Legacy Of Kain: Soul Reaver - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Legacy Of Kain: Soul Reaver - Strategy Guide (Page 02).
Morlock could be considered the wimp in the vampire family. Either he is intentionally weak or
this guy is just a wuss. All you need to defeat this puppy is to smack him around until he is stunned
and then chunk him into the moat around the center platform. Either that or explode him with the
Soul Reaver.
Special Powers:
When Morlock is no more, you will gain his force projectile ability. This will allow you to break
objects that you once could not.
Sound Glyph
8. Finished with Morlock and endowed with new powers, we should head for another Glyph to augment our growing
arsenal. This time around we are looking for the Sound Glyph. To find this nifty artifact we must head back to the
Sunken Cathedral. First we must leave the tomb. Look to the east of the closed metal gate to find a now open
passage. Follow this passage up and out a wooden door. Just inside this room stick to the right wall and climb up.
Then pass through the triangular door in spectral. This will drop you back outside of the tomb. Head to the Tomb
of Serafan Warp Gate and warp back to the Underworld. Travel back to the Sunken Cathedral through the many steps
to arrive back to the first room where the large pipes travel upwards and a large pit circulates air. Jump into
this pit but don't float upwards. Instead head inside the triangular cave at the bottom. Follow this path until
you reach an alcove with a stained glass window inside. Aim at the window and fire a force projectile to shatter
the glass. Then jump across to the wall and stick to the scalable surface. Climb up and into the path. Head
through the way until you reach a metal gate. Pass through this and travel into a huge room. We're talking tall
and long. Three tall pillars sky high into the air. Head to the far side of the room and grab the drumstick off of
the wall. You will need this to ring a huge bell later. Then make your way back to the metal gate and climb the
walls on either side to a ledge above. From the ledge, look to your left to find a small alcove to which you will
want to aim and throw the drumstick into. The reason for this is that you are about to have to switch to spectral
and you will need the stick with you. Once you have tossed the stick, switch to spectral to warp and shift the
world. This will cause the first tall pillar to move close enough to jump onto. Jump onto the pillar and then use
the portal to switch to material. Then jump over to the left to pick up your drumstick. Then jump back out onto
the pillar. Then jump across the second pillar and again jump to the third. At the third pillar set down the
drumstick by crouching and then pressing square. Now look up towards the stained glass window in the wall and
shatter it using a force projectile. With the window broken, pickup the drumstick and hurl it into the hole where
the window was. Switch into spectral mode and then jump into the hole. From there switch back to material mode and
then pick up the drumstick. Walk up the short path to the huge bell and ring it using the drumstick. Voila!
Instant Sound Glyph.
Drowning Abbey
9. After you get the Sound Glyph, you need to head back to the Tomb of Serafan. So head to your nearest warp gate
and warp to the Tomb of Serafan Warp Gate. Once you are there, head back into the tomb through the metal gate and
through the long path to the arena where you fought Morlock. Once you are there look for a target symbol directly
across from the gate. Aim at the target and blast it until it falls through the other side. Then head through this
new passage. Jump down and go to your left and follow the passage down to the water. Move through the water and
follow the path up a ramp that leads out of the water. Here change back to material and continue your way to the
left. Here there will be a small pool of water which you need to jump across to a patch of wall on the other side
that you can scale. Get your butt up this wall and inside the semi-circle ledge. From here face away from the wall
and jump across out to the taller of the two pillars. Once you are on this pillar, use your force projectile to
shove a block off of the pillar up ahead. Once it is knocked off you can jump to the far pillar and then up to the
ledge ahead. Then take Raise up the stairs and and through the wooden door ahead. Just inside the room opens up
and splits into two paths. Ahead is a somewhat secret room you can fill your energy and glyphs but this is
somewhat of a waste of time. For now, take the right path.
weapons: Inside this dual path room, there are two staffs that you can grab. These are located
on both sides of the entry hallway.
Down the right path you will need to pass through a metal gate and then head up two sets of stairs. A blue
transformation portal will be waiting for you to switch to the solid world. As soon as you do, swing like mad to
fend off two beasts that will be waiting to attack you. Once they have been dealt with, move forward up to the
large metal cage inside this room. Inside you will see a tall block in the middle of the cage. Use your force
projectile to send the block against the far wall so you will be able to reach the high pathway above this room.
Use your spectral skills to pass through the cage and jump atop the block you shoved a few seconds ago. From the
block jump up to the path above. This path leads to a very long passage which you will need to follow all the way
through past a green metal gate and out a triangular cave door. Once you are here, look down for a large Spanish
sailboat. Jump down to this boat and move to the higher right to reach a small ledge against the left wall. Jump
up to this ledge and follow this path back inside the wall. Use the blue portal to switch back to the material
world. Just inside again you will encounter a small room with two choices for continued passage. On the right, you
should head inside the warp gate door and activate the warp gate. We'll call this warp gate the Rahab Clan Boat
Warp Gate. Once you have completed this simple task, head back out and through the other door in the small room.
Enter this door and follow the tunnel to a dark closed door. This door will have a target like symbol in the
center which signifies force projectile. Smack the door with a projectile and the door will open. A cutscene will
introduce the Drowned Abbey as well as introduce the clan of Rahab. The trick to the enemies here is that they are
not susceptible to water attacks so forget about using the good old H2O to kill them. Enough of that, you will now
be at the entry way for the Drowned Abbey. Your objective here is to infiltrate Rahab's water filled bell tower
and ultimately put the end to his existance. From the ledge you now perch atop, drop down forward to the lower
step below. Then turn to your right and look for a platform poking out of the water. High jump and glide over to
this pillar. Ahead lies another platform so jump across. Again, ahead lies another place for Raziel to jump atop
only this time you need to place him on a semi-circular ledge along the wall. Follow this ledge around and jump to
the slanted edge against the right wall. Continue along this slanted embankment and around the tall pillars to the
end. Then high jump into the doorway to the left. Sure there were more platforms you could have jumped to, but
this way was much easier. You probably see the snake like vampire now that you are inside the doorway. See those
things he is hurling at you? Well if you were on those platforms out there and he nailed you with one you would
fall into the water having to go back a long way. Now that the snake vampire is in reach, slay him and continue
your journey through the door on the left. Inside the wooden door, fire a force projectile to impale the vampire
waiting ahead. Then move on and through the pathway to a green room that splits into four ways. Move through and
around the large screw in the center of the room to the path opposite of the entrance. At the end of this passage
you will come to a metal gate door.
weapons: Two pipes lie on both sides just before reaching the above mentioned door. Both make
nice weapons for fighting snake vampires.
Pass through this door and just inside will be two more of those lovable snake vampires. Smoke those babies and
then continue down the path to another metal gate door. Head out this door and continue your journey until the
path opens up into a larger room. From here you will see many pillars projecting from a medium sized pool of
water.
weapons: Just outside of the large room entry, look for two gold pendulum staffs. Grab one of
these staffs for use on the other side of the pool of water.
Now move up to the pool of water and high jump glide out to the first pillar. Then move from pillar to pillar
until you reach the other side. Once you reach the last pillar move quickly to the solid ground ahead.
tip: One of those fireball chunking snake enemies is waiting for you on the other side of this pool
of water. To keep him from frustrating you by knocking you in the water, shoot him from long
distance on the second to last pillar.
At the other side of the pool, head down the tall green path until you come upon a gray metal door. Enter here and
keep moving. Follow this path all the way until you start to descend into a deep pool of water. When you reach the
water, hop in and continue moving forward until this underwater passageway opens into a large room with a
checkerboard floor. As soon as you enter this room, follow the right wall around until you are under a short
ledge. Hop onto this ledge and climb above to a transformation portal above. Once you switch back to material,
climb up the scalable wall to your left. At the top of this sticky patch, there will be a shallow ledge which will
open up directly to this tall room's rafter system. And guess what? You are about to have to tediously jump across
from rafter to rafter to get to the other side. Sounds like a bunch of fun right? Well get to it and hop your butt
across those rafters.
tip: To make jumping from rafter to rafter easier, take your time and be patient. Try to always
make your jumps from the center of each rafter. Most importantly, let off the D-Pad once you
land.
Once you have made it to the last rafter in this room, your path may look to end. Look to the left wall to find a
nice doorway to jump into. Move into this path and you will face two more of the snake vampires. These buggers
will get on your nerves if you don't smoke them so kill them before you continue on. If and only if they are six
feet under, move down the short path to a large stained glass window. Shatter the window with your force
projectile ability and get ready for frustration. When you break open the window you will see a series of spigots
spouting out water. If you guessed that you have to jump to each one of these things, then you guessed right. So
get busy and be patient and make your way out to the first spigot. This is a long jump so make sure you will make
it by running and then jumping from the very edge.
tip: Once you are up on the first spigot, to make the rest of the jumps easier move to the very
edge before jumping. Then high jump and glide to the next one. The jumps should be close but
Raziel will pull himself up if done correctly.
After you make it to the last spigot, move on to the short ledge ahead. Be careful not to follow this ledge as it
ends abruptly. Now jump across to a silo that sits in the water off to the left. Go around the silo to the right
and look out to the right. You should see a bell tower which you can easily reach from your current position. High
jump and glide over to this tower and pull the chain inside to ring the bell. This will open a door at the bottom
of the spiral staircase over to your left. Now take the stairs down and follow them through the water and up to
another set of stairs. Head up these stairs and you will be in the Rahab boss room. Here, move across to the far
side of the room and use the short pillars to proceed up and out of the water. At the tallest pillar switch to
material and the boss battle will begin.
Fifth Boss: RAHAB
Rahab is a water creature who is very susceptible to attacks by sunlight. Notice inside this circular
room that there are many stained glass windows. The trick to beating this boss is to shatter each of
the windows in this room allowing enough light to come through so you can burn the poor bastard.
Special Powers:
After you defeat Rahab, you will no longer be forced to change to the spectral realm when
submersed in water. In effect you gain invulnerability to water as well as the swimming ability.
Once you have defeated Rahab, you will now have all of the requirements you need to acquire the rest of the
Glyphs. In no way are the Glyphs needed, and to tell you the truth they really don't help much during the game.
But then again, they aren't that hard to get and I have included how to get them below. Still your first objective
after defeating Rahab is to exit the Drowned Abbey. This is a somewhat long journey so lets get started. Jump into
the water inside Rahab's tower and swim down to the bottom. Look for a doorway from which you entered from and
head back up this path and out of the water to the top of the bell tower. Here you will watch a short cutscene
that will tell you about the upcoming boss, Dumah and tell you where he is located. After this plays you will need
to head back to the tall room with the checkerboard floor which you jumped from rafter to rafter. The closest
route to this room from the bell tower is to jump out into the water below to the left. Once in the water follow
the left wall to reach an underwater gate and a short wall above. Use your new speed jump to burst out of the
water and onto the top of the short wall above. Then jump into the water on the other side. Follow the water back
to where the floor changes to checkerboard and then pass through the gate to enter.
fire reaver: Once through shift back into material and then continue out around the cylindrical
structure and around to the face. Face towards the large stained glass window here and shatter it
using a force projectile. Now head into the path this creates and down a spiral staircase. At the
bottom, follow along the left wall up to an opening to the right that leads down more stairs. Travel
down these stairs and at the bottom follow forward a short bit to a large stained glass window
against the left wall. Shatter this and enter up the shaft and out of the water. Walk up to the fire
ahead to acquire the fire reaver. With this ability you can from now on, set the Soul Reaver on fire
where ever you encounter a flame.
Now head back out of this small room head back up the stairs to the right and just as you exit the staircase, move
to the right and head up the third window shaft. A stream of sunlight will distinguish this window from the
others. Now follow the path here up to a tall cylindrical pathway above. Swim up through this room again to a
pathway above. This path will then open up into a large underwater room which you will navigate up and across to a
path in the first alcove to the left. Again move through this path which leads to another underwater room only
this one can be distinguished from the others because it has an underwater staircase on the bottom below where you
enter. You are now outside of the Drowned Abbey.
Mad Glyph search
10. Now you can either skip these next few sections or continue through the walkthrough in a continuous path. I am
writing this as one complete journey but once you get familiar with the future world of Nosgoth, you will be able
to use this more for reference and less as a hand holding, take you completely through the game write up. For now,
lets get the Glyphs.
fire glyph: Since you should be already in the underwater room with the stairs on the bottom, move to the
opposite side of the room from these stairs. Take the passage here through and out to a deep pool. Swim to
the surface and head left at the top to a wooden door. Take the wooden door and inside, use the crank on the
right wall. Now quickly switch to spectral mode to hold the doors
that the crank opened ajar and pass through into a room with another crank on the wall. Switch
back to material and use the crank here to open the red metal gate. Then head back outside and
move around the room to a deep cave with a wooden door at the end. Head in the door and you
will see a cutscene showing you how to reach a fire across the room. Switch to spectral mode from
the perch you start on and drop down to the ground. Then climb up from pillar to pillar making
your way up to the other side and the flame. Light your Soul Reaver and then head back out of this
room and back outside to where the red metal gate was once closed. Follow through to a new room
inside that holds a large statue. Walk up and torch the bowl the statue is holding to receive the Fire
Glyph.
With that done, head back out from the way you came and down through the path by the underwater stairs. Go up and
take the passage to the right and you will exit directly into Raziel's clan castle. To your right from here is the
Raziel Clan Castle Warp Gate which you should use to warp back to the Silenced Cathedral Warp Gate. Once there
head back out to the cathedral moat and jump in.
sunlight glyph: From the Silenced Cathedral moat, swim to the right until you reach a gate. Pass
through and shift back to material. Then swim up past a widening of the passage up and into
another passage above. Continue up the path until a cutscene plays showing you where to go. Now
swim along the right wall to an underwater passage and follow this up into a Warp Gate. We'll call
this the Sunlight Glyph Warp Gate. After you have activated the warp gate, head back out into
the to the deep water and swim to the surface. Then move over to the rock wall and climb up along
the left wall. Make your way up along the wall jumping from cliff to cliff, and climb up until you
a short path that leads inside the rock wall. Move into this path and out into the new room. From
here turn away from the wall and jump across to the glass lighthouse below. To the left of the
lighthouse, go through the wooden door to the other side. You will then be at the other side of
the actual lamp of the lighthouse. A cutscene will again show you where you need to head and
then make your way down the path on the left wall down to the first wooden door. Move into this
room and follow the path inside to a room with metal duct in the center. Climb atop the duct
to the top and look to the left to find a dark block you will need to shove off. Then drop down and
move the block around to the crank. Then use the crank and watch the action it performs. After
you see that you need to block the flywheel position the block over so you can quickly shove the
block in the way of the wheel after you use the crank again. Once the flywheel is blocked, notice
the torches in the room and their now constant lit state. Then head back out of this room back onto
the sloping ledge and follow this down to the waters edge below. Then jump out onto the platforms
floating in the water and onto a mossy rock and then into what seems to be the bottom entrance of
the lighthouse above. Follow the short path inside through a door and you will then be in a tall
cylindrical room with a spiraling catwalk along the wall. You need to reach the bottom of this silo
but don't bother with trying to walk down, jump down to the bottom and head out the path there.
Continue following the path to the left through the drill like structure and into another room with a
second drill like structure. Only this time there won't be a triangular opening for you to pass
through. Here, use the old trick and switch to spectral mode. This will raise the drills so you can
pass by. Head up the path continuing to the to the right and use the portal here to switch back to
the material side of things. Open the wooden door and move down the passage to a set of double
doors. Go inside here and move towards a tall pit to the left. There will be two pipes projecting
into this here pit and plenty of blocks as well. Use the blocks here to connect the piping and then
jump out. Now follow the pipe out of the pit and back into a secluded little room and switch on the
water flow. A cutscene will show all that you have done and believe me it's a lot. You have not
only turned on the water but you have also started a water mill which is pumping a huge bellow
to the right of the tall pit. Make your way over to this structure and climb atop using the three
greenish steam flows. Float Raziel atop the mill and then climb onto the huge bellow. When the
bellow is fully extended use the added height to reach a small catwalk ahead. Now scale the many
catwalks up to the top and enter a door. Then jump down and follow the path up to a room with
three huge pistons churning away. Head on to the far side of the room and against the left wall, fall
through a small hole to the room below. Turn away from the screws here and head out the path
back into the tall silo. Climb all the way back up the catwalks and out across the water back to the
sloping path on the side of the wall. If you payed attention you will have noticed that the
light house is now working and spinning a beam of light across the land. As for where the boats
and rocky shores are? Well who knows. At the bottom of the sloping rock path, enter the room
ahead and watch the cutscene showing the light projecting across to the wall ahead. The next time
a beam of light passes through, quickly shift to spectral and the Sunlight Glyph will be yours. Now
make your way back to the Sunlight Glyph Warp Gate and warp to the closest gate ("Dreamcast")
to the Abyss Cliffs.
Once you reach the Abyss Cliffs you will need to head out onto the second pillar in the center of the Abyss. On
the second pillar there are two places you can travel. Directly across lies the path to your battle with Dumah and
to the left lies the Human Citadel. Jump over to the left and enter the upward path that drops off into the water.
Once in the deeper water, swim outward and then to the surface. This will begin your search for the Water Glyph.
water glyph: Look on the far wall to find a small wooden door situated in the rock. Enter this door
and head up the stairs inside. Here at the top, there will be two blocks sitting inside the walls. Pull
both the blocks out and stack these puppies atop one another so you can reach the ledge above.
Then continue the short path to the window and high jump across so you can infiltrate the human
city. From the orange walls, move forward through the the passages here until you reach a set of
double doors that open into the actual human city. Ahead will be a short bridge over a stream of
water that you will need to hop into. In the water look for a circular gate and blast the center of
this barrier with a force projectile. Head up the pipe here and swim past the spinning fan blades
into a pipe above. Make your way through lower sewer tunnel here and continue until you reach
a nice waterfall. Jump out of the water into a room to the right of the waterfall and head up the
stairs and past the statue to a room on the right. Go up stairs here and jump across a short brook.
Then pull the close by block out of the wall and push it into the brook. Then push the block to the
left and down into a tall room with a square hole in the center. Plug the hole with the block here
and water will fill the room. Now go back to the statue and the Water Glyph will appear. Once you
get this nice artifact head back to the city. Now jump out of the water and head up the first passage
on the left of the city through a door and up a nice set of stairs. Continue on the path until you
reach a large alley like room that flows around in a square. Take Raziel along to the right and look
for the first upward pathway on the left. Head up this to enter a warp gate. We'll call this the
Human City Warp Gate.
At the warp gate here, you will need to head back close to the Abyss and seek out Dumah.
Your brother Dumah (Ash Village)
11. Your journey to find Dumah will send you back to the Abyss Cliffs. This time, head out to the second pillar
again and jump in the water in front of the unreachable path ahead. From the water, use your swift jump technique
to reach the ledge above to pull yourself to the previously unreachable path. Inside follow the path to a snowing
valley. From the valley past through a tall archway and follow the right wall to a tall scalable pillar. Behind
this pillar and further to the right move into a dark tall cave to find another warp gate, we'll call this one the
Ash Village Warp Gate. Now with this warp activated, head back to the tall pillar with the climbable face. Climb
atop this pillar and face away from the warp gate and look down to find a castle wall which you will glide down to
and over.
a. Just over this castle wall lies the entrance to the actual Ash Village, the home to Dumah and his
kind. On the far side, pass through a gate. Inside this gate a large caged room will sit in the center.
With Raziel still in spectral, head around this cage to the far side where you can switch back to
material. Then move up to the gate ahead and blast the block in the center of the room flush against
the far wall. Then switch to spectral to pass through this gate so you can move to the block you just
blasted and jump atop to a pathway above. Here switch back to material and drop down through
hole ahead. Now move along the passage way to a wall holding a block which you need to grab
and drag back a bit so you can reach a ledge above on the right wall. >From the ledge here, you will
be above the outside courtyard and you will need to jump across to the alcove. From there move
through the path until a nice cutscene plays and shows you what to do. Below will be two green
pools of water. In the middle a piece of dry land will play an integral part for the pseudo block
puzzle you are about to endure. Glide down to the bridge in the middle and then jump up to the
ledge on the right side of the room. There use a crank to drain all of the twisted looking water from
the two pools of water. Now hop inside the first pool and situate all of the blocks so that you can
move one atop the divider. Do this and then shove the block down into the second pool. Now
move back to the first pool and move the blocks again so you can shove another block atop the
bridge only this time don't shove it into the pool. Hop into the second pool and stack two blocks
atop one another and shove the stack against the bridge wall. Climb onto the bridge and push the
block here onto the stack creating a stack of three blocks. Now push this to the other wall and use
it along with the single block to reach the high ledge above. From there follow the passage to
the Furnace Room which you will enter from the venting. Drop down from the venting and make
your way around this circular room to a valve. Use the valve to turn on the gas flow here and then
head on around to the floor switch to set off an explosion. This will open a new path directly
behind the floor switch. Through this path will lead you to an area above the caged room where
you blasted the block against the far wall. Just ahead you will see a block. Push this block down to
the ground and then move the block over to the block already there and stack these puppies. Now
move the stack over to the opposite wall from where you just jumped down. Hop atop and climb in
the path here. Now head down the yellow path and another cutscene will play showing your
objective. You need to reach the top here. So switch into spectral to warp the world and move from
alcove to alcove all the way to the very top. At the top there will be a cog and switch but before
you can use this switch, you will need to jump across to the portal. Do this and then jump back
across. Use the switch and a drawbridge will drop below. Then jump down to the bridge and head
into the gray passage. Follow this path until it splits to the left and right. Take the right path until
it ends by a gate. To the left look for a block inside the wall. Now pull the block back towards
where Raziel looked upward and jump up to the ledge there. A cutscene will play showing you
again where to head only where it wants you to go, you can't reach without any spectral trickery.
So do your thing and switch to spectral and move from pillar to pillar to reach the slanted
path above that the cutscene showed you. Jump into this path and glide over the gate below
and land next to the tall object. Once inside this gate, push over the object to break the gate and the
door to Dumah's chamber of entrapment. Follow the path up to Dumah and a cutscene will play.
Sixth Boss: DUMAH
To battle Dumah, you must first awaken him by pulling out the three staffs that have impaled him.
Dumah is just about the strongest boss in the game and is actually invincible to normal attacks
from Raziel. To defeat this mighty beast you must lure him out of his chambers and all the way
back to the Furnace Room. Once he is there, he will stand in the middle of the room. Then use the
two switches in the room to burn him to a crisp.
Special Powers:
After you defeated Dumah you will receive the powers of constrict. This power is both a weapon
and a tool that Raziel can use to move objects he previously could not.
b. With Dumah defeated, head out of the Ash Village castle and back into the snowy valley. Head
to the left and follow the valley all the way until you reach a large sundial on the ground in front
of two huge closed off doors. The passage ahead leads into the Oracle Caves but first you will need
to use your constrict ability to turn the sundial and open the doors.
Kain's scent (Oracle Caves)
12. Ahh, Dumah is dead and all that is left is to reach Kain. It has been a long journey right? Well lets embark
on the last leg and find out what happens next. Now head into the doors that you opened with the sundial. You will
then head down a purple cave past a fire to reach a metal gate door. Head through the gate up to a warp gate
passage on the right. Head inside and activate the warp. We'll call this the Oracle's Warp Gate. Now head back to
the right and pass through what looks to be a dead end.
weapons: In front of the rock on the left side, you can find a staff with an hourglass cutout. Grab
this later on.
Now switch to spectral to pull off some of that loving magic and look to the left wall. A crack will have opened
and you can now pass through and continue. Walk through and switch to material on the other side. You will now see
an opening ahead and two closed doors to your left and right. In the middle, use the constrict ability to circle
around the spindle to open the doors on the left and right. Now head through the left door and enter the gate.
a. What you are about to begin is one of the more confusing objectives in the game. Just inside
the metal gate switch to material. Now look along the walls and notice the symbols above each
hole. Now head to the other side and pull out the block below the green slanted "7". Push this
block out into the lower courtyard to the right and then pull the block out from the red slanted
"Z" and shove it into the hole under the green slanted "7". Now shift to spectral and pass through
the gate and make your way back to the left side. Pass through this gate and switch back to material
and grab the block from the courtyard and drag it back to the hole under the black "Z". Shove the
block in and then head back to the other side through the gates. At the other side switch back to
material and grab the block under the green slanted "7" and shove it in the hole under the black
"O". Once completed, this will open all of the doors in this puzzle room.
Now head back into the courtyard and out the large double doors into a tall passageway with pink pillars. To the
right, follow a path until you reach a room with another spindle in the center. Constrict this spindle to open a
passage to the right where you can recharge your Glyphs. Then head to left up a short ramp until you reach a gate
which you must pass through in spectral. Do this and continue up the path until you reach a room full of warped
rafters. Here jump across to the other side. Then jump to the alcove on the right to switch back to material.
Carefully move to the edge and jump back across. Move through the doorway to a block puzzle room across a red and
yellow pit. Position both blocks in front of the holes on each side and then jump across the pit and use your
force projectile to shove them into the holes. Then the door in the center of the room will open. Continue through
the door forward until you reach a room with four tall spindles. Here point each spindle towards the gold picture
in the center of the floor. Once this is done a cutscene will show a new door opening back at the beginning of the
level. Notice that this door that is shown in the cutscene is actually back by the crack in the wall from which
you entered this cave. Head back there and switch to spectral once again to open the crack. Just outside, switch
to material and head up to the new open door and walk up to the Oracle's Cauldron. A cutscene will introduce the
Oracle and after this plays you will need to constrict the pot. A gray passageway will then open which you will
need to follow out to a circular room. Head to the right by the switches in the floor and a cutscene will play.
After it plays use the switches to set the clock to 12:00. Another cutscene will show the floor below this clock
dropping out. Jump down to the very bottom here.
b. At the bottom of this clock tower, there will be many glass prisms which need to be set to the
corresponding colors on the wall. Use common sense to set each of the 3 blocks and then turn the
mirror in the center of the room using constrict to flash each color. Once this is done you will see
more doors open. Go out the path here and down to a set of two tone double doors. Open them and
and head inside.
c. You are now inside a circular room with a gigantic clock on the floor. Notice that on the sides of
the walls there are colors and symbols that correlate to clock hands and symbols on the floor.
There are also three colored barrels situated in the room. Each colored barrel will be used to move
one of the clock hands by constriction. Use constrict to set the clock hands to match the symbols
on the wall. Once done, this will open the triangular gated door.
tip: Although this may be attributed to our early copy of the game, the tuning of each
clock hands seems to be buggy. If you watch the circular gated door you can actually
see if you are moving the hands correctly as the opening will widen.
This door leads to a path that progressively heads down. At the bottom head right and across to a ledge next to a
red spiked cogwheel. Keep heading down this path until it opens to a huge room with two giant cogs on the floor.
Drop down by the cogs and notice three gray blocks lined up between the two cogs. Move all three away from the
cogs so that the cogs can spin freely. This will make a large clock pendulum move a platform back and forth across
the far wall. Now jump onto the left cog and look left to find a raised platform. Jump to this platform and then
onto the ledge along the wall. Follow this down the side of the wall down by where the platform is swinging back
and forth. When the platform gets close, jump atop and ride to the top where you can move into a doorway. Inside
this doorway there will be a steep drop. Drop down then follow the pathway from here to the first opening on the
right. You will come to a gate that blocks you and a block on the other side. Blast the block off using force
projectile. Then continue down the pathway to a second opening on the right. Repeat the previous procedure
knocking the block down to the ground below. Then head to the very bottom of the path and into a large room with a
picture gram puzzle on the floor. Move the blocks to match the picture on the ground and then a door will open
allowing you to continue. Head through to a room with a hole in the ground which you will jump into and follow the
passageway ahead. Move through to a large area where you will come to three separate circular rooms. On the wall
outside look for three black symbols. One looks like a football goal. Each symbol consists of two pieces. Walk to
any of the three rooms and match the symbols together correctly using your constrict ability. Once all three
symbols have been completed a swinging platform will drop down and allow you to reach a switch in each room.
Switch each of the switches and this will open a door back in the main passage. Go through this door into a
winding passage that leads to the final battle. Proceed to the very end watching each of the cutscenes until you
reach the actual battle room where you will fight Kain.
Final Boss: KAIN
Kain is the most powerful boss in the game. However defeating him is not as hard as Dumah. Just
like in the first battle with Kain, he will teleport around the room and zap you from afar. Each hit
will either send you into spectral or darn near close. You must hit him three times to defeat him.
Once on each tier of the room.
Special Powers:
Since you actually never get to engulf Kain's soul you don't get any powers from him.
13. End of the game.
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