priests stand guard at the end of this passage. Kill the Warrior Priests. Open the two hatches nearest the bottom of your screen. Move around them to find the proper spot. Don't give up if you can't get them open at first. Leave the one against the rear wall closed. Opening only those two hatches shatters another knob lock below. Three down, one to go. Return to the red-gate area and take the other path.
  97. The Vampire along the second path is more powerful than any you've encountered so far, and throws off blue force beams. Kill it quickly and keep going. The passage ends at another room with a Vampire guard and three more hatches. After you kill the Vampire (or scramble to avoid it), open the two hatches nearest the top of your screen. Opening the hatches breaks the remaining lock, leaving all four knobs open. Return to the red-gate room with the knobs, turn Spectral, and pass through. There's not much you can do with the freed knobs from the Spectral Plane.
  98. Turn right and follow the passage that brought you here to find a Portal. Use it to return to the Material Plane, and then return to the red-gate room with the knobs. Pull all four knobs up and turn them to activate the airshaft on the side of the room opposite the red gate. After you turn all four knobs, the airshaft in this room comes on. Walk into the airshaft. Leap into the air and glide to become airborne.
  99. As you float up and turn to look around, you'll notice two broken sections of pipe. Return to the bottom of the airshaft, and then glide up again. With a little experimentation, you can glide to the areas with the missing pipe. Glide to the missing section. Shove the missing pipe section into place. Glide to the other missing section and repeat the process. (To gain altitude in the airshaft, glide to the center. When you pass the pipe with the missing section, glide to that side and descend on it.)
  100. With all your experience plumbing the Cathedral, you should drop this section into place easily. Jump to the center of the airshaft again and glide up to the passage at the top. Enter it. Notice all the spiderwebs-not a good sign.]
  101. Step into the room at the end of the passage: immediately you're knee-deep in Vampires. You'll also find another intriguing puzzle. For now, kill the two Vampires. This can be tough without a weapon. You have the Soul Reaver, so you may want to retreat to the doorway you entered through and fight the Vampires one at a time. You must dodge and duck quickly. The first time you get hit, the Soul Reaver vanishes. The Sluagh and Portal in the Spider Room will keep you fighting the good fight. Change to the Material Plane and dash for the passage again, concentrating on one Vampire at a time. If you must have a weapon, climb onto the platforms (see the following steps) to reach the war hammer on the second iron platform.
  102. Look at the platforms attached to the walls above. You'll use them to make your way up. Walk forward and turn the two knobs near the big stone block ahead. Twist the knobs to shift various platforms around you. Jump up the two lower platforms. Turn around on the second platform and glide to the three pipes sticking out of the wall. This may take a few tries, the pipes are very slippery. Aim for where the pipes hook into the wall. Leap from the three pipes up to the next platform on the left. Glide into the passage revealed by the blocks the knobs moved.
  103. Pick up the torch in the passage. You'll use it to mark the gate ahead and avoid confusion later. Walk forward to the gate. Shift to the Spectral Plane and pass through the bars. (You'll leave the torch here.) Stand on the pipe and stop. In the next room, prospects look grim. Drop to the floor and use the Portal to shift to the Material Plane. Kill the two Vampires that take shape around you. Getting jumped so suddenly can be unnerving, but there are plenty of Sluagh and the Portal is here if you need to rebuild your health. Take them out one at a time.

    The Silenced Cathedral V

  104. The pipes on the wall next to the cylinders stacked on the cubes make good weapons here. Climb the lowest section of the "stairway" made by the pipe organ and make your way around the room. Leap across the gap in the pipes and glide to a safe landing. Leap into the passage overhead. Follow the corridor to a gate. Pealing bells echo around you. Shift to the Spectral Plane and pass through the gate. Use the Portal on the other side of the gate to return to the Material Plane. Continue forward to a room with a bell and a lot of pipes.
  105. Don't ring the bell: it brings two Vampires down on you in a heartbeat. If you make this mistake, shift to the Spectral Plane and climb the pipe anyway. Crouch-jump onto the pipe and follow it up. Leave the pipe and enter the passage on the left. The passage is short and ends suddenly at a pit. Glide down to get one of the pipes (from the wall with the valve) to use as a weapon. Leap into the pit and kill the two Vampires. Others will continue to appear.
  106. Walk to the jumbled blocks at the back of the pit. Pull out the block at the bottom of the stack to let the others fall. Push the block to the valve area where you got the pipe. When the block is under the valve, leap onto it and turn the valve.
  107. Turning the valve opens air jets in the three pipes you leaped on in the platform room to get here. Leap to the columns you tumbled. Walk up them and crouch-jump to get out of this pit. Follow the passage back around to an opening. Vampires swarm you here. This room needs plumbing repair, as well.
  108. A piece of pipe on the wall (to the left as you step outside the passage) makes a great weapon! Lay into the Vampires with it. Hop onto the pipes to the right of the passage opening. At the fork in the pipe, stay right and keep going up. At the steep bend in this section of the pipe, turn to the left and study the section of missing pipe. Glide to the missing section and push it forward to repair it.
  109. Follow this mended section up as far as it goes. Around the pipe's next left bend, you'll find a valve. Turn it. This increases air pressure from the three pipes in the platform room where the hidden door was.
  110. Glide back down to the floor and go to the passage that brought you here. Follow it, killing any Vampires in your way. To avoid Vampires completely, shift to the Spectral Plane and walk to the end of the passage. Drop into the pit area to use the Portal and turn Material again. Pull the block under the first passage you used to get into the pit. Leap onto the block and jump up to catch the ledge and pull yourself out. Follow the corridor.
  111. Glide down over the bell to the gate you passed through earlier. Shift to the Spectral Plane and pass through it again. Follow the passage to the room with the pipe stairs. Drop to the floor and find the Portal to return to the Material Plane. Climb the pipe stairs again and leap into the passage where you left the torch burning. See? The path is clearly marked. Turn Spectral and pass through the gate.
  112. Drop into the room with the platforms and hidden door and use the Portal to turn Material again. Leap up onto the platforms, and from there onto the air stream vented by the three pipes. Use the Glide maneuver to go up. Float to the top of the airshaft and get out at the passage. Follow the spider-webbed passage forward. Go through the opening on the right-hand wall ahead.

    Second Cathedral Warp Gate

  113. A door at the bottom of this corridor leads to a second Cathedral Warp Gate. Go in and stand on it to activate it. Leave the Warp Gate and go to the end of the corridor. Turn right and continue to the other end. Walk through the opening to confront Zephon.

    Stone Glyph Zephon

  114. Zephon's lair looks like the last place you'd want to visit. Notice the dead human with the flame-thrower to your left. You'll need his services in a few minutes. Walk farther into the room for your first look at the monstrosity Zephon has become. Zephon speaks in his terrible voice. Before Raziel can take more than a few steps, the passage he entered through closes. Zephon isn't shy. Dodge his leg and watch as it gets stuck in the ground. Before Zephon can draw his leg back, attack it with Soul Reaver or fist to break it.
  115. After you strike his leg, Zephon lays an egg. Grab the egg and run back to the dead human with the flame-thrower. Use the flame-thrower to set the egg on fire. Take the flaming egg back to Zephon and throw it into his face. (Hurry with the flaming egg or it will burn up before you get back.) Repeat the procedure when Zephon lashes out with another leg. If you run out of legs, you can always hit Zephon's egg sac directly to get another egg.
  116. If you're reduced to the Spectral Plane, retreat to the tunnels on the left and right sides of Zephon's lair. Use your Pass-through ability to get through them. (You can't get through them from the Material Plane.) Inside the tunnels, in the Spectral Plane, you'll find soul generators to replenish your health. Now go get Zephon again. Switch back to the Material Plane in the main chamber Portal. After you hit Zephon with three eggs, he bursts into flames and dies. Raziel absorbs the soul energy and gains the ability to climb walls.

    Getting the Force Glyph

  117. When the Elder finishes speaking with you, leave Zephon's lair. Walk to the Warp Gate and activate it. Choose Melchiah's homeland as your destination and walk through. At the Melchiah Warp Gate, turn Raziel to the left side of the screen and walk down the hall with the torch. (Don't take the one that leads up the spiral staircase.) If you don't have a weapon, take the torch. Go through the door and kill the Vampire outside. You'll recognize this area immediately. Leap out onto the column you used before to cross the pond.
  118. Now that you have Pass-through and Wall-crawling abilities, shift to the Spectral Plane and dive into the water. Walk forward until you find the underwater passage on the left. Enter it. Follow the passage to the other end and look up to spot ledges you can climb onto-and the unmistakable blue glow of a Portal above. Crouch-jump to the first ledge. Then jump up on the other ledges to pull yourself out of the water. At the Portal, shift back to the Material Plane.]
  119. Climb the wall ahead. The Vampire on the ledge has a habit of knocking you off. Get up on the ledge and jump over the Vampire to get some room to work in. Then kill it and follow the tunnel. On the other end of the tunnel, turn right to find a spear leaning against the wall. Take it and kill the Melchahim Vampires ahead. vStudy the giant skull ahead. Note the cavernous right eye socket. Turn completely around and look back the way you just came. Spot the climbing area on the right of the tunnel opening. Scale the climbing area to the ledge above. (If you get stuck en route, remember-you can go sideways as well as up and down.) Kill the Vampire on the ledge. Turn right and leap to the ledge above. Enter the doorway and follow the corridor around.

    Stone Glyph Warp Gate

  120. Activate the Force Glyph Warp Gate at the other end. Return to the outside ledge, but don't go down. Turn to the right to spot the blocks there. Climb the block's ledges. At the top is another climbing area. Climb to the block above. Climb to the next ledge to get the Health power-up. Grab the Health power-up.
  121. Stay on this ledge but turn around to spot the interesting ledge in the distance. Drop down one ledge for a better view of the area. Because it looks so interesting, jump from this ledge and glide to the lowest ledges leading to the brazier area. They're on the right and you can reach them easily. Walk up the ledges to reach the brazier. Glide down to the giant skull below.

    Threading the Eye

  122. Walk through the skull's empty right eye. Follow the twists and turns of the corridor to a room with another climbing surface in it. Climb it. Kill the Vampires at the top of the next ledge and spot the climbing surface behind them. Reave the Vampires' souls, and then climb the wall. Atop the next ledge, kill the Vampire and study the buildings in the background. Leap to the wooden bridge ahead. Turn left and leap to the ledge there.
  123. Shift to the Spectral Plane. Leap up to grab the wooden bridge that leans toward you. If you fall off this bridge and drop back to the areas below, you won't be able to get up in Spectral form. You'll find a Portal back at the mouth of the tunnel through which you entered this area. Walk along the wooden bridge to the next ledge. At the next ledge, turn left and follow another wooden bridge to a ledge with a Portal on it. Shift back to the Material Plane.
  124. Turn around and leap onto the wooden bridge above. Walk along the wooden bridge and turn around to spot the next wooden bridge above. Jump up to that wooden bridge. Turn left and walk to the end of the bridge. Climb the circular stairs. Where the stone platform and steps end, leap and glide across to the next ledge. Turn right and crouch-jump up to the top of the ledge there. Pull up.
  125. Cross the open space atop this ledge and notice the torchlight gleaming in the open passage in the building ahead. Follow the corridor's twists and turns to reach a large room. Walk to the far side of the room and battle the Vampires there. There are a lot of them, so keep your eyes peeled.
  126. Should you return to the Spectral Plane at the hands of the Vampires, you'll find a Portal on one of the ceiling supports in the large room. Look out over the ledge to see the brazier you found earlier. Jump and glide to it. Stand beside the brazier and look back toward the buildings where you got the Health power-up. Go to the tunnel opening you see ahead. Follow the tunnel past two large fires. Just past the fire on the right, turn and leap up to the ledge. Grab the stone block there and shove it over the edge. Drag the stone block into the next room.

    Stone Glyph II: The Stone Glyph Room

  127. This is the Stone Glyph Room. To get the Stone Glyph, you must take the blocks from the ledges around the room and put each in the appropriate wall opening. The wall openings are on two levels. You'll find more blocks in passages on either side of the statue. (There are more blocks than you'll need.) Enter the passage to the left of the statue. This room has even more blocks. You must use some blocks to get other blocks down. You'll find still another block in the alcove here. Use the blocks with no pictures on them only to move the other blocks.
  128. First things first. Remove the blocks from the ledges in the back room. Remove the blocks from the ledge near the wall behind the statue in the Stone Glyph Room. Push a nearby stone block up against the ledge to make room to push and pull.
  129. Climb onto the ledge and pull the block back. Get behind the stone block to shove it from the ledge. Repeat to get the one from the other end of this ledge. Drag two of the stone blocks to the stone block in the corner to give yourself enough room to work. Climb onto the two stone blocks and pull the other stone block back. Then get behind it and shove it into the floor.
  130. Climb up into the alcove and push the stone block down from there. Grab it by the side first to move it forward; then get behind it and shove it over the edge. Grab the stone block with the circular design on it. You'll have to flip it around to position it before putting it into the appropriate wall opening.
  131. It's better to work back here. Pull the block forward, away from the wall. Walk to the right side of the circular design and flip the block over. Return to the circular design side and flip the block over. Walk to the left side of the block, where the top of the design would be, and flip it over again. This positions the block correctly.
  132. Go to the circular design side of the block and push it forward toward the passage to the statue's right in the Stone Glyph Room. Push the stone block all the way to the wall behind it. Step to the right side of the circular design and push the block out through the passage. In the Stone Glyph Room, grab the design side and shove the stone block into the wall opening.
  133. Return to the room behind the Stone Glyph Room. Choose the block with the face frozen in a silent scream on it. Pull the stone block away from the wall. You must position this stone block, too. Stand to the right of the screaming face and flip it over. Stand in front of the screaming face and flip the block over.
  134. Walk to the left side of the block. Pull it away from the other block, and then flip it over to position this block correctly. Grab the screaming-face side of the block and push it out into the passage where you slid the other block into the wall opening. Push the block to the other end of this ledge. Position it into the wall opening and shove it into place.
  135. For the next block on the upper ledge, walk to the front of the Stone Glyph Room and find the stone block that has the small circular design (next to the demon being fed by a tentacle). This is the block you brought from the room with the fires. Drag the other block in this room to the far side of the room you've been working in. Push it between the stone pillars with the block on the second ledge. Don't slide it into the wall opening, though. Climb to the block on the top ledge. Drag the stone block back to the wall opening behind it here to put it into place.
  136. Now retrieve the last block in the back room (it has a face drawn on it). You'll find it in the back room, on the side where you've filled the wall openings already. You must pull it from the wall and flip it over to reveal the picture. Make certain this last picture block is right side up. If it's not, flip it forward again, and then flip it over the other way.
  137. You must face this block in the right direction before you take it out to the ledge. Walk left of the picture face and flip the block over. Walk to the picture face and flip the block over. Walk to the right side of the block and flip it over. Now the block is positioned correctly. Shove the block to the last wall opening on the top ledge. Fit it into place. Drop to the stone block you left earlier between the two pillars on the first level. Pull it out so you can work with it.
  138. Walk to the right side of the picture face and flip the block over. Stand in front of the picture face and flip the block over. Pull the block out into the open again. Stand left of the block and flip it over. Now the block is positioned correctly. Fit the block into place in the wall opening between the pillar and the raised platform on the side of the room opposite where you started with this block. This is the wall opening nearest the statue in this room.
  139. Return to the last picture block and shove it into the center of the room where you can work with it. Go to the left side of the picture face and flip the block over. Stand in front of the picture face and flip the block over. Walk to the right side of the block and flip it over. Fit this last block into place in the wall opening between the two pillars.

    Stone Glyph III

  140. As soon as the block is in place, Eldritch Forces swirl around you. The Eldritch Forces concentrate around the statue. The statue reveals its secret. Get the Stone Glyph to receive the power of an earthquake. The Force Glyph is great, but it uses a lot of power. Be careful how you use it.
  141. Leave the temple and walk back through the cave. Glide back toward the buildings to the left to find an Eldritch Energy power-up on the ledge. Walk through the Eldritch Energy power-up to take it, and then climb the wall on the left side of the screen.
  142. Leap up the ledge at the top to find another Eldritch Energy power-up. Take it and glide back down to where you found the first one. Glide to the ground near the skull to get the Eldritch Energy there. Take it and kill the Vampire. Turn around and walk back through the cave mouth that led you here. Shift to Spectral form and dive into the pool below. Return through the underwater tunnel.

    Foraging Underwater

  143. Outside the tunnel, turn right and climb the ledges. Shift back to the Material Plane in the Portal there. Leap back to the first column in the water. Leap to the second column in the water. Then turn left and leap onto the climbing wall there. Climb to the opening and get the Health Energy power-up inside.
  144. Glide back to the shore near the first column. Walk back through the door to the Melchahim Clan Warp Gate. Set this Warp Gate to the one just outside the training area near the Pillars where you confronted Kain. Walk through.

    Return to the Sanctuary of the Clans

  145. Follow the corridor and go through the door at the other end. Turn right and follow the canyon back to Kain's stronghold. Walk to the right side of the Sanctuary of the Clans. Shift to the Spectral Plane and pass through the gate you passed through when you faced Kain earlier.
  146. Take the first door on the right and shift back to Material form. Turn left and grab the Eldritch Energy power-up. Kill the Vampires ahead and cross the bridge. Go through the door and turn right. Shift to Spectral form and pass through the gate. Shift back to Material form at the Portal. Enter Kain's chambers. Turn to the right side of the throne. Locate the pillar with the climbing surface. Climb the pillar. Pull up onto the ledge above. Turn right and walk down to the doorway. Go through.
  147. Follow the corridor to the two doors ahead. Go through the right-hand door even though both go to the same place. Walk to the end of the corridor and peer down over the ledge into the courtyard below. Tighten your belt: Kain kept a lot of secrets from you, and you're about to uncover them!

    Tomb of Serafan: Courtyard of Death

  148. Jump down into the courtyard. Kill the Vampires to replenish your health, if you need to. You can use the torches in the passage off the courtyard as weapons. If you're in the Spectral Plane, a Portal waits below. Walk to the other side of the building to find ledges that lead back up to the Pillars. Follow the passage out of the courtyard. Kill or avoid the Vampires at the other end of the passage. Keep going. Follow the canyon around. You'll find a spear here.
  149. At the end of the canyon, discover the Tomb of the Serafan, the Warrior Priests who waged a holy war against the Vampires long ago. Walk left of the Tomb and find the ledges leading up the cliff wall. Climb the ledges. Follow the third ledge to the right to find a passage.

    Tomb of the Serafan Warp Gate

  150. Glide down into the passage and follow it to the Tomb Warp Gate. Step onto the Warp Gate to activate it, and then return to the Tomb. At first it looks like nothing is inside. Walk to the rear of the Tomb to find the barred passage. Shift to the Spectral Plane and pass through the bars. Kill the Sluagh before you. Follow the corridor around. Shift back to the Material Plane at the Portal in front of the dead end. Pull the stone block from the wall ahead to reveal the doorway behind it. Walk up the stairs into the main Tomb area.

    Deadly Secrets

  151. Discover Raziel's tragic history as you gaze on the crypts bearing the names of all Raziel's brothers. You'll find nothing in this room in your current state. Stand in the center of the room and shift to the Spectral Plane. A hole materializes in the floor. Drop through it into the room below. Turn around and find the gate. Pass through.

    The Morlock's Force Projectile Power

  152. Halt on the outside ledge to get your bearings. A Portal is hidden in the alcove across the trench in front of you. Leap across the trench, go to the Portal, and shift to the Material Plane. Kill the nearby Sluagh if you need energy. After you learn about the Morlock, leap across the trench and prepare to battle it. If you have the Soul Reaver, cut up the Morlock. If you don't, batter the creature until it's dazed; then throw it into the water. Defeating the Morlock gives you the Force Projectile power.
  153. Turn until you locate the stone block set into the wall. You'll recognize it by its design. Fire the Force Projectile at the stone block to move it back. Fire at least twice to knock it completely out of the way. Glide to the hole the stone block left in the wall. Go through. Kill the Vampire in the room. Stand in front of the ledge you dropped in from, turn left and go down the corridor.
  154. Shift to the Spectral Plane and walk into the water-filled passage ahead. Walk forward across the underwater room and up the ramp on the other side. Walk out of the water and go left up the short flight of steps. At the top of the steps, turn left to spot the Portal ahead. Spears stand at columns to either side. Jump to the Portal and return to the Material Plane.

    Tomb of Serafan II

  155. Come back and grab a spear, if you want one; then glide all the way across the water. If you miss, turn around, come back up to this area, and do it again. Use your climbing ability to scale the wall ahead. Turn around at the top of the ledge and look at the columns. Only one will take you where you need to go. Glide to the tall column on the left.
  156. If you're carrying a weapon other than the Soul Reaver at this point, throw it away. Or, if you don't like the idea of giving up your spear, aim at the column ahead and throw it. If you hit the column, the spear will stick there and you can pick it up after you glide over. Use the Force Projectile to blast the stone block off the column ahead. When the stone block is off the column, glide across to it.
  157. Jump up and glide to the ledge ahead. Take the steps up and go through the door there. On the other side, spot the spear to the right of the passage ahead. If you don't have one, get it now. Kill the Vampire there. Ignore the passage on the right for the moment and take the corridor ahead. This corridor ends quickly. Return to the corridor you passed up entering this area. Kill the Vampire.
  158. A gate blocks the corridor only a short distance ahead. Shift to the Spectral Plane and pass through. Go up two flights of steps, bearing left. Kill the Vampire Wraith guarding the cage in the next room. Absorb enough energy from the Vampire Wraith to reach full health.
  159. Shift to the Material Plane in the Portal. Use the Force Projectile to blast the box in the cage back against the wall. (You can't move the stone block with the Force Projectile in Spectral form.) It takes about three shots to move it. You may want to try one more shot from the right as you face the block to position it better under the wall opening. Look above the stone block to spot the wall opening.
  160. Shift back to the Spectral Plane and pass through the bars. Kill the Vampire Wraith in the cage. Leap up onto the stone block and jump up to the wall opening. Pull yourself through. Kill the Sluagh in the next room; then follow the corridor left. Go through the arched entryway and walk to the right.
  161. A gated passage lies only a little farther ahead on the right. Pass through and walk down into the water. Explore this passage now to save time later. If you fall off the boat in the Drowned Abbey area, this passage will get you back into position quickly to attempt the jump again. Descend the steps into the water and follow the corridor. The big chain ahead leads to a boat you'll get to in the next level.
  162. A quick exploration turns up nothing but seabed. Return to the corridor and climb the steps. Pass through the gate and turn right to follow the hall. The next ledge contains a Portal. Shift to the Material Plane. Peer over the edge to spot the boat that will take you to the Drowned Abbey.

    Man Overboard

  163. Leap off the ledge and glide to the boat on the dark waters below. If you miss the boat (or fall off), look around on the bottom to find the passage back to the ledge (discovered in the foregoing chapter). If you're in the Material Realm when you fall in the water, and you're at full strength holding the Soul Reaver, you must change to Spectral form to get around easily underwater. Go toward the rear of the ship and leap onto the sterncastle, the raised platform in the back. As you stand on the sterncastle, look at the ledge above. When the boat drifts close to the ledge, shift to Spectral form: the ledge is much closer now. Leap onto the ledge and follow it left.

    The Drowned Abby Drowned Abby Warp Gate

  164. Go through the door at the end and use the Portal to shift back to the Material Plane. Look around this room quickly to locate two doors (in addition to the one you entered through.) Facing the door you entered through, go through the door on the left and follow the hall to the Drowned Abbey Warp Gate. Stand on it to activate it; then return to the circular room and go through the other door. Follow the dark, twisting corridor. Bring up the Soul Reaver and use it to blast open the doors ahead.
  165. Learn the Drowned Abbey's history. Peer over the edge to see what you're up against. Turn right to spot a pillar that sticks out of the water. Glide to the pillar. (Should you fall in the water, climb the ledges and attempt these jumps again.) Spot the next pillar and glide to it. As you make your way around the pillars, you may glimpse the aquatic Rahabim Vampires. Stay away from them and focus on your footing. The fighting comes later. The next pillar is even lower. Glide to it. Glide to the ledge against the cliff wall.
  166. The next pillar looks enticing, but that's not where you're headed. Leap to the ledges along the right and walk forward, instead. On safe ground now, turn and leap toward the next ledge on the right. Don't leap for the pillar in the water. Go through the doorway and turn left. Pass through the door at the end of the short corridor. Kill the Rahabim Vampire in the corridor ahead. Follow the corridor to the right. Use the torch as a weapon, if you need to.
  167. Dodge quickly to avoid the Rahabim Vampires' green energy blasts. They're deadly and lower your health drastically! Kill the next Rahabim Vampire with the torch beside it, if you have to. Enter the next room to discover a series of bridges over a water-filled pit.

    Down the Drain

  168. If you're in Spectral form, investigate the bridge to the right-hand opening to find a Portal. A little footwork on the left bridge leads you to the water-filled pit below. Use this bridge if you fall in along the way. Cross the center bridge to reach the doorway on the far side of the room. Open it and go through. Kill the Rahabim Vampire on the other side. A spear sits in the corner. Continue down the hall and kill another. Go through the corridor's next gate. Follow the corridor to a room where a number of broken pillars project from a pool of water.
  169. Leap and glide to the pillar on the left. Turn right and glide to the next pillar. Facing the next pair of pillars, glide to the one on the right. Glide to the pillar on the right as you face the next pair. If you fall into the water, head back to the ledge you first leaped from. As you face the ledge, a short column in the right-hand corner allows you to leap to it. Use the Portal on the ledge to return to the Material Plane.
  170. Glide to the ledge ahead. Walk through the doorway on the ledge. Follow the corridor left. Take the spear from near the door, if you need it; then go through the door. Kill the Rahabim Vampire on the other side and follow the corridor forward. Take the spear at the next turn and follow the tunnel. Drop into the water and shift to the Spectral Plane. Walk forward.
  171. When you reach the room with the tiled floor, turn right and move forward. Stop at the first corner. Turn left and look up to see the ledges on the wall. Climb the ledges until you're out of the water. Turn around until you spot the Portal in the opposite corner, along the short wall you're up against. Jump up and glide to it. Shift back to the Material Plane and climb the smooth wall. Watch out for the Rahabim Vampires below. Now that you're material, they can get you. Climb to the top, and then to the ledge to the left. Glide to the first of the rafters ahead.
  172. Glide from rafter to rafter until you reach the last one. Judging the distance between rafters here can be difficult. You can end up overshooting a lot. Watch for Raziel's shadow and you'll be right on the mark. Short, quick taps on the gliding seem to work best. Aim for where the rafter meets the wall. Turn left to spot the door at the end of the rafter. Go through it. Follow the corridor to the right. A stained-glass window halts you. Use Force Projectile to break the stained-glass window. Peer ahead to the canyon below and the side of the building you're in. The Gargoyle Trail
  173. Jump to the first projecting gargoyle head. (Glide for better control.) Continue down the row. Watch the jumps here: if you miss one and fall, you must work your way around again. Thus, save before you start. As with the rafters, short, quick taps on the glide movement seem to work best. Also, aim for where the gargoyle heads meet the wall.
  174. Stand on the final gargoyle head on this side of the building; then glide around the corner to the right to land on the last gargoyle. Turn toward the nearest building and glide to it. At the circular building, walk to the right. Turn right to spot the bell tower. Glide to the bell tower. Pull the rope there. Descend the bell tower's circular stairs and get ready to meet Rahab! .

    Rahab Swimming with Death

  175. Continue down the bell tower's spiral staircase. When you reach the water, shift to Spectral form and keep going. At the landing, climb the next flight of stairs. Walk into the room ahead and climb onto the shortest pillar. Jump from pillar to pillar until you get out of the water. Jump onto the tallest pillar at the end and shift to the Material Plane.
  176. When you're Material, Rahab appears. Don't get into the water with him-you can't destroy him there. Remember that when you shift to Spectral in the water, you must jump back up the pillars. Above all, avoid Rahab's mean blast. Turning Material causes the other columns to rise, as well. You can't touch Rahab no matter how hard you try. Note the number of columns and stained-glass windows. Use the Force Projectile to break all the stained glass windows. You must stand on the column in front of each window to break that window.
  177. When you break the last window, sunlight floods in. The sunlight has an immediate, disastrous effect on Rahab. When Rahab dies, reave his soul and get the ability to swim: water no longer dissolves you on the Material Plane.
  178. Leave this room and climb the spiral staircase to the bell tower. Glide back to the circular building. Glide back to the gargoyle head and make your way around the building to the room where you broke the stained glass windows. Enter the room with the rafters and drop into the water below. Watch out for Rahabim Vampires since they are faster than you are in the water. If you must fight the Rahabim Vampires, use Force Projectile. You have little combat ability underwater. Swim to the huge wooden door in the center of the room.
  179. Now that you're Material underwater, you can open these doors Using the Force Projectile to break them. Swim inside and follow the corridor and curving stairs down. At the bottom of the stairs, swim left. Hug the right-hand wall to keep your bearings.
  180. Keep swimming forward. Take the first right turn. A gate lies on the right side. Follow the stairs down and around. Swim into the hall beyond. Take the first left. Climb the ramp ahead. The large fire at the end of the hall blocks the way. Turn around and return to the water. Swim out into the corridor and turn left.
  181. Go through the next doorway ahead and climb the stairs. Turn right in the next corridor and follow the third window on the right (where the ramps come out). Swim through the corridor at the top of the window. Follow the corridor into a large, circular room. Swim up to locate a doorway on the far wall. Go through it.
  182. Swim through the underwater canyon area. Swim into the next room. Keep going straight. This room's exit lies on the left in the second row of alcove doors the opposite wall than the one you entered through. Swim through. It may take you a minute to recognize this place. It's where you encountered your first Vampire Wraith.

    Fire Glyph The Fire Glyph

  183. Now that you can swim, turn around in the water to face away from the stairs. Head toward the rear wall and spot the opening up high. Swim through. Follow the tunnel. Swim inside a big circular room. Grab an unlit torch from beside the underground door.
  184. Swim to the surface and crouch-jump out onto a ledge. Ignore the gate and the door. Walk down the hall left of the gate. Go through the door at the end. If the hall's Vampires mug you, return to the hall entrance and grab the spear there. Leave the unlit torch where you can find it! You need it to get the Fire Glyph.
  185. In the next room, walk to the ledge. Throw the unlit torch into the middle of the room. Go back down the hall, run past the gate, and pass through the door on the left. Follow the hall to the next room, where Vampires feed on a corpse. Notice the crank on the rear wall. Kill the Vampires and turn the crank.
  186. Shift to Spectral form immediately to keep the doors from closing. Use the Portal beyond the open doors to shift back to the Material Plane. Continue down the hall. Spot the crank on the wall in the room ahead. Drop down and turn the crank.
  187. When the door opens, go through to find yourself back in the main room with the pool. Turn right and, again, go down the hall where you threw the unlit torch. Pass through the door and shift to the Spectral Plane.
  188. Drop into the room and kill the Vampire Wraith. Climb onto the shortest pillar and start hopping from pillar to pillar to make your way around the room. When you're on the tallest pillar, facing the door to a room with a fire, glide to the ledge. Use the Portal to return to the Material Plane.
  189. You'll find the unlit torch at the back of the room. Light the torch with the big fire. Drop down into the room with the pillars. Cross the floor to find the ladder on the other side. Climb the ladder.
  190. Return to the room with the pool. Turn left and walk into the room the gate had closed off (the one you used the crank to open). Cross the room and walk through the door on the other side. Light the brazier in the statue's hands to get the Fire Glyph. Jump up and take it to acquire the power of the Fire Glyph.
  191. Return to the room with the pool. Dive in and swim through the underwater passage to the steps leading out of the water. When you're on dry land, try out your newest Glyph power on the Vampire guard here. Awesome! Vampires, extra-crispy. Turn right and follow the corridor through the door at the end. Walk through the big doors ahead. You'll recognize the Raziel Clan lands. Walk to the other door to find the Raziel Clan Warp Gate. Go to the Warp Gate and set it to the Training Warp Gate.
  192. From the Training Warp Gate, make your way to the room where you first learned about the Portals, and from which you reached the Cathedral. Look left of the doorway to the water-filled trenches and the area where you encountered the first Vampires to spot the climbing surface. Climb it. Grab the Health Energy power-up from atop the column. Glide down and shift to the Spectral Plane.
  193. Pass through the gate to the Cathedral. Go to the Portal near the Cathedral to shift back to the Material Plane. Thrust with the Soul Reaver to open the Cathedral again. Shift to the Spectral Plane and pass through the gate. Turn right and use the Portal there.
  194. Return to the first gate you found in the Cathedral. Shift back to the Spectral Plane and pass through the gate. Walk forward around the circular building on the right to find the Portal inside. Use it to return to the Material Plane and go through.
  195. Climb the ledges left to the right of the main gate you passed through. Glide from the top of the building to the ledge you used before. Turn right and glide to the short building. From the short building, glide to the other ledge. Turn and jump up onto the tall building left of the ledge.
  196. From atop the tall building, glide to the rectangular building beside the climbing area leading up to the Health Energy power-up. Climb to reach the Health Energy power-up. Grab the Eldritch Energy power-up, too.
  197. Glide to the short building on the right near the wall ledges. Turn to the left and glide to the taller building that you used to get into the entrance of the Cathedral. Walk to the top of the roof and turn right. Glide into the Cathedral's main entrance.
  198. Make your way to the pipe room ahead. Drop down into the airshaft and go through the door along the "Uh-Oh Route" discovered earlier. Follow the corridor into the cave ahead then around to the right. Look at the climbing area in the pit.

    Sound Glyph

  199. Climb up to the ledge. Use the Force Projectile to break the glass. Climb up to the ledge and follow the corridor ahead. Shift to the Spectral Plane and pass through the gate ahead. Reave the Vampire Wraith on the other side and keep walking forward. Kill the second Vampire Wraith and use the Portal to return to the Material Plane. Take the stick from the wall at the back of the room. Walk back to the gate and climb the wall beside it. At the top of the climb, turn around and throw the stick at the alcove on the left wall.
  200. Shift to the Spectral Plane and glide over to the pillar ahead of you. Going into the Spectral Plane lowers the pillar ahead. Use the Portal there to return to the Material Plane. Turn left and glide into the alcove.
  201. Pick up the stick you threw earlier. Glide back out onto the first pillar. Glide to the third pillar and pick up the Eldritch Energy Power-Ups along the way. When you arrive on the third pillar, place the stick on the ground. Break the stained glass window ahead with the Force Projectile. Throw the stick over onto the ledge and shift to the Spectral Plane so you can make the jump after it.
  202. Shift back to the Material Plane in the Portal here. Pick up the stick and continue forward. Strike the bell at the other end of the corridor with the stick. Watch as the bell reveals its secrets. Grab the Sound Glyph. Get the power, then return to the pillars and drop down to the main floor.
  203. Walk back to the gate, shift to the Spectral Plane, and pass through the gate. Return to the cave pit and take the tunnel on the right. Follow the tunnel out to the city area and drop to the floor. Spot the circular building ahead and to the right of where you landed. It's at the foot of the ledges that lead to the rooftops. Go inside and use the Portal to return to the Material Plane.
  204. Walk to the main gate and pass go through. Walk to the Cathedral gate at the drawbridge, turn Spectral, and pass through it, as well. Now turn your attention to the moat. Remember the underwater room you explored earlier? Jump in and pass through the gate to the underwater passage.

    The Sunlight Glyph

  205. Follow the corridor to the other end and use the Portal there to return to the Material Plane so you can swim. Swim to the passage above and enter. Swim to the far end and up the ledges; haul yourself out.
  206. Walk to the ledge next to the sunken lighthouse and crouch-jump to get on it. On the lighthouse, walk to the right and look around to spot the ledges there. Leap to the ledges. Turn right and glide down to the ledge with the Vampire on it.
  207. Kill the Vampire on the ledge; then turn right and glide to the next ledge. Crouch-jump to reach the outcropping above. If you need it, take the spear you find there. Turn left (facing the wall) and crouch-jump again to reach the next ledge above.
  208. Enter the cave and follow it around. Outside, turn left and glide to the lighthouse. Kill the Vampire, and then turn left and go into the tunnel entrance at the side of the lighthouse. Follow the tunnel and open the door at the end.
  209. You can hear the occasional wheeze of pistons pumping. Follow the path around the lighthouse. Kill the Vampire guarding the first cave on your left. There are spears on either side of the cave. Enter the cave and go through the door. Kill the Vampire in the next room and follow the tunnel.
  210. Machinery fills the room ahead. Turn right and follow the wall around to find a crank. Crouch-jump onto the machinery in the center of the room. Jump up again to reach the top of the machinery.
  211. Walk to the block at the end of the machinery and shove it over the edge. Drag the block over near the wall crank. Watch out for the Vampire in this room. Turn the crank. Grab the block and shove it into the gear to jam it. You may have to crank a few times to achieve this. You'll know you've got it when the flames on the walls stay lit.
  212. Leave this room, walk back out to the ledge, and turn left. Follow the path down. Choose the upper ledge here for now. Follow the upper ledge to where it bows in the middle. Crouch-jump up to get the Eldritch Energy power-up on the outcropping above. Drop back down the ledge and walk back to get on the lower ledge, following it to enter the cave the Vampire guards. Follow the cave corridor and climb the steps to the building at the end. .

    Sunlight Glyph

  213. Enter the building. This is where you'll get the Sunlight Glyph when you finish with this level. Return to the ledge outside. Kill the Vampire here.
  214. Look out over the water and jump to the circular platform below. Jump along the circular platforms all the way back to the lighthouse and enter it. Follow the corridor to the catwalk at the end. Kill any Vampires in your way. Walk down the catwalk and kill the Vampires who try to stop you. Glide over the missing sections to keep going. Enter the doorway at the bottom of the catwalk.
  215. Follow the hall around to the angular door. Go through. At first, the next room looks like a dead end. Shift to the Spectral Plane. The door ahead opens, so walk through it. Walk through the next room, too; then use the Portal in the room beyond to shift back to the Material Realm.
  216. Walk through the door ahead. Follow the hallway and the steps down and around. Go through the double doors at the end. Walk left of the big waterwheel ahead. Drop into the pit. You must connect the two pipes in this pit. The blocks there have holes in them: you're going to play connect-the-blocks again.
  217. Hook the block in the corner between the two pipes to the pipe on the left. Drag the block just behind you to the pipe on the right. Stand in front of the hole and flip the block. Walk to the left side of the block and flip it again. Now attach it to the second pipe.
  218. Take the block from the corner that has the hole showing. Drag it over to connect it to the first pipe. Grab the fourth block and pull it into the middle of the pit so you can look at it. This block has a curved interior. Stand to the right of the hole side and flip the block twice. Pull the block out from the wall, and then go stand in front of the original hole side. You have two showing now. Flip the block twice from this side and drag it into place with the others.
  219. Climb out of the pit and follow the pipe that runs behind the wall. Turn the valve at the end of the pipe. The waterwheel at the other end begins to turn. Return to the waterwheel.
  220. The steam bellows on the right side of the waterwheel is working now. Jump into it and glide up. You'll have to glide from steam jet to steam jet to get the greatest height.
  221. Climb atop the bellows as it moves up and down. When the bellows is at its highest point, leap off and glide to the catwalk on the opposite wall. Leap over the missing section of the catwalk and follow it around. Pass through the doorway at the end. Go through the door at the end of the corridor. Drop into the room ahead.
  222. Follow the hall into the piston room. Walk to the far side of the piston room and grab the Eldritch Energy power-up between the pistons. Drop through the hole in the floor. You're back in the room with the odd-shaped doorway from before.
  223. Backtrack to the round room, where you're supposed to get the Sunlight Glyph. Go up the catwalk. As you leave the lighthouse corridor, the lights come on. Cross the circular platforms again. Leap to the ledges ahead and climb. Make your way back to the lighthouse and walk around the base. Watch the light strobe across the sky. Now make your way back to the Sunlight Glyph Room.
  224. Kill the Vampire and enter the tunnel. Follow it back to the Sunlight Glyph Room. Watch the sunlight flash through the room to activate the Glyph area. Approach the Glyph area. Stand on the dais and shift to the Spectral Plane at the same time a light beam flashes onto the

    Glyph area.

  225. Watch the Sunlight Glyph appear. Get the Glyph, then shift back to the Material Plane in the Portal ahead. After you get the Sunlight Glyph, leave the room and return to the lighthouse along the ledge. Go through the door to the right of the lighthouse and keep going.
  226. On the other side of the lighthouse, at the end of the passage, peer down and spot the islands. A Vampire stands guard there. Dive into the water. Swim to the bottom of the lighthouse and turn around.
  227. The tunnel that brought you into this area from the Cathedral lies directly ahead, but there's another tunnel to the left. Enter it. Swim through the tunnel until you're out of water. Walk to the Sunlight Glyph Warp Gate ahead. Set the Warp Gate for the Stone Glyph Warp Gate. Step through.
  228. Follow the corridor out the door. Glide to the skull on the left and enter the eye socket. Follow the corridor around and climb the two climbing areas ahead. Leap up onto the wooden bridge. Go to the ledge to the left and shift to the Spectral Plane.
  229. Follow the next two bridges around in Spectral form and shift to the Mortal Plane on the next ledge. Crouch-Jump up the next two wooden bridges and walk to the spiral staircase. Walk around the spiral staircase and leap to the next ledge. Crouch-Jump on the right side of the ledge. Enter the doorway and follow the corridor.
  230. Walk out to the ledge and glide down to the brazier on the ledge that led you to the Stone Glyph earlier. Walk down the ledge till you almost reach the cave. You should be able to see the Health Energy Power-Up, the Eldritch Energy, and the block that halted you at the top of the climbing area last time.
  231. Now that you have the Force Projectile, you don't have to stop. Turn and aim at the block at the top of the climbing area. Shoot it to knock it out of your way. Glide over to the climbing area. Climb up to where the block was. Keep going.
  232. Hop up the ledge to the right. Keep climbing to get the Eldritch Energy and the Health Energy Power-Up. Glide down to the door leading to the Warp Gate. Go through the door and follow the corridor. Set the Warp Gate for the Sanctuary of the Clans Warp Gate and step through. Follow the corridor out and turn left to head for the Vortex. It's time to go to the big city!

    City Life and Death Around the City Gates

  233. Cross the bridge over the Vortex area. Leap from the first plateau around the Vortex to the second. Walk to the far end of the second plateau. Turn left to spot the river spilling from the mouth of a cave. Glide to the opening and land in the water. Enter the cave.
  234. Swim through the tunnel underwater. At the end of the tunnel, turn left and swim toward the waterfall. Crouch-jump from the water left of the waterfall. A gate lies at the other end of the moat, but you can't get through it. This is the best route.
  235. Kill the Vampire Hunter if he attacks you and go through the door behind him. Ignore the man ahead (unless you're bloodthirsty) and go up the steps to the left. At the top of the stairs, locate two blocks: one lies in the wall ahead and the other in the wall to the left. Pull both blocks from the walls and stack them in the rear corner, against the left wall.
  236. Climb the blocks and leap to the ledge above. Turn left and descend the ramp. In the small room on the other side, turn right and climb the ramp. Learn the history of the human citadel.
  237. Don't just walk off the ramp here. You'll fall on the ground and must climb back up. Walk to the end of the ramp and peer out. Glide to the opening on the left and pull yourself through. Enter the room and follow the torch-lit corridor ahead. Remember, you can use the torches as weapons, if you need one against the Vampire Hunters ahead. A spear leans to the left of the door. Take it, if you need a weapon, and then go through the door.
  238. On the other side of the door, turn left and descend the ramp. (If you were reduced to the Spectral Plane in the last room, you'll find a Portal and plenty of Sluagh here to get you up and running.)
  239. Follow the corridor left. Look at the wall on the right to spot the climbing area. Climb the wall and grab the Eldritch Energy Power-Up on the ledge. Drop down and climb the steps. Halt at the top of the stairs and look left. You can jump and get that ledge easily. Do so. You'll find a spear here if you need it. Drop down and keep following the corridor to the double doors at the end. Kill the guard holding a flame-thrower if you have to and go through the double doors.
  240. Study the moat ahead. A spear leans near the torch at the end of the right-hand ledge. Grab it, if you need it, and cross the bridge over the moat. Two ramps lie ahead. Climb the ramp on the right.
  241. At the top, ascend the next ramp on the right. Look at the buildings around you. Notice the big pipe. Leap down and walk to the right of the big pipe. Just past the pipe, turn right and spot the corridor. Enter and follow it to a door on the right-hand wall. Go through. Beyond the door, climb the steps on the left. Halfway up the stairs, turn to the right and spot the climbing area there.
  242. Climb up to the ledge and pull yourself up. Turn around to spot another climbing surface on the opposite wall. Leap across and climb that wall too. On the next ledge, turn to the left.
  243. Although you can't see it, an Eldritch Energy Power-Up is on the left of the narrow roof there. Glide over to the left of the narrow roof. Grab the Power-Up. Glide down to the steps and take them up. Go through the door to the left at the top of the steps. Turn left and follow the city streets.
  244. At the end of the wall on the right is another climbing area. Climb up and turn to the right to spot the niche in the wall. Glide over to the ledge beneath the niche and pull yourself up. Glide over to the Eldritch Energy Power-Up in the niche on the other side of the last building. Glide down to the street.

    City Life and Death II

  245. A little farther on lies another section of moat, with an Eldritch Energy power-up on the other side. Glide over and get the power-up. Turn left and look for the valve switch on the other end of this ledge, near the moat. Walk to the wall switch and throw it. The water drains from this section of the moat.
  246. Hop into the empty moat and follow the tunnel. A little farther on, the tunnel drops into a small room with blocks. Drop into the room. Notice the gated doorway in the right-hand wall. If you shift to the Spectral Plane, you can pass through it easily. You can't jump through it, however. You'll need something to stand on.
  247. Grab one of the two blocks in the room and drag it to the ledge near the gated doorway. Lift the block onto the ledge. Get the second block and lift it up beside the first block on the ledge. Hop to the ledge and stack the two blocks. If you need to drag them in front of the gated doorway, do so. Climb atop the blocks, shift to the Spectral Plane, and pass through the bars. Climb both flights of steps ahead. Spot the Portal in the pool area between the two stairways. Use the Portal to return to the Material Plane.
  248. Both flights of stairs go to the same place. Climb the right-hand stairway. At the top is another gated doorway. There's a wall switch beside this one. Throw the wall switch and go through the open gate. Take the Health Energy power-up from atop the fountain ahead. Leave this room and descend the steps. Return to the gate you passed through. Shift back to the Spectral Plane and pass through it again.
  249. Crouch-jump up the two ledges under the doorway to exit the room. Walk back down the empty moat. Leap onto the left wall and pull yourself up. Use the nearby Portal to return to the Material Plane. Return to the door that admitted you. Go through, descend the steps, and go through the door there. Walk out of the short alley and to the right of the large pipe again.
  250. Kill the flame-throwing human ahead if you have to and turn right. Look at the wall ahead on the right and spot the climbing area. Climb up the wall and leap onto the catwalk. Crouch-Jump up onto the big pipe crossing the catwalk above. Turn right and walk along the pipe a short distance.
  251. Crouch-Jump up to grab the nearest ledge. Turn to the right and leap onto the next ledge. Leap onto the catwalk wound around the water tower. Follow the catwalk up to the top of the tower. Walk around the tower to get the Eldritch Energy Power-Up. Walk around the water tower and glide down to the Eldritch Energy Power-Up on the nearby rooftop. Glide down to the area at the bottom of the climbing area you found here. Walk around to the left of the climbing area to find another door on this rooftop. Go through the door.
  252. In the next room, climb the steps and ignore the woman. Climb the next two flights of steps and go through the door at the other end. Walk to the end of the alley ahead and look down the street in both directions. Turn right and start walking. You'll find a spear under the next street light. Grab it, if you need it. Keep following the street.
  253. After turning two corners, you'll come to a stairway into a building. Climb up. Take the next steps up and around. Go through the door at the end and turn right to find the City Warp Gate. Step on it to activate it. Follow the stairs and passages back to the street and turn right. Circle the block to find the waterfall spewing from the wall.
  254. Climb the wall under the waterfall. At the top, go inside to get the Health Energy power-up. Turn and halt at the edge of the ledge. Glide across to the ledge on the building across the street.
  255. Turn and face the waterfall. Glide to the alcove to the right of it. Stay close to the building and glide from alcove to alcove to the corner. Then glide around the corner and do the same with those alcoves. Jump to the third alcove along this second wall. Turn and look at the building across the street. That wall switch is just taunting you.
  256. Glide to the wall switch and throw it. The wall switch opens the door below. Turn around and get the Eldritch Energy power-up from the alcove across the street. Then drop and go through the door. The pool is interesting, but look at the climbing wall on the left.
  257. Climb to the ledge. Pull yourself up onto the next ledge. Look at the opening across the street. Glide across to the opening. Kill the human guard if he attacks and follow the corridor. Descend the steps. Follow the corridor to get the Super Eldritch Energy power-up. Climb the steps and glide down to the street. Walk left around the street to return to the gate door that let you in.
  258. Go through the gate and down the steps to the next gate door. Go through, out onto the roof where the big pipe is. Glide to the bridge over the moat. Dive into the moat. Turn and swim under the bridge to find the tunnel hidden there. Use the Force Projectile Soul Reaver to shatter the gate sealing the tunnel.

    Water Glyph

  259. Swim through the pipe. Swim through the big fan above. Surface in the water, and then look around to find the tunnel in the side. Swim down to it and enter. At the other end, swim into a small room; take an immediate left to reach the connecting tunnel.
  260. Swim along the tunnel to an underground temple. Avoid the Rahabim Vampire. Crouch-jump out of the water to the ledge on the right. Turn around and face the wall on the other side of the water to spot the climbing area. Glide over to the wall and climb up.
  261. Follow the corridor to the Health Energy Power-Up at the other end. The railed area you cross is over the corridor through which you first entered the City. Grab the Health Energy Power-Up and return to the ledge over the moat in the temple area. Jump over and get the Eldritch Energy Power-Up.
  262. Glide down to the stairs. Climb the stairs ahead. Spears lean on either side of the hallway ahead. Take one, if you want one. Examine the statue in the pool area ahead. Walk to the right of the statue to find a hidden passage. Follow it. Climb the steps and kill the guy with the flame-thrower. Keep going up the next set of steps. The stairs end abruptly at a small canal.
  263. Leap across the canal and pull the stone block from the wall. Take the Eldritch Energy power-up from behind it. Drag the block into the canal, and then get behind it and push it over the ledge at the end opposite the stone wall. Don't try standing in front of the block and pulling it into the water with you. You can't.
  264. Drop into the water with the block and drag it into the hole in the center of the room. The hole is a drain. Once it's blocked, the room quickly fills with water. Swim toward the door you entered through and return to the room with the statue. As soon as you get close, the statue releases the Water Glyph.
  265. Take the Water Glyph. Immediately, a new power fills you, giving you another attack ability. Once you have the power, leave the statue room and return to the water. Dive in and swim back through the pipes. At the other end, climb out of the canal along the ramp in the corner. Cross the bridge. Go to the big pipe. Stay left of it, where the gated door leads to the City Warp Gate.
  266. Climb all the steps and pass through the gated door at the other end. Turn right and walk down the street to the ascending stairs. Go through the door at the top to enter the City Warp Gate. Set the destination for the Sanctuary of the Clans Warp Gate, and go.
  267. When you arrive, walk down the corridor and go through the door. Turn left outside and cross the bridge to the first plateau. Leap the gap to the second plateau and walk to the far end, to where the broken bridge stands. Ash Village lies dead ahead.

    Ash Village The Tunnels

  268. Stand at the broken bridge at the edge of the plateau and scan the wall ahead to find the opening in the cliffside. Turn left to spot another such opening, but with water pouring out.
  269. Glide over the broken bridge and jump into the water. (You can't glide to the opening in the cliff.) Swim into the opening. Still in Material form, and swimming at the waterline, crouch-jump to reach the opening's ledge.
  270. Follow the tunnel ahead. Swim across the tunnel pool to the other side. Climb out and follow the tunnel, killing the Vampire ahead. Walk through the stone arch at the end of the tunnel. Keep the wall on your right and continue forward. You can use the torches along the walls as weapons, should you need them. Enter the first cave on the right.

    Ash Village Warp Gate

  271. Follow this new tunnel to the gate door at the end. Go through and activate the Warp Gate beyond. Leave the cave and study the big pillar in front of you. Climb the pillar. Walk forward to spot the city ahead. Jump up and glide over the doorway between the two carved heads on the city wall.
  272. Drop into the carnage inside the city wall and go through the big wooden doors at the back. Step through to see the carnage ahead. Listen as the Elder tells Raziel the human Vampire Hunters killed Dumah's clan. Shift to the Spectral Plane to go through the door ahead.
  273. Ignore the gate ahead for a moment. Turn right and follow the corridor. The corridor ends abruptly. Notice the stone block set in the wall. In Material form you could move it. Return to the gate you ignored earlier and pass through. Study the gates in the wall ahead.
  274. When you look through the gates, spot the Vampire Wraith and the stone block. Turn left and walk around the gated area. Don't pass through yet. Turn right once and spot the door on the left. The corridor beyond leads only to a dead end. Keep the gates on the right and round the next corner to find the Portal. Shift to the Material Plane.
  275. Turn immediately to the gate on the right. Use Force Projectile to knock the stone block inside the enclosure against the far wall. You must hit the stone block five or six times to knock it all the way back. (Couldn't knock the stone block against the back wall? Shift to the Spectral Plane and pass through the gate to the Portal. Shift to the Material Plane and do it again.)
  276. Don't pass through the gate yet. Turn left and follow the enclosure until you spot the doorway in the left wall around the next corner. Enter and follow the corridor to a ledge. Look down and spot the doorway. Turn around and return to the gated enclosure.
  277. Shift to the Spectral Plane and pass through the gate. Reave the Vampire Wraith in the enclosure. Leap up onto the stone block, and from there to the wall above, where there's another Portal. Shift to the Material Plane.
  278. Walk forward and drop off the ledge through the door. You passed through the door ahead earlier. Follow the corridor left. You're back in the corridor with the dead end and the fascinating stone block set in the wall.
  279. Yank the stone block twice. Climb onto the block, and then turn and leap to the ledge on the right-hand wall. The courtyard ahead is filled with corpses. Jump up and glide over to the arch on the other side of the courtyard. Follow the corridor to the end. Look closely to see the arch near the ceiling on the other side of this big room.

    In the Trenches

  280. Look down to spot the stone blocks in the trench. There's another trench on the other side. (Until you find a way to drain the water from the trenches, you can't lift the stone blocks.) Glide to the stone partition between the trenches. Turn right and leap to the ledge with the lever on it. Throw the lever to drain the water from the trenches. Walk to the ledge's edge. Drop into the left trench and kill the Vampire.
  281. Weaponless against the Vampire (who suddenly exhibits some really nasty powers)? No problem. Leap back up onto the stone partition. Turn left to spot the ledge there. Notice the ledge to the left of that one. If you end up back in the Spectral Plane here, you'll find a friendly, neighborhood Portal here, as well.
  282. Jump to the ledge in front of you. Glide from there to the ledge around the corner on your right. Grab a spear from against the wall and get down to some serious soul-reaving in the trenches.
  283. Pull a stone block from the rear wall of the first trench and place it next to one against the partition. Stack the second stone block on the first. Get another stone block and place it against this stack of two.
  284. Climb atop the third stone block and shove the second stone block onto the partition. Climb onto the partition and drag this block to the second trench. Push the stone block into the second trench. That gives you three blocks to work with there. Stack one of the two blocks in the corners on top of the block you just pushed over the partition.
  285. Return to the first trench and get another block across the partition the same way. Lift the stone block near the first block up; then get the block in the far corner.
  286. When you have three blocks in this corner again, lift the stacked one onto the partition and shove it over the edge into the second trench, onto the first two blocks next to the partition.
  287. Drag the three-block stack and position it against the rear wall, under the opening. Climb onto the partition to make sure they're lined up right. Pull the last stone block in the second trench over to the stack of three. Climb the stone blocks to reach the opening in the wall above.

    Ash Village II Burning Down the House

  288. Follow the corridor to the right and climb the ramp. Step onto the ductwork in the huge furnace room and drop down. Climb the ramps to find the wheel that controls the gas supply. Use the wheel to turn on the gas supply. Go on around the ramps to locate the ignition switch. Pull it to start it.
  289. The furnace explodes into action, throwing flames all around you. You're unharmed. The explosion also blows open a door behind you. Go through. Follow the corridor beyond to a ledge that overlooks another courtyard. A stone block sits on the right. Push the block over the ledge and jump down after it. Stack the two stone blocks, and then drag them to the courtyard's rear wall. Climb atop of the block stack. Crouch-jump to the ledge above. Pull up onto the ledge.
  290. Walk through the passage at the back. Stop at the ledge. There's that interesting switch again. There appears to be no way to go up in this room, so shift to the Spectral Plane. Things change from plane to plane, remember? Now look at the ledges: they've moved. Save before you do anything more: it's a long way back.
  291. Now leap left and climb onto the ledge there. Keep leaping back and forth between ledges, climbing constantly. When you can see the Portal on the ledge above, turn to look at the ledge opposite it. Glide to the ledge opposite the ledge with the portal.
  292. Look up to spot another ledge. Crouch-jump upward to grab the ledge. Pull up and turn to spot the Portal on the other side of the drop. The switch and wheel are beside you, as well. Unfortunately, in Spectral form you can touch neither. Glide to the Portal and shift to the Material Plane.
  293. Glide back to the wheel and switch. If you fall from this ledge, you can't leap back up to them unless you shift back to the Spectral Plane. (Remember, the ledges are farther apart in the Material Plane.) When you're up there again, you must glide to the Portal and become Material for your next attempt.
  294. Pull the switch to activate the wheel. A door opens at the bottom of this room. Glide down to the door and go through. Follow the passage to the T intersection. Go right. At the end of the corridor, a stone block is set in the wall on the left. A large gate blocks the way into the next room.
  295. Ignore the gate and pull the stone block from the wall. Push the stone to a point just before you reach the T intersection. Leap up, then Crouch-Jump up through the opening in the ceiling to a room with four pillars.
  296. Kill the vampires you find here. Then turn your attention to the pillars. One of them is short enough to Crouch-Jump on top of. Once more you find yourself in need of a change of view. Switch to the Spectral Plane and glide over to the next pillar with the portal on it.
  297. Switch back to the Material Plane and glide to the next pillar. One more pillar, but first you must do a bit of that voodoo that you do so well. Make the switch to the Spectral Plane and glide. Take Material form before you glide to the opening in the wall across from this last pillar.
  298. Follow this corridor to the edge, then glide into the gated area surrounding the pillar. Lift the pillar and topple it. The falling stones of the pillar smash open the door to Dumah's last refuge. Enter the corridor and walk to the next room to confront Dumah.

    Dumah

  299. Walk down the hall and enter the large throne room of Dumah, founding father of the nomadic Dumahim Clan. He seems dead as dead can be. But Vampires live their unlives on two planes. Walk to him and pull the three spears from his body. (After you remove a spear, throw it away to free your hands for the next spear.) When you remove the last spear from Dumah's body, he revives. Apparently he's not prepared to thank you for the helping hand. As you listen to his speech, you know it will be another fight to the death.
  300. Your makeshift spear can't make a dent in him. The Soul Reaver does no damage. Even the Glyphs you've gathered don't hurt Dumah. His own earthquake power is considerable, doing damage and throwing you off-balance. Doesn't fire kill a vampire?
  301. What you need is a great big fire. That furnace might do the trick. Lead Dumah back toward the entrance to the hall. He may be powerful, but he's not too bright. If you get too far ahead of him, you'll lose him. Look behind you to make sure he doesn't get lost.
  302. Head off around the toppled tower to the doorway on the other side. Take a right at the T intersection and head up the ramp. Continue forward through the doorway. Continue leading Dumah around the enclosure. Lead Dumah down this winding corridor and into the furnace.
  303. Head up to the wheel and turn it to get the gas pumping. Now dash to the lever and give it a yank to give Dumah a real hotfoot. The consumption of Dumah's soul gives you the power of Constriction-your most powerful ability so far. Use it well.

    Oracle's Cave Into the Badlands

  304. Follow the trail through the canyon on the other side of the stone arches. When the trail bends left in front of the pillars, attack the Vampire ahead and reave its soul.
  305. Continue along the canyon trail. Kill another Vampire, and then stop to study the structure ahead. A cave enters the cliff near the fire on the left. The trail also continues to the right of the building. Enter the cave to look at the fire inside. Leave the cave and keep the building to your left to pick up the trail ahead. Follow it.
  306. A sundial device lies only a little farther on. Kill the nearby Vampires and reave their souls. Constrict the sundial to open the doors to the Oracle's Cave. Once the doors are open, go through.

    Oracle's Cave

  307. Reave the soul of the Vampire waiting in the cave mouth beyond the doors. You'll find a spear there, too, if you need it. Keep going forward. Kill the Vampire guarding the door ahead, open the door, and go through.
  308. Walk down the tunnel. Just around the bend, the tunnel continues forward and to the right. Take the right-hand fork. You'll find a door on the back wall at the top of the incline. Go through it to activate the Warp Gate.
  309. Return to the main tunnel and turn right to keep going forward. Kill the Morlock ahead. (There's a spear handy in this room, if you need it.) Face the big metal door and shift to the Spectral Plane. Turn left, away from the metal door, and spot the opening in the cave wall. Go through the opening.
  310. Ahead lie another sundial device and a Portal. Kill the Vampire Wraith that comes after you. Shift to the Material Plane. Constrict the sundial to open the two side doors. Unfortunately, it also closes the big door ahead.
  311. Facing the big door that just lowered (the one next to the Portal), turn right and go through the side door there. Descend the ramp. Change to the Spectral Plane at the bottom and pass through. Return to the Material Plane in the Portal beyond the gate.
  312. You'll see two stone-block areas in the wall on the right. One has a stone block; the other is empty. Turn left and spot the stone block in the wall there. Drag the block out of the left wall and push it into the depression in the next room. Then take the other block on the right-hand wall and push it into the empty space on the left wall. As you move the stone blocks, notice that doors open and close to seal off other areas.
  313. Now that the door on the other side is open, shift back to the Spectral Plane and pass through the gate to return to the sundial room. Go through the other side door and pass through the gate. Shift to the Material Plane.
  314. Notice the big 'Z' on the wall at the back: this will be important. Turn right and get the stone block you pushed into the depression. Shove the block against the low wall on the side where the 'Z' is. Lift the block up onto the ledge. Shove the stone block into the empty wall space under the 'Z.' Shift to the Spectral Plane, pass through the gate, and return to the sundial room.
  315. Go through the other side door and pass through the gate there. Shift back to the Material Plane. Yank the block in this area out of the wall and slip it into the hole under the 'O.' With the two stone blocks in place, the main doors open.
  316. Shift back to the Spectral Plane and return to the sundial room. Shift back to the Material Plane and constrict the sundial. There are the open doors. If you want it, you can take the spear from the Morlock Vampire lying in the depressed area.
  317. The Vampire will come to life and you'll have to kill it a final time to claim the spear. The spear comes in handy in the area beyond the doors. The corridor turns right. Use the spear to kill the Morlock Vampire on guard there.
  318. Continue forward to spot the interesting pole in the center of the room. A corridor leads left and a door lies on the right. There are circles around the pole, so experiment with the Constrict ability to turn it and reveal a secret room. Too bad it's empty.
  319. Take the corridor left. Follow the curve around to the gate. Shift to the Spectral Plane and pass through. Kill the Vampire Wraith on the other side and keep going forward.
  320. Jump the ledge at the end of the trail. Kill the Vampire Wraith that comes at you. Turn right to spot the Portal on a nearby ledge. Use it to shift to the Material Plane. Leap back to the ledge and walk through the door. Take the spear from the corpse ahead and examine the two stone blocks and wall openings.

    Through the Trenches

  321. Putting the stone blocks in the wall openings won't be easy. The trench doesn't give you room to shove the blocks into the openings from the ledge. Climb to the stone blocks on the ledge and pull them into position in front of the wall openings. Use the Force Projectile ability to hammer the stone blocks home. Go through the opened doorway. Kill the two Morlock Vampires in the next room.
  322. Walk to the center of the room. Notice the symbol on the floor. Constrict the four poles around the symbol until they all point to that symbol. You must constrict some poles more than once to align them properly. Also, be wary of continued Morlock Vampire attacks.
  323. Line up all the poles to open the door with the same symbol on it back in the cave area. Leave the symbol room. Leap across the trench, but halt on the ledge outside this building. Drop through the gap. Ignore the hallway ahead. Turn right and go through the big opening. Keep going across the sunken room.
  324. Shift to the Spectral Plane and walk through the wall opening. Enter the doorway that's now open in the cave. Neat cauldron hanging there in the middle of everything, isn't it?
  325. Exit the cauldron room and return along the main path to the gate through which you entered this area. Don't enter the wall opening again. Use the path. Pass through the gate and use the Portal on the other side to return to the Material Plane. Turn around and walk through the door to return to the cauldron room..

    Oracle's Cave II The Cauldron's Secret

  326. Observe the circles on the ground around the cauldron and constrict it. Walk through the opened door. Follow the corridor to a room at the bottom.
  327. Go around the big pole with the clock on it to the left. Two floor switches lie near the statue across from the clock. The statue depicts Moebius, who controlled the time streams. Pull the floor switches to set the clock-one hand on the '6' and one on the '12.'
  328. A hole opens below the clock. Walk over to the ledge in front of the clock. Drop into a room with four colored lenses. Constrict the rear lens of the pair to turn the light red. Constrict the front lens to turn it blue.
  329. Constrict the red-and-blue lens to match the blue behind it.
  330. Constrict the red-and-green lens to match the red behind it.
  331. Constrict the center light source so it points at the lenses you've adjusted. This is especially important for the red and blue lenses.
  332. When the light hits all the lenses, a door opens. Go through. Follow the corridor ahead. Drop off the ledges in the corridor until you reach the double doors at the end. Go through the doors and kill the Morlock Vampire on the other side.
  333. Walk to the center of the room. Constrict the red knob clockwise until the hand it controls turns to the symbol that is in red on the walls. Stop after constricting four times: the red hand is on the appropriate symbol.
  334. Constrict the yellow knob clockwise three times to get the yellow hand to the right spot. Constrict the blue knob clockwise once to get the blue hand to the right spot. Look at the door on the wall opposite the ones you walked through: it's open for business. Go through.
  335. Pick up the spear in the corner ahead; then round the corner to the right. Look down over the ledge of the hole ahead. It looks like trouble, but there's no way around it. Drop over the side. Glide down and kill the Morlock Vampire. Use the wall spikes if you need them.
  336. Stay on the landing here where you found the Morlock Vampire. Walk to the front edge and peer across the distance to spot another ledge, with another Morlock Vampire on it. Glide across and kill that Morlock Vampire. (Use Force Projectile to soften it up, if you want to.) Turn and walk through the right-hand door.

    Gearing Up

  337. Drop into a huge room with two grinding gears. With luck, you landed on the blocks you need to solve this puzzle. Step over the side and look at them.
  338. Push the stone block against the wall over to the side. Push the second stone block over with the first block. Hook into the third block and pull it back, away from the gears. The gears start turning immediately. Look left to spot a pillar. Stack the blocks; then climb on top.
  339. Leap to the tall column projecting from the left gear. (The columns sticking from the gears are slick. You can't jump onto them from the gears. Stack the blocks to get atop the one nearest the pillar.)
  340. This big room has spears and Portals in several places-and plenty of Vampire Wraiths and Morlock Vampires, as well. Leap and glide to the pillar. Shift to the Spectral Plane. The pillar changes heights. Kill the Vampire Wraiths that attack.
  341. Leap and glide toward the Portal on the ledge ahead. (The rippled ledges near the Portal look like the pillars you climbed so easily while Material, but they're slick here. Avoid them and catch another portion of the ledge.)
  342. Grab the ledge between the rippled slopes near the Portal. Pull yourself up. Shift back to the Material Plane and grab the nearby spear. Walk along the ledge to the right. Descend the ramp at the end of the ledge to get closer to the swinging pendulum. When the pendulum gets close, leap onto it.
  343. Ride the pendulum up and jump through the doorway at the top. After you land, follow the corridor down and around. Kill the Morlock Vampire in the first alcove on the right. Use Force Projectile on the stone block on the other side of the gate to shove it off the ledge.
  344. Turn back to the main corridor and follow it farther down. Shoot the next stone block in the second alcove off the ledge. Return to the main corridor and continue down. Kill the Morlock Vampire in the room at the other end of the corridor. Take a good look at the blocks in the center of the room. The blocks form a puzzle. Shove them to match the picture on the floor.
  345. When you complete the puzzle, another door opens. Go through. Follow the corridor to the right, to the big hole in the floor. Drop through it. At the bottom of the long shaft you dropped through, look ahead and spot the door on the right. It won't open, so continue forward. Kill the Morlock Vampire in the intersection ahead.
  346. Grab a spear from the corridor opposite where you entered, if you need it. (Save your game here. There are plenty of Vampire Wraiths and Portals in this area, so you can return to the Material Plane should your Material body be destroyed.)
  347. Facing the intersection, take the hallway on the right. The circular room has a knob in the floor and symbols on the wall ahead.
  348. Constrict the knob clockwise twice to match a third symbol on the wall. Race back across the intersection to the hallway opposite (what would be the left corridor, if you were facing the intersection in the beginning).
  349. Constrict the knob twice to match the middle symbol. Walk into the last room and constrict the knob there clockwise twice to match the first symbol on the wall. Once all three symbols are locked in, huge swings start moving in all three rooms. Jump onto the swing and ascend to the alcove above the wall over the symbols. Glide into the alcove. Flip the switch at the end. Repeat in the other two rooms.
  350. Return to the corridor you originally dropped into in this area. The door that was locked earlier is open now . Pass through it. Follow the corridor. Enter the room at the bottom of the corridor and keep going forward. Walk into the starry Portal to enter the next level. Get ready to meet Kain for the last time.

    The Final Confrontation The Fall of Kain

  351. Through the first starry portal, you glimpse your arrival in the Underworld. Traverse the hallway to the next portal, on the right. Through this portal, you review your battle with Kain. Continue down the hall. The next starry portal displays the Tomb of Serafan. Keep going. The fourth portal shows a battle yet to come. Move on.
  352. Through the fifth portal, watch as Ariel turns the Soul Reaver red. A glimpse into this future shows Raziel with the red Soul Reaver. Continue down the corridor. Go left at the intersection ahead. Pass through the door and activate the Kain Warp Gate beyond.
  353. Return to the main corridor and turn left. Walk to the doors at the end. Press the stone block left of the doors to open them, and then enter the room.
  354. After Kain's speech (and rationalizations), attack him with the Soul Reaver. Use your Glyph powers to counter his attacks. When you hit Kain, a meter registers damage. Kain reappears on the second tier. You'll probably be reduced to the Spectral Plane at least once. Use the Portal in the middle of the room to return to the Material Plane. There are plenty of Vampire Wraiths around to replenish your Health Energy.
  355. Back in the Material Plane, jump to the second tier and attack Kain. After you hit him a second time, the meter twists again. Now pursue Kain to the third tier and attack him again. Stand in the sparkles for protection from Kain's power. The glowing spots will also return you to full health, if you haven't left the Material Plane.
  356. After you smite Kain the third time, he walks through a wavering portal. Follow him. Beyond the portal, meet Chrono. Chrono rewards you with a promised destiny. But you must ask yourself: Is Kain really dead?

    References

    Letters

  1. From: doc death, Sent: Thursday, October 21, 1999 3:57 PM Subject: soul reaver walkthrough, will this help? Thank you for your page! It's helped me a lot.

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