Welcome to the long awaited sequel to Legacy of Kain: Soul Reaver. Soul Reaver 2 picks up right where the previous game left off, as you pursue Kain through the Time Portal and encounter the mysterious Moebius. And thus begins your quest and pursuit of Kain through Nosgoth's past.
This guide is divided into several main chapters; each dealing with a Forge that gives you a special Reaver power, and the adventures leading up to getting that power. Keep in mind that you are free to explore the world of Nosgoth however you see fit. My guide only outlines the way I played the game, and is not necessarily the only way to play or finish the adventure.
This guide was developed while playing the PS2 version of the game, but it has also been fully tested with the PC version. Since you are free to customize the PC controls I will only refer to PS2 controls during this guide. If you are playing the PC version then please substitute whatever commands you have setup.
Soul Reaver 2 features a handy compass in the top-left corner of the screen. I will be making plenty of references to certain directions throughout my guide, so make sure to refer to your compass so you don't get lost.
Since Raziel is undead you exist on the Spectral Plane. This is the plane of existence where you return when your health coil is depleted. Raziel can shift to the Spectral Plane at any time by bringing up the Ring Menu [SELECT] and choosing the white and green Plane Shift Glyph. Switching to the Spectral Plane will also alter the architecture allowing you to access areas you may not be able to reach in the Material Plane (Physical Universe). There are some times when it is to your advantage to travel in this plane rather than the Material Plane. Both planes have plenty of enemies to fight, which will allow you to replenish your health coil. Your health coil must always be at full strength before you can return to the Material Plane. Portions of this walkthrough that deal with the Spectral Plane will be colored in this spectral-blue tint.
To return to the Material Plane, Raziel needs to absorb soul energy from Sluagh or any other free floating souls until your health meter is filled. Then locate the nearest Material Plane Portal to return to the physical world of Nosgoth by pressing [SELECT] once again.
Use the D-pad or left analog stick to move Raziel about the 3D world of Nosgoth. You can control the speed of Raziel by pushing the left stick further in any desired direction. Lightly push the stick to walk or push it all the way to make him run.
Raziel can jump by pressing . You can then control Raziel in midair by using the directional pad or stick. You can also reach greater distances by gliding. To glide, push and hold the after you jump. In areas with updrafts, you can press R1 while gliding to rise vertically with no forward movement. You can also jump and stick to certain walls and them climb them. Climbable walls have unique textures that are easily identified. When you find one, jump onto it and Raziel will stick to it. Then move him up, down, or sideways with the D-pad or analog stick.
Use L2 to crouch. This is useful in avoiding high attacks or preparing for a crouch-leap. The crouch-leap move allows you to jump extra high to reach tall ledges or perform a longer glide. While crouched (L2) press the jump button to gain extra height.
Hold R1 while walking to sneak up on opponents. This is a silent movement that cannot be achieved even with the slightest movement of the analog stick. While walking in this mode Raziel will not fall off ledges or platforms.
Water has no substance in the Spectral Plane, but in the Material Plane Raziel can swim by pressing repeatedly to manually stroke, or simply hold down the for a steady pace. Hold the R1 button to swim slowly and L2 followed by for a burst of speed. Use this speed burst near the shore to leap out of the water and onto dry land.
Raziel must continuously feed to maintain his material form. He must also feed while in the Spectral Plane before he can use a portal to return to the Material Plane. Press and hold the button to feed on any nearby souls. You must keep this button pressed longer to attract souls that are farther away than others.
Camera Control and Special Commands
The camera does a good job of keeping Raziel in the picture, but you can always reset the camera by pressing R2. To manually pan the camera around use the right analog stick. If you want to look around in first-person mode then hold down the R2 button while moving the right stick. This is useful for looking or aiming above and below you.
The button serves many functions. It opens any unlocked door. Some doors require the use of the Soul Reaver or even the Soul Reaver with a certain elemental power. In these cases, just make sure you have the sword activated before pressing the . Some gates cannot be opened by any means. In these cases you can shift to the Spectral Plane and "phase" through the bars by moving into the bars. You can also use the button to grab onto objects then move or rotate them around using the directional pad or stick..
You will find elemental forges throughout the game. These forges can be used to charge your Soul Reaver weapon with certain powers by pressing . The elemental magic only works in the Material Plane, and if you shift to the Spectral Plane and back you will need to recharge the weapon.
The Dark Chronicle is a log of all conversations that take place during the game. This is a handy tool for reviewing lengthy conversations or transcripts of movies that you may have forgotten. You can access this log by pressing START then choosing "Dark Chronicle". Use the D-pad to scroll through the topics and to make your selections.
One of the handy options in the Ring Menu is the new Map feature. Choose the map icon from the menu to display a large map of Nosgoth. The section you are in will be highlighted in blue and your current objective is highlighted in red. You can move around the map to obtain additional information about the areas you have already learned about.
Weapons and Combat
The Reaver is your primary weapon. It is always available in the Spectral Plane and can be summoned at will in the Material Plane by choosing the Reaver Glyph from the Ring Menu or double tapping the button. The Reaver feeds on the souls of its victims leaving nothing for you. When it comes time for you to feed you will need to use more conventional weapons.
You can find weapons all over the place. Some are stuck on walls and others you can take from fallen foes. Press to pick up a weapon. Weapons can be thrown by holding R2 then hold the until you see the target. Make any final adjustments with the D-pad or stick then release the to throw the weapon.
To engage in combat get close to the enemy and press and hold the R1 to target your opponent. If there are multiple enemies you can release and press the R1 to cycle through the various targets. While locked on, you will always face the opponent. Use the movement controls to circle and strafe your opponent. You can also combine a sideways movement with a tap of the button to dodge. This is a great way to avoid an attacker and put yourself in perfect position for a rear attack. If you simply need to retreat from an attack then press DOWN (or away from the enemy) while locked on and tap the .
Combine a forward movement toward your attacker with the button to lunge at your opponent. Quickly press the or buttons to launch a powerful attack. These attacks do massive amounts of damage and once you have mastered the technique you should have no trouble taking on any of the enemies in this game. Keep in mind that the effective distance for each lunge attack changes based on the weapon you are using. You can also combine the lunge with a crouch to knock down an opponent then retreat to a safe distance. To do this, target your opponent with the R1 then crouch with the L2 then press UP on the D-pad or analog stick and then press . It's a tricky combo, so try practicing on some of the earlier monsters so you don't get beat up too bad if you mess up.
Raziel can block attacks by using the L1 button. Do this sparingly or the enemy will start to launch more powerful and unblockable attacks. You can duck some high attacks by pressing L2. Follow up the duck with a low attack by pressing or . These low attacks work well against the greater Sluagh.
If you find yourself without a weapon, don't overlook your claws. While they won't do a lot of damage they can kill most lesser creatures over time. Press the once, twice, or three times for a single, double, or triple swipe. You can also use the button to kick an opponent. This is a great way to break up a group of enemies and fight them one at a time.
Combo attacks deliver the most damage once you learn to pull them off. One of the easiest is to press the button three times for a devastating attack. Sarafan Warriors and other more powerful enemies will not fall for the simple combos, and you will have to mix up lunge attacks with various combos and dodge maneuvers. Try mixing in a few of the powerful attacks or ducking and doing a few low attacks in mid-combo by pressing L2. This confuses the enemies and the more complex the combo, the harder it will be for them to block the attack.
After several successful attacks your opponent will most likely be stunned. Now is your chance to walk up and execute the fatal blow by pressing or . Depending on the weapon you are using, this finishing blow may leave you weaponless for a moment. You can also use a torch for the finishing move. This will set the enemy on fire but extinguish the torch in the process.
Always remember that the Soul Reaver must feed on souls just like Raziel. The more you use the Reaver the more its bloodlust increases. If you let the Reaver get too "excited" it will start to feed off of your soul energy.
There are several attacks you can perform with the Soul Reaver. The delivers a sweeping slash and a double-tap of the executes a double-slash combo. The does a powerful spin attack and a double-tap of the will do a spin move followed by a forward thrust. If you press while crouched (L2) you will do a rising slash move that can block an attack or knock an opponent out of the air. You can also fire projectiles from this blade by holding down R2 and to aim then release the to fire. You can also fire a similar telekinetic blast while unarmed using this same technique.
The Dark Reaver can be used to activate Shadow Bridges and to blind Sentry Eyes allowing Raziel to reach previously inaccessible areas.
The Light Reaver turns your weapon into a torch allowing you to see into dark areas. It also triggers light crystals, which unlock doors and activate certain puzzles.
The Air Reaver activates strategically placed Air Plinths that create updrafts allowing Raziel to glide up to previously inaccessible locations. This Reaver can also shatter cracked doors and walls, and it allows Raziel to travel freely through the mucky swamp water.
The Fire Reaver glows much like the Light Reaver, and it can also activate Fire Plinths.
PART 1: Dark Forge
These creatures are common to the Spectral Plane and are easily killed as long as you don't let them surround you. Stick with the faster attacks and do a lot of dodge-counter moves.
A more powerful version of the Sluagh, these creatures are very aggressive. Use the same dodge-counter move and stick with low attacks, as these creatures cannot be hit with high attacks.
These vampire hunters use long-range halberds to execute sweeping attacks that hit, even when you dodge. Kill them with lunges and crouch attacks.
These vampire hunters do more damage when they hit, but their heavy swords make them slower to attack and easier to dodge. Lunge and attack for a quick victory.
These guys launch long range attacks to support the other vampire hunters in their party. They are virtually helpless in hand-to-hand combat so run past any immediate enemies and take these guys out first, then return and clean up the Pikemen and Swordsmen.
These creatures can spot you long before a human hunter can. They are quick but not that deadly, and you can easily kill them with conventional attacks.
These creatures are commonly found guarding the elemental fonts. They are nearly invisible and hard to find. Look for the glowing heart and do a lunging combo attack for a quick kill.
These creatures are quite similar to Vampire Hunters in combat. They are faster and more deadly and they can block your attacks. Use crouch attacks and lunges to kill them.
These are larger and slower versions of the regular Thrall. They do great damage when they hit and they can take quite a beating before going down. Dodge their slow attacks and do lunge attacks and crouching combos. Search their bodies for a possible Emblem Key after you have defeated them.
These Thralls are much like the Cannoneers. They fire deadly long-range fireballs and will run away if you try to engage them in close combat. When cornered they will finally fight with their deadly claws. They almost always appear with other Thralls and should be taken out first.
These giant eyes serve as guardians for important doors and certain areas. If they spot you they will glow red, and if you continue they will blast you back into the Spectral Plane with a single shot. Use the Dark Reaver to temporarily blind the Sentry Eyes and get past them.
Demons come in five flavors; Acid, Black, Fire, Gas, and Lightning. They can inhabit the Material and the Spectral Plane and even create barriers to prevent your escape. If you flee to the Spectral Plane they will most likely follow. They are extremely deadly, but your energized Soul Reaver will put them down quickly. While powerful, all the demons' attacks are slow and can be easily dodged. Follow up with combos and lunges and try not to let them surround you.
Demon Hunters come in three classes - the same three classes as Vampire Hunters, although the Pikemen has now been replaced with an Axemen. While their attacks are substantially more powerful, they all have the same strengths and weaknesses as their Vampire Hunter cousins. Use sidestep dodges and lunge attacks to bring them all down and make sure to always dispatch the Cannoneers first.
Mutants are twisted creatures that hobble around on a single leg and attack with a single claw. Save your pity, as these creatures are as deadly as they are pathetic. They are also very slow, so dodge their powerful claw attack and slip in for a quick and devastating combo attack.
There aren't that many vampires left in Nosgoth, but you will encounter a few during your travels. They generally won't attack you unless provoked.
Sarafan Warriors come in three variations; much like the vampire and demon hunters. The Pikemen Sarafan Warriors wield deadly tridents with a long-range attack and a sweeping motion that is nearly impossible to dodge. The Swordsmen use long blades for medium-range attacks, and the Sorceresses cast long-range projectile attacks. Sorceresses are usually accompanies by at least two other Sarafan Warriors, and they will always run away if approached, so you may want to try a projectile attack on them. They have no short-range attacks and are easily killed with one or two hits if cornered.
After your encounter with Moebius is over you can head for the large double door and open them with the . Enter and turn left where you can remove the halberd from the wall, again with the button. Head down the hall behind you and engage your first Vampire Hunter. Don't forget to devour the floating soul energy with the after you kill him. Continue around the corner and fight the next Hunter. His death triggers the unlocking of the next door.
PART 2: Light Forge
You may switch weapons at this time if you want. While the Halberd has a greater range, you will drop the weapon if you use it to deliver a fatality strike. The sword is quicker and you can strike a finishing blow without losing the weapon. Press L2+ to drop your current weapon or L2+ to throw it then press to pick up a new weapon.
Kill the next Hunter then go through the door to the East. Kill another Hunter then move through the next door to enter the courtyard. You now get to fight three Hunters at once. Remember, you can kick your opponent to knock them down and gain some extra time when fighting multiple opponents. Try to concentrate on one enemy at a time until they are dead to reduce the chance of multiple hits.
If you take too much damage and return to the Spectral Plane you can feed on any free floating souls or nearby Sluagh to fill your health coil then use the Material Plane Portal in the center of the courtyard to return to the physical world and resume your combat.
After the melee a new passage in the NE corner opens. Follow the short corridor then shift to the Spectral Plane so you can phase shift through the gate at the end. A Material Plane Portal in the center of the next large room allows you to shift back. There are eight guards scattered about this huge room. You can either fight them or avoid them. If they spot you they will pursue you relentlessly. Head to the large gate to the East and use the Reaver to open the gate and enter the tomb of King William.
After some lengthy movies you can check out the corner chapel and view the artwork that tells some more back story. Locate the door on the south wall - it's in the corner and not that obvious. Enter the Sarafan chapel and fight the pair of Hunters to open the gate on the level above.
Locate the spiral stairs and go up to the next level where you will find the exit in the SW corner. Follow the passage until you arrive at the double doors and exit into the great outdoors. Jump into the lake and swim toward the left. Jump up onto dry land (L2+) and you will automatically use the Checkpoint as you walk past.
Checkpoints are temporary markers that allow you to restart if you should ever die in the Spectral Plane. Do NOT confuse Checkpoints with Save Obelisks that actually save your game to a memory card or disk. If you ever load a save game or restart from a checkpoint everyone you have already killed in the Material Plane will be back.
Make a note of the door on the south side of the lake. You will be returning here after you find and use the Dark Forge. For now, turn the giant wheel to open the underwater gate and dive back in the water. Swim down and to the north to go through the now-open gate. Angle to the left and exit onto dry land. Head toward the Save Obelisk and use it to save your progress.
Go East and begin jumping and gliding across the platforms. Some ledges require you to crouch-jump (L2+) and possibly even grab the edge and pull up. Continue along the obvious path and fight the Vampire Hunters ahead. There are eight Hunters between you and the bridge that leads to the Pillars. When they have been killed (or avoided) you can cross the bridge and follow the next section of the path. Kill the Attack Dog and his master then continue down the path.
As you pass the shrine another Hunter attacks. Continue down the widening path where another Attack Dog and a Cannoneer are waiting. Fight or ignore them and trigger the Checkpoint before going up the stairs to the north. Cross the bridge and run up to the Cannoneer to kill him before he does too much damage.
Things get gruesome as you pass by several vampires impaled on pikes and spears. The gate ahead is guarded by two more Hunters and their Attack Dog. Once they are dead you can go to the left of the door and use the lever to open the door. You need to hold the until the doors are completely unlocked. You can then open them and enter to meet Kain.
After a lengthy movie you need to go north of the pillars where you can spot a pair of torches above. Shift to the Spectral Plane and some steps will appear allowing you to reach this area. Dispatch any Sluagh along the way to maximize your health coil then use the Plane Portal up ahead to return to the physical world.
Check in at the Checkpoint on your way to the large door with the image of a large winged figure. Activate your Reaver (double-tap ) then approach the door and press to open it. Enter and follow the dark passage down into the ruins. This place is inhabited by Shades. They are very nasty and even after you kill them they don't release any soul energy. If you get sent back to the Spectral Plane you can use the handy Plane Portal next to the entrance. Watch out for the Greater Sluagh in the Spectral Plane - they are much tougher than your average Sluagh.
Kill your first pair of Shades and follow the caves to the east. Four more Shades stand between you and the large marble stairs that lead down to the Sub-Pillars. Another Shade waits for you at the bottom of the stairs. When you reach the bottom a movie takes over and you get to talk with the Elder God. When you are back in control, head toward the Save Obelisk. Jump the water and approach the obelisk to save your progress.
Dive into the water and swim down toward the tentacles and eyeballs of the Elder God. Locate the pair of glowing crystals that mark the opening to the tunnel you now need to swim through. Swim up and jump to dry land and start killing the Shades as you make your way up the ramp behind you and to the right. More Shades are waiting at the top of the ramp next to the glowing crystals. When they are dead you can press R2 to look over the edge and see another Shade waiting below.
Jump down and dispatch the final Shade then head toward the water to the north. Jump in and swim down to the cave that is lit with the pair of crystals. Look for the next crystal off in the murky distance and swim toward it. When you reach this one, stop and pivot until you spot the next crystal then swim towards that one. Repeat this process until you reach the forth crystal. Now angle up and swim up through the vertical shaft lined with more glowing crystals. Leap onto dry land and grab the torch behind you to the right.
Head out into the swamp taking care to stay out of the thick swamp water as much as possible. The muck really slows you down, and if you fight in the water you may not be able to retrieve weapons from fallen enemies. Stick to the right side of this section and fight any Hunters you encounter. Jump across the segments of dry land as you curve around to the rusty gate. Kick it down and watch the movie then move forward.
Angle to the left and kill two more Hunters, as you curve around into an open area with a Save Obelisk off to the right. More Hunters and an Attack Dog stand between you and the smooth section of wall ahead and to the left that you need to climb. When you reach the top quicky jump off the other side and glide forward over the three Hunters below. Ignore them and run forward to the terrace where you can trigger the Checkpoint and open the Reaver Door.
Follow the interior hall and fight your first Thrall. These guys are hard without a weapon, so mix up the combat strategy and when this one dies you can take the Emblem Key and use it on the door receptacle to open it. Enter and turn right. Shift to the Spectral Plane and phase through the gate at the end of the hall. Make use of the three Sluagh on the other side if you need to max your health coil. Head up the steps and through the archway with the blue torches and use the Plane Portal to the east.
Make a note of the Sun Disk then return to the previous room where you phased through the gate. Run past the pair of Thralls that spring up and jump onto the smooth wall on either side of the room. Climb up to the upper level and view the artwork then head up the stairs to the north. Grab the staff from the wall and use it to make quick work of the Thrall.
Jump to the small platform in the middle of the room then once again to the stairs beyond. Climb the stairs then drop down into the next room and approach the large reflector. Rotate it twice (hold and press left or right). Direction doesn't matter since you need to get it facing the opposite direction. Once it is shining on the east wall a secret door opens.
Follow this new passage killing the three Thralls that appear, as you make your way to the gate at the end. Shift to the Spectral Plane and phase through the gate and continue into the large room with the platform suspended in a claw in the center of the room. Drop to the floor below and avoid the Sluagh (unless you need health) and make your way to the opposite side of this room where you will find a Plane Portal.
Back in the real world, six Thrall wander the floor. Fight them if you want, but I recommend avoiding them and using the smooth wall on either the north or south wall to climb to the upper level. Jump and glide over to the center platform then shift to the
Spectral Plane to cause the pedestal to rise. Jump to the ledge to the east and use the nearby Material Plane Portal. Kill the Thrall that appears and take his Emblem Key to open the door on the south wall.
This next large room has a central reflector and several columns. There are also images on the walls of the sun in various stages of an eclipse. Ready your Reaver and go into first-person view (R2) and look up. Target and fire a Reaver-bolt () at the pulsating circle on the ceiling to shoot a beam of light down on the mirror. Rotate the reflector twice to face the west wall then go to the pillar in the SW corner and pull it out so that it blocks the beam of light.
Now jump to the short ledge near the NW pillar and do a crouch-leap to get to the top of the pillar. Angle toward the picture of the eclipsed sun and you will see it is now an opening. Jump and glide into this passage and follow it to the next room where you can retrieve the Sun Disk. Drop down and exit this room through the west passage. You are now back in the room from earlier. Head to the door on the north wall and it will open as you approach.
You are now back in the Dark Forge room. Cross the room and go to the opposite side where you placed the Sun Disk on the available pedestal. Return to the reflector in the previous room and rotate it twice to face the west wall and open a new passage. Shift to the Spectral Plane and phase through the gate in this passage. Turn right at the reflector and enter the large room with the three Sluagh below. The portal to get back to the real world is along the north wall.
Grab a weapon from the wall and take care of the three Thrall that try to prevent you from climbing the smooth wall leading back to the previous reflector. Once you can climb back up, return to the reflector and rotate it once so it is aimed down the hall into the large room. Head back to the
ledge overlooking the room below and pull the column out from the west wall three times. This centers the column and creates a shadow that forms a bridge.
Use this bridge to make the jump to the platform on the other side of this room. You can now arm your Reaver and fire a shot toward the circle on the ceiling to shine some light into this room. Spin the reflector twice so it aims to the east and opens another passage. Crouch-leap into the passage and follow it into the next room. A large sundial is on the floor and needs some minor adjustments. Approach the dial from the left and push it twice using the to activate the Dark Forge and open a hole in the floor.
Drop into the hole and approach the Dark Forge to charge your Reaver with new powers and boost your health coil. With the sword charged, you can now unlock the Dark Reaver door to the south. Stop by the Elemental Font to the west to get some useful info then return to the previous room and go south again. Unlock the next Dark Reaver door and retrace your steps through the Thrall-filled passages until you reach the door to the terrace overlooking the swamp.
BUG ALERT There is a known bug that may prevent you from opening this door and talking with Vorador. Go to my "Game Tips - Strategy FAQ" section at www.gamechronicles.com for more info.
After a lengthy conversation with Vorador you can exit to the terrace and jump over the railing. Curve around to the right and avoid (or kill) the Hunters as you make your way back to the pool of water in the dark alcove. The return trip through this underwater area is actually easier without the water so shift to the Spectral Plane and return to the large room on foot. You can still follow the lights and kill a few Sluagh along the way. Glide to the bottom of the large room and locate the Plane Portal on the backside of the statue.
Water will materialize around you when you shift back, so swim straight up and exit onto dry land. There may or may not be a Shade nearby. Head for the smooth wall and climb up to the upper ledge. Avoid (or kill) the Shades in this area as you retrace your path across the stone bridge and down the ramp to the pool of water. Dive back in and swim back into the large chamber of the Elder God. Jump out of the water onto the central platform and have another conversation with the Elder God.
Continue retracing your path to the south and head back up the stairs. Kill the Shades that stand in your way and follow the caves back to the first Reaver door. Back outside, follow the path all the way back past the Pillars, over the bridge, until you reach the now-active Dark Elemental Font. Charge your Reaver if you want then take a flying leap off the waterfall to the south and glide down to the path below.
Cross the bridge to return to the lake and follow the path leading back to the Sarafan Stronghold. This would be a good time to use that Save Obelisk off to the west. Swim back through the underwater gate and approach the Dark Reaver door behind the Stronghold. If you need to recharge your Reaver you can use the font located on the section of dry land to the NE. Open the large doors to enter the area that is home to the Light Forge.
Follow the hall as it leads south then turns east. Fight the Thrall in this hall and kill two more before turning north. When you reach the first room jump and glide to the column then use the Dark Reaver to activate the Shadow Bridge. If you lost your Dark Reaver in the previous passages you can recharge it using the font along the south wall between the stairs.
PART 3: Air Forge
Walk across the bridge and shift to the Spectral Plane to phase through the gate. Feed on the free floating souls or kill some Sluagh to recharge your health coil then use the Material Plane Portal near the Checkpoint. A pair of Thralls are already in this room when you return to the Material Plane. You can either fight them or simply run and open the door to the north. Weapons are on the wall near the gate if you choose to fight.
This huge room is the Light Forge room, but you are going to need a key to activate the forge. Note the large gate with the pair of crystals on either side and a pair of doors to the left and right that require the Dark Reaver to open. Since you recently plane shifted through that last gate you no longer have the Dark Reaver. Shift to the Spectral Plane to phase through the gate to the north. There are plenty of Sluagh, both in the pillar room and in the long hall leading north. The Plane Portal is also at the end of this long hall.
A Greater Thrall rises from the floor as you shift back to the real world. He is immediately zapped by the Sentry Eye mounted high on the wall to protect the Light Forge Key. You can close this eye with the Dark Reaver, but since you don't have it right now turn and return back down the hall. Three Thralls pop up on your return trip down the long hall. Kill or avoid them and return to the pillar room. Head to the right and locate the reflector in the SW corner. Note the groove the pedestal sits in then pull the reflector to the north until the Sun Door opens.
Follow the new hall until you are trapped in the room with three Thralls. Ignore the two small Thralls and go after the Greater Thrall who carries the reflector. When he is dead the other two will vanish and you can take the reflector and return to the pillar room. Go to the SE corner and place the reflector in the empty pedestal. Head down the passage to the next reflector to the east and deal with the pair of Thralls that rise from the floor.
Turn this reflector twice so it shines on the Sun Door to the north then follow this new passage. Many more Thralls spring up to block your way down this long hall. Fight or run past them and continue to the gate at the end of the hall. You can also avoid the Thralls in this hall by plane shifting after you enter the Sun Door. You have to shift soon anyway and this will avoid some major fights. Shift to the Spectral Plane to phase through the gate and enter the huge room on the other side. Watch the movie that shows the location of some key items.
The floor is patrolled by some Sluagh that you can either fight or avoid. Your immediate goal is to run to the column directly ahead of you as you phase through the gate. Go to the backside of this column and jump to the low ledge then once again to reach the top. Turn and jump/glide to the next column to the north then do a crouch-jump and glide to the next higher column to the east. Pull up to the large stone slab that spans the two columns and walk to the middle. Turn and face the west ledge and jump/glide over to it.
This next section of hall has five Sluagh. Kill as many as you need to get to full health then follow the hall as it turns left and ends at a raised ledge with the Plane Portal. Back in the real world you can see a Shadow Bridge platform, but first you need to return to the previous room to recharge your Dark Reaver. Grab a weapon from the wall and make your way back down the hall to the large room. Six Thralls block your way, but they are easily avoided.
The large room is now home to five Thralls, two along the west wall and three more that join in the fight. Your goal is to recharge the Dark Reaver using the font along the north wall, but even this is guarded by a Shade. Then you need to return to the west wall and pull out the large decorative stone block and use it as a step to return to the upper passage. Unfortunately, to do all of this you are going to have to fight most, if not all of these creatures.
When you are free to do so, crouch-leap to the top of the stone you pulled out then once again to the passage above. This passage will still contain any Thrall you ignored your first time through, so deal with them as you will. Grab a weapon from the wall and activate the Shadow Bridge. Carefully make your way across the bridge and dodge the incoming fire from the Thrall. Kill him and continue down the passage to the south.
A Greater Thrall and his two buddies pop up as the gate traps you in the next room. As before, ignore the two small ones and take out the Greater Thrall. Take his reflector and jump down to the south and put the reflector on the empty pedestal. While you are here, go open the door to the east that requires the Dark Reaver. You should still have it from your last recharge. Don't go through the door. Instead, return to the previous reflector and head north. Jump the gap and go east at the next reflector to return to the pillar room.
Cross the room and move the first reflector back to its original position. This completes the first sequence of mirrors and lights up one of the crystals next to the gate. Now go back down the passage to the east and fight the two Thrall blocking your path to the reflector. This is the reflector you recently spun around to open the Sun Door. You now need to spin it around to face south.
An obelisk blocks the beam of light. Jump/glide the gap and use your Dark Reaver on the obelisk and it will sink into the floor. This allows the light to flow to the next reflector. Follow the passage and use your Dark Reaver once more on the locked door to the west. This results in the activation of the second crystal and the gate will open.
Return to the Light Forge room and go through the now-open gate. Continue down the long hall to the north and avoid or kill the Thralls that spring up. If any follow you to the end you can kick them into the room and watch the Sentry Eye take care of them. A pair of Greater Thralls appear in the key room. They too can easily be killed by the Sentry Eye. Ready your Dark Reaver and aim it at the Sentry Eye with the R2+ and fire to roll the eye back. You have just a few short seconds to run forward and grab the Light Forge Key.
Head back down the long hall and watch the Thralls retreat at the site of the key you now possess. Back in the Light Forge room, drop down to the floor below and use the key on the forge. Watch the amazing movie as your blade receives a new power and your health coil increases in size. The Light Reaver helps you to see in the dark and can also be fired at crystals to open locked doors.
Your next objective is to return to the Time Streaming Chamber where you first met Moebius at the very beginning of the game. Exit the forge room to the south and deal with the Thralls and the Shade near the Checkpoint. You can now open the gate with the Light Reaver and return to the first Shadow Bridge room. Note the red crystal above the door to the south Get into position and fire a burst from your Light Reaver to activate the crystal and open the door.
Return back through the passages until you arrive back at the lake. Swim over to the NE and exit onto the land with the wheel. Spin the wheel to reopen the underwater gate then dive in and swim back through to the other side. This would be a great time to use that Save Obelisk. After you have saved your game return to the water and look to the right to spot the large doors with the red crystal above them. Fire another burst from your Light Reaver to open these massive doors and swim through. If you need to recharge your Reaver for some reason there is a Light Font located along the NE shore. You will have to jump several ledges to reach it.
Swim to the end of the passage and exit to the right. To the left is another Light Font, but you have no need to use it at this time. Follow the hall and fight the Vampire Hunters as you make your way to the first room. You are sealed in with three more Hunters that need to be killed before the gate blocking the double doors will open. Go through the double doors to return to the Sarafan Cathedral.
Five Hunters are in this large room. You can easily avoid them as you run for the large gates leading to King William's crypt. Once inside you will meet up with Kain for a critical encounter that will change the future. When the encounter is over you can charge your Reaver with either Light or Darkness using the fonts to either side of the crypt. You probably still have the Light Reaver unless you slipped into the Spectral Plane during combat.
Exit through that hard-to-find door in the south corner and kill some more Hunters in the next passage. Go through the next door and take care of three Hunters in the Chapel. Go down the west passage and through the door. Gates slam down trapping you with a pair of Hunters. When they are both dead the gates will rise and you can go through the west door.
You should now be back in the courtyard where three Hunters and an Attack Dog will try to surround you. Kill or avoid them as you head down the west passage and through the next door. Two Hunters and another Attack Dog attack as you enter. Exit through the door to the west and take care of the three Hunters who challenge you in this next hall. Go through the south door into the next room.
A Hunter is hiding behind the door you just came through. Turn and take care of this sneaky Hunter then deal with his two friends around the corner. If your Light Reaver has lost its charge for any reason you can use the nearby font to recharge it before going through the large doors to the north. You are now back in room where you began your adventure. Locate the locked doors with the red crystal and fire your Light Reaver to open them. This triggers another encounter with Moebius that ultimately transports you into a dark and twisted future for Nosgoth.
Go through the large double doors and past the slain Demon Hunter. Head down the west passage and battle your first Acid Demon. Avoid his deadly breath attack and kill him with low attacks. Remember that demons can easily block simple attacks and they will chase you into the Spectral Plane if you try to retreat or get sent back due to excessive damage. The good news is that if you kill them in the Spectral Plane they are gone in the Material Plane when you return.
PART 4: Fire Forge
Further down the hall a Lightning Demon battles a pair of Demon Hunters. Let them finish their fight then finish off the weakened survivors. A pair of Acid Demons will materialize as you head down the hall. Kill them before heading through the archway to the north. A pair of Lightning Demons are finishing off the Demon Hunter in this next area. Reave the soul then prepare for battle.
Don't forget you can fire projectiles to weaken the demons before engaging in combat. If you are running low on health you can try slicing up the demons with the Reaver then finishing them off with claw attacks. This is very dangerous, but at least you get to keep the souls your sword would otherwise take. Try to get a mortal weapon as soon as possible to avoid this problem.
Head east to the Sarafan Cathedral and you will be sealed in with a pair of Acid Demons. When they are dead you can go through the east door and enter the courtyard. Three Lightning Demons are finishing off three Demon Hunters. Reave the souls then do your best to finish off the demons. If you get sent back to the Spectral Plane you can use the Material Plane Portal located in the center of the courtyard to return.
Head down the hall to the east and go through the twisted broken gate. Kill the pair of Demon Hunters and feed on their essence before going through the east door. Three hunters are fighting four Lightning Demons and a pair of Acid Demons. Let them fight it out while you take shots at the demons with your Reaver. Even when the hunters are dead, stay in the doorway so the demons cannot gang up on you. When they are all dead you can exit through the north passage that leads to the cathedral.
You'll get trapped between some barriers as a pair of Lightning Demons attack. When they are both dead the barriers will lower and you can continue into the next room with the statue of Moebius holding the severed head of Vorador. Fight the pair of Lightning Demons then charge your Reaver using either of the nearby fonts. I recommend the Light Font, as it will help you see in these darker levels.
Go through the large gates to the west and into the dark, empty cathedral. Go through the cathedral and exit through the large doors to the west. After a brief encounter with the ghost of Moebius you can go through the door to the north and fight three Acid Demons in the next corridor. You can now exit to the lake area. Recharge the Light Reaver if necessary using the font located on the cliffs to the NE. Demon Hunters are stationed on the lower ledges.
Swim down and through the open underwater gate into the next area. It would be a wise to use that Save Obelisk before proceeding up the steep ledges leading to the path back to the Pillars. Follow the path and fight the first three Demon Hunters you encounter. Stay on the path and you will fight many more Demon Hunters before you reach the bridge. After the bridge you will fight a pair of Hunters and their Attack Dog. Look for the fallen column that slants upward to the right. Climb on and use it to reach the high ledge with the Dark Font. If you still have your Light Reaver then ignore this font, otherwise go ahead and power-up.
Head NW toward the stairs and fight the Gas Demon. Go up the steps and jump across the broken bridge. Fight another Gas Demon then follow the trail until you encounter another Gas Demon. Keep on going and fight one more Gas Demon before you pass through the gates leading to the Pillars. Just open the gates this time. The lever is no longer required.
After an interesting encounter with Ariel, or rather Ariel's spirit, you find yourself in the Spectral Plane. Your exit lies to the north and is blocked by a deadly Fire Demon. These guys are very deadly and their attacks are devastating. There are plenty of free floating spirits floating around the Pillars, so make sure you return there and heal as necessary.
Once the Fire Demon is gone you can head up the slope and continue along the trail. You will fight one more Gas Demon before you reach the Plane Portal you can use to get back to the Material Plane. If you need additional health to transport continue forward to find some Sluagh you can feed on.
Jump the river and use the Checkpoint then continue along the path and fight another Gas Demon as you near the large door with the image of Raziel painted on it. Use your Reaver to open the door and begin the treacherous journey through the dark caves leading down to the chamber of the Elder God. The caves are full of Shades and Acid Demons, but the demons are limited in their movement. You can stay outside their boundaries and fire on them with projectiles. If you do get zapped back to the Spectral Plane you can use the Plane Portal near the entrance to get back.
Expect a pair of Shades and a pair of Acid Demons at the end of the first hall. As you head down through the caves another Shade and Acid Demon attack. Two more Shades and another pair of Acid Demons warp in creating barriers forcing you to fight. When you have cleaned up this area you can head down the stairs for another talk with the Elder God. A pair of Acid Demons appear after the movie is over. Kill or avoid them then jump the water to reach the Save Obelisk and save your progress.
Dive into the water and swim back down to the underwater passage lit with the pair of lights. A pair of Acid Demons appear as you jump out onto dry land. Kill or avoid them and head up the ramp to the right. More Acid Demons appear at the top of the ramp. Cut to the right and cross the stone bridge then jump down to the ground below and head to the pool of water to the NE. The water is lower than it was the last time you were here allowing you to access the Dark Elemental Font and charge your Reaver.
Jump into the water and locate the pair of lights that mark the entrance to the next underwater passage. The new water level creates a few changes in the path. You will need to surface and kill a Shade then jump into the next section of water to continue to the vertical shaft. The water level isn't high enough to surface in the swamp. When you do surface, face the SW and jump out of the water to grab onto the ledge. Continue up the next ledge and fight or avoid the Acid Demon. Jump/glide to the platform to the NE and use your Dark Reaver to activate the Shadow Bridge. Quickly cross the bridge before it disappears and continue to the NE where you can fight another Acid Demon. Locate the smooth wall and climb up to reach the swamp area.
The swamp is now full of strange and dangerous Mutants, but the layout is still the same as your last visit. As you enter the swamp, head left past the first Mutant and the Checkpoint. You will arrive at a large wooden door that leads to the Time-Streaming Chamber, but you currently are unable to get past this obstacle. After the movie, turn around and locate the Light Elemental Font behind you and charge your Reaver. This will make it easier to see your way through the dark swamp.
Reenter the swamp and continue to the NE following the curved path. Hop across the dry sections of land just like before to keep out of the sticky swamp muck and kill the Demon Hunter that guards the open gate. A pair of Mutants block your path beyond the gate, and as you turn and head south another pair of Mutants attack. Kill or avoid all of these creatures and you will soon arrive at the Save Obelisk.
Follow the path to the north where a trio of Demon Hunters are waiting over the rise. Locate the smooth section of cliff and climb up. If you are quick enough you can avoid a battle with another Mutant that lurks to the right of this section of cliff. Continue to the overlook and survey the group of Hunters below. Your goal is the smooth section of climbable wall to the north flanked by torches, but two of those four Hunters are cannoneers that will shoot you off the cliff. You are going to have to fight this time. Watch out for the Attack Dog that also joins the battle.
When you reach the top, head to the west and fight a pair of Lightning Demons. When they are both dead the Demon Barrier will drop and you can continue down the two ledges and kill the Attack Dog at the bottom. His four owners are rather upset, so you will have to deal with the swordsman, axeman, and the pair of cannoneers before continuing along the trail via the path along the west wall or by climbing the wall to the north. When you reach the gatehouse you will need to crouch-jump to the top and kill the guards then open the gate using the lever. Make sure to hold the button down until you see the gate fully open.
Jump back down and go through the open gate to enter the Hamlet of Uschtenheim. Head down the main street and kill the Acid Demon. Continue north and kill a pair of Hunters and an Attack Dog as you near the church. Inside the church is another Save Obelisk. After you save your game you can head toward the waterfall and use the elemental font to charge your Light Reaver before heading north. Deal with more Hunters and another Attack Dog behind the church then exit town through the open gate.
Follow the path until you are blocked with a Demon Barrier. Kill the Acid Demon to get rid of the barrier then continue to the overlook. The canyon below is crawling with Hunters; four to be exact, plus a dog and a cannoneer on the ledge to the NE and another on the balcony to the south. If this weren't enough, a pair of Acid Demons join the battle when you drop to the canyon floor. This is a tough battle and you will likely get sent to the Spectral Realm. The Plane Portal is located on the balcony if you need to use it.
After you have cleared out this area you can exit to the west using the climbable wall section lit with the braziers. A cannoneer guards the bottom of this wall and three Hunters are waiting at the top. Continue along the path and slay a pair of Lightning Demons to dispel the barrier. Keep going and you will come to another Checkpoint just before another encounter with Kain. If the previous encounter with the Lightning Demons sent you to the Spectral Plane there is a Plane Portal next to this checkpoint.
Jump in the water below and swim to the left. Exit onto the low ledge with the Light Elemental Font and kill the Hunter. Charge your Reaver if necessary then head along the path to the SW climbing the tall ledges. Kill the Hunter at the top and continue until you reach three more. A pair of Lightning Demons warp in. You can let those five fight it out then kill anything left over before climbing up the north wall. Another pair of Hunters are waiting at the top and a pair of Fire Demons join the party. The Fire Demons make short work of the cannoneers then turn their attention toward you.
Do your best in this battle, but chances are you will get sent to the Spectral Plane. The nearest accessible plane portal is back at the entrance to the big lake where you met Kain. There are plenty of Sluagh in the lakebed to get your health coil fully charged. Locate the column near the Light Elemental Font ledge. It is the only column with a short ledge you can crouch-leap up to. Follow the short flight of stairs up then jump/glide to the next highest column to the left. From here you can jump/glide back to the entrance and shift back to the Material Plane. Now retrace your steps back to where you came from.
If you survive the Fire Demons (or after you have made it back) climb the wall to the north and head toward the temple-like entrance to the Air Forge. A Fire Demon and two Lightning Demons warp in and summon a barrier cutting off any escape. Kill the demons and use the Checkpoint at the top of the stairs. There is also a Plane Portal at the base of the stairs if the demon battle sends you to the Spectral Plane.
Back down the trail is a Dark Reaver Font you can use to charge your sword. Shoot the Sentry Eye then quickly enter the Air Forge. In the large open courtyard, head to either of the Light Fonts located in opposite corners. Kill the Shade that guards the font then charge your Reaver. Climb the stairs and stand on the circular light symbol then fire a Light Projectile at the obelisk. This begins an amazing sequence that opens the next door. Now you can glide across the gap to the other side and shift to the Spectral Plane to phase through the gate. There are plenty of Sluagh on the other side to fill your health coil. Follow the passage to the north to reach the next Plane Portal and a Checkpoint.
Head west down the hall and kill a pair of Lightning Demons to dispel the barrier. Continue toward the door and Thralls will rise from the ground. Take out the Greater Thrall and the others will leave. You can then take the Emblem Key and open the door to enter the main Air Forge room. The Air Forge is located at the top of the twisting column located in the center of the large pit. A pair of panther heads, each with an elemental power, is aimed at the Air Forge. All of these items combine to create a rather tricky puzzle.
The Air Forge Puzzle consists of three altars; each with a human sacrifice that is missing their heart. It is up to you to restore the three hearts and reactivate each alter creating a sufficient updraft to allow you to float to the top of the twisting column and activate the Air Forge. You can rescue the hearts in any order you want. I'm starting with the Blue Heart.
Jump into the Air Forge shaft and climb the smooth wall with the symbol of the Soul Reaver. Kill the Shade and open the stone door using the Soul Reaver. Head down the hall and fight some Thralls. When you reach the next room grab an axe off the wall, so you can keep some of the souls you are reaving. Kill the Greater Thrall and get the Emblem Key to open the next door. Follow the next hall to the large room with columns on either side. Shift to the Spectral Plane and blocks will extend that allow you to climb up either side. Kill the Sluagh then climb up the ledge to the east. Crouch-jump to reach the top ledge and use the Plane Portal.
Use the Dark Reaver Font to charge your sword then go pull the metal handles on the giant stone head back on the ledge. This causes the wind to start blowing across to the other side. Do a running jump and glide to the opposite side using the wind to carry you the extra distance. If you miss this jump you have to repeat the entire process. Remember to recharge the Reaver as shifting to the Spectral Plane deactivates any elemental powers. On the other side, turn left and start up the stairs. Don't go too far or the Sentry Eye will zap you. Shoot the Sentry Eye and quickly go around the corner and out onto the ledge with the Shadow Bridge activation plate.
Activate the Shadow Bridge then glide back down to the left ledge with the Light Elemental Font. Kill the Shade and charge your Reaver with light then pull the handles on the stone head to redirect the wind back to the opposite side. Make another running leap and glide to the other side. Turn right and go up the stairs. Use the Light Reaver to open the sealed door and ignore the Thrall. The bridge is on a timer and won't last long. Run across the Shadow Bridge and into the dark area.
Aim your Light Reaver at the red crystal and fire a projectile to reveal the Blue Heart. Take the heart and make your way back to the Air Forge shaft. Head down the hall flanked with blue symbols. When you reach the altar, place the heart in the body and watch the show. Note: It is VERY important that you place the proper heart in the proper body. If you don't, the puzzle resets and you have to start over.
Now we'll go for the Red Heart. Return to the bottom of the airshaft and head toward the Dark Font. Kill the Shade that appears and charge your Reaver. Climb the west wall with the Dark Reaver symbol and kill the Shade before opening the Dark Reaver door. Axes are on the nearby wall or you can use your Dark Reaver to kill the Great Thralls. Take the Emblem Key and open the next door. Continue down the next passage and kill the Thrall that attack from the sides. Do not venture past the archway or a hidden Sentry Eye will zap you into the Spectral Plane.
A Dark Reaver door is across the courtyard, but it is too high to reach. Backtrack to the entrance of the archway and locate the ledge to the left. Jump up to the small ledge then crouch-jump to the top. You are now above the Sentry Eye. A Dark Reaver Font is located on the high ledge to the north, but your goal is the Shadow Bridge activation plate on the south ledge. Jump/glide down to this ledge and activate the Shadow Bridge. Run across and grab the block in the wall and pull it out just as the bridge vanishes. You and the block will fall to the ground.
Pull the block out and over until it is under the Dark Reaver door. Climb onto the block and use your Dark Reaver to open the door giving you access to the Light Elemental Font. Approach the font but don't use it just yet. Turn and face the Sentry Eye and shoot a projectile to close the eye. Now turn and charge your Reaver with light then run back through the arch under the Sentry Eye before it opens. Climb back up the ledges until you are above the eye. The visible draft is at your back so jump and glide to the dark opening across the courtyard. Once inside, shoot a light projectile at the crystal to release the Red Heart.
Take the heart and drop to the courtyard below. The Sentry Eye is now disabled so you can safely return to the Air Forge shaft and go down the curved passage between the red symbols. Repeat the process of inserting the heart into the body to create a stronger updraft in the main shaft. Now we can go for the Green Heart.
Visit the Light Font at the bottom of the shaft. Kill the Shade and charge your Reaver then climb the SE wall marked with the Light Reaver symbol. Kill another Shade at the top and open the door leading to the next chamber. Kill the Greater Thralls and take the Emblem Key to open the next door. Enter the large room and note the dark chamber with the heart above. Go to the south and climb up to the next level. Thralls on the other side will start shooting at you and the wind makes it impossible to jump to the other side.
Shift to the Spectral Plane and the wind will no longer affect you. Now you can jump/glide to the other side. There are Sluagh below that you can use to recharge your health or you can just wait until it recharges on its own. The Plane Portal is located in the right corner and a Thrall will attack as you shift back. Take care of this Thrall and the other one then use the font to charge your Dark Reaver. Use the wind to help you glide back to the other side and fight the Shade that appears near the Light Font.
Use the Dark Reaver to activate the Shadow Bridge then turn and charge your Reaver with the Light Font. Run across the bridge before it vanishes then climb up either side of the arch to reach the top. You can now use the wind to help you glide to the dark area across the courtyard. Fire a light projectile at the crystal to reveal the Green Heart then take your prize back to the Air Forge shaft. Head down the curved hall between the green symbols and insert the final heart to complete the sequence and create an updraft strong enough to lift Raziel to the top of the Air Forge.
Return to the bottom of the pit and make sure you have your Reaver powered with either Dark or Light. Jump and ride the updraft to the top of the twisting center column and land on the top. Aim at the panther head that matches the current power of your Reaver and fire a projectile into the mouth. Watch the results then drop back to the bottom of the shaft and power your Reaver with the other elemental power. Glide back to the top and fire at the remaining head to complete the sequence and power the Air Forge. Finally, insert the Reaver into the Air Forge to enchant the blade and increase your health coil.
Glide down to the large door that was shut during the activation sequence. Use your Air Reaver to activate the Air Plinth and create an updraft you can ride to reach the circular opening above the door. Go through and drop down into the next room and begin the long trek back to the swamp and the door that leads to the Time-Streaming Chamber. I'm sure you know the way, but here are some details for your journey back to the swamp.
Five Hunters block your exit out of the Air Forge. Many more Hunters block your path back to the large lake. You can avoid most of the encounters by simply running and jumping over them as they rush at you. Make your way down the path leading back to the lake. You'll need to shift to the Spectral Plane to get out of the lake area. Drop into the lake bed and locate the column near the Light Elemental Font ledge. It is the only column with a short ledge you can crouch-leap up to. Follow the short flight of stairs up then jump/glide to the next highest column to the left. From here you can jump/glide back to the Material Plane Portal and the Checkpoint.
Continue the trip back through the mountains killing or avoiding the Demons and Hunters along the way. When you arrive back in Uschtenheim you will need to crouch-jump to the top of the gatehouse and kill the guards so you can pull the lever and open the gate. Enter the town and visit the church so you can use the Save Obelisk. The church is guarded by four Hunters and an Attack Dog. Follow the street south toward the other gate and fight off several more Hunters before pulling the lever to open the gate and exit the town.
Follow the mountain path back to the swamp. You will encounter four Hunters and an Attack Dog almost immediately. Fight or avoid these enemies and make your way up the steep steps to the west. Continue along the path until you encounter four more Hunters. These can be avoided as you make your way to the narrow path along the north wall. Kill the cannoneer then jump down to continue your journey to the west. You'll pass the Checkpoint just before you reach the overlook to the swamp area.
The swamp is crawling with enemies. Get a good running jump and glide to the south leaving them all behind you. Run toward the Save Obelisk and save your progress. Use the Air Font to charge your Reaver then head SW through the swamp. You move much easier through the muck when you have the Air Reaver. A pair of Mutants wander the path ahead. You can fight or ignore them as you make your way back to the gate leading toward the other section of the swamp.
A Hunter patrols the other side of the gate and a pair of Mutants are wandering around the entrance to the Time-Streaming Chamber. Use your Air Reaver to fire a projectile at the weakened doors and blast them to bits. Enter the dark passage and use your Reaver to activate the Air Plinth. Jump and glide to the far side of the room. If you fall short, the wall behind you can be climbed and you can try again. Go through the door to the north and go either direction to reach the door to the Time-Streaming Chamber. Once inside, the movie takes over and you are transported to Nosgoth's past.
After the movie you can exit the Time-Streaming Chamber and go back up the hall and into the room you just flew across. Drop down and cross the pit and climb up the other side. Follow the hall back out to the swamp. Things are quite different now. You are now in Nosgoth's past when the war of the Sarafan Warriors against the Vampires was at its peak. Things are going to be very dangerous for a Vampire such as yourself. At least it's brighter outside and there is a light snow falling.
Make sure to visit the nearby Checkpoint before taking the NE path back through the gate. Turn south and continue to the Save Obelisk and the Air Font. Head north until you reach the cliff. It is no longer climbable so you are going to have to activate the Air Plinth and float to the upper ledge. Pass by the Checkpoint and you will reach the ledge overlooking the large Sarafan camp below. No one here has projectile weapons so glide down and head for the north wall. Climb up and continue toward Uschtenheim. Three swordsmen and a sorceress block the path ahead.
Two more warriors and another pair of sorceresses are in the next area. You will need to kill them before climbing the wall or taking the path along the west wall. As you approach the gatehouse you will need to crouch-jump to the top and kill the guards so you can pull the lever and open the gate to the city. Enter the city and deal with the pair of Sarafan Warriors that you will encounter on your way to the church. Make use of the Save Obelisk before heading to the gate behind the church leading out of the city. Kill the pair of warriors then open the gate and kill another pair of warriors as you exit the town.
The trail leading to Janos's fortress is full of Sarafan Warriors of various types. What follows is a list of the encounters. You can decide which ones you kill and which ones to avoid. Keep in mind that if you are forced to climb a wall you will have to kill any nearby sorceresses or they will shoot you as you climb.
The first large canyon has three Pikemen and a sorceress on the bottom and another Swordsman guarding the Material Plane Portal located in the balcony in the far wall. Watch out for this last warrior if you are sent back to the Spectral Plane and forced to use this portal. He will be waiting to attack as you shift back. Your exit is the smooth section of the NW wall.
As you approach the Checkpoint another sorceress and a pair of Pikemen block your way to the smooth section of the north wall. Make sure to at least kill the sorceress to avoid getting hit and possibly knocked off the wall as you climb. Another pair of Pikemen and a sorceress are waiting for you at the top of this wall. Continue down the trail and you will arrive at a huge frozen lake that surround the main tower of Janos's fortress.
Since there is no obvious way into the tower, locate the section of missing ice and jump into the icy water. You are looking for a planar shift symbol carved into the side of the tower. It may be difficult to find in the murky water, so you may just want to shift to the Spectral Plane and look for an oval-shaped opening instead. Enter this opening and use the Plane Portal on the other side to return to the Material Plane. As the water materialized around you, swim forward and surface into the large chamber inside Janos's palace.
Carefully examine the room making a special note of the Sentry Eye along the north wall. If you get zapped by the eye there is a Plane Portal in the SE corner of this area. Your goal is to get the chalice that the Sentry Eye is watching and use it to transport some blood from the basin on this floor to an empty basin on the second floor. We need to disable that eye, so head up the west ramp in search of a Dark Font.
Follow the upper level around and jump the gap to the other side and use the Air Font. Now locate the tunnel carved into the south wall and follow it around until you reach the sealed entrance. Blast it with an Air Reaver projectile to make your way back outside to the frozen lake. To the NE is a ledge with the Dark Reaver font. Head toward that ledge and kill the Sarafan then activate the Air Plinth. Ride the updraft to the ledge above and kill the Sarafan that guard the Dark Font. Power-up the sword then return to the ice cave leading back inside the palace.
Back inside, return to the ground floor and blind the Sentry Eye with the Dark Reaver. Quickly grab the chalice and fill it from the basin then return up the ramp and pour the blood into the empty basin on the second floor. This creates a ramp leading to the next level. Head up the ramp and follow the passage into the huge room beyond and one of the most ingenious puzzles in the game.
The puzzle is fairly straightforward once you learn the rules and the locations for the key elements. The room consists of four levels and you are going to need to carry more blood from basin to basin using the available chalices located along the way. Your path is frequently blocked by raised bridges that need to be lowered by shooting a Lighter Reaver blast through a pair of aligned light crystals. Don't worry - it's easier than it sounds.
Start by using the Light Elemental Font to the left of the ramp leading up to the south. Note: If you ever get sent to the Spectral Plane there is a Plane Portal to the right of this same ramp. Head up the ramp then jump/glide to the NW tower. Follow the walkway out to the left and turn to locate the pair of light crystals hanging in the distance. Fire your Light Reaver so it passes through both crystals and the bridge will lower. Return to the SW tower and cross the bridge. Kill the Greater Thrall and take his red Emblem Key to open the door at the end of the hall. This clears the path between the first pair of blood basins.
Return to the blood basin to the south and fill the cup with blood. Carry the chalice all the way to the NE tower and empty it into the basin to create a new set of stairs, a bridge leading to an Air Font, and an Air Plinth on the ground floor at the base of the starting ramp. Note: The activation and use of the Air Plinths is optional. They are provided as a shortcut to return to the upper levels of this puzzle, as you will be making several trips before this puzzle is completed.
Cross the bridge and kill the Shade before using the Air Font. Head up the new set of stairs and fire an Air Reaver blast to smash the cracked door. Turn right and go past the pair of chalices then smash the next cracked door with your Air Reaver. Glide down to the ground floor and activate the Air Plinth at the base of the ramp then power-up using the Light Font. Return to the third floor using the Air Plinth or on foot until you are in the section of hall with the pair of chalices along the left wall. Turn to face the center of the room and locate the next pair of light crystals. Fire your Light Reaver to lower the next bridge.
Take one of the cups behind you and return to the last basin you just filled on the second level. Carry it around through the door you smashed earlier and out to the next junction. Ahead, the path is watched by a Sentry Eye. Turn right and carry the cup to the next basin and empty it to create a bridge to the Dark Reaver Font and activate another Air Plinth below. Use the Dark Font and return to the previous junction. Fire at the eye to close it then run across and fight the Thrall to get his red Emblem Key. You can now open the door leading to the NW tower.
Return to the passage that had the pair of cups and take the remaining chalice. Fill it from the basin near the Dark Reaver Font and carry it to the empty basin in this new tower to create a new set of stairs leading to the fourth tier. Go up these steps and turn right. Looking to the south you can see another pair of light crystals; only these are blocked by a large medallion with the markings of the Air Reaver. Return to the second tier and use the Air Font>. Return to the fourth level activating any new Air Plinths along the way to hasten your trip.
Back on the fourth level, fire an Air Reaver blast at the medallion to shatter it. Now glide to the bottom and use the Light Font. Ride the updrafts to quickly return to the fourth level and fire the Light Reaver at the crystals to drop the next bridge. Follow this ledge to the east then turn right and go out onto the walkway. Turn left and jump/glide across the missing section of bridge to reach the walkway along the east wall. Turn right and follow the walkway until you can look out to your right and spot the final pair of crystals. One of the crystals swings back and forth, so you must time your Light Reaver shot to hit both crystals when they are perfectly aligned. The final bridge will lower.
Turn back and head north to the corner of this tier and fight the Thrall. Take his Emblem Key and open the door. Make a note of the empty cups then continue to the opposite door on the west side of this tier. The key to unlock this door is in the possession of the Thrall on the other side. To reach him you must make a tricky jump between the columns to the left of the door. Angle your glide so you cut the corner and reach the hall with the Thrall. Kill him and use his Emblem Key to open the door behind you.
Return to the NE corner and get one of the empty cups. Fill it from the basin at the bottom of the stairs leading to the third tier then return to the fourth level and fill the empty basin just past the last Thrall you killed. This creates a bridge leading to the NW tower. Now return to the NE corner and take the remaining chalice and fill it from the last basin you filled. Carry it across the bridge and then head to the SE tower. Turn west and go out to the basin in the middle of the walkway and empty your cup to create a ramp leading to Janos's private chambers.
After the movie you find yourself in the Fire Forge room. The first thing you will want to do is make use of the Save Obelisk located to the right of the inactive Fire Forge. Now you can survey the immense room below that is full of elemental fonts situated atop columns of various heights. Your goal is to light the Fire Forge using the flame from the brazier along the north wall. Naturally, this is very complicated.
Start by gliding to the bottom of the main room and heading to the north wall. Take one of the unlit torches from the wall and light it with the brazier. The room quickly begins to fill with blood, so you must quickly jump to the platforms that are rising from the floor. If you miss a jump and fall into the blood your torch will go out and the puzzle will reset - try again.
Once you make the jumps you can reach the Light Font and charge your Reaver. Aim up at the crystal hanging from the ceiling to drain the blood allowing you to jump/glide down to the Air Font in the middle of this room and get the Air Reaver. As the blood begins to rise again you can swim to the column with the Air Plinth and activate it. This also activates the remaining Air Plinths in this room and causes their columns to rise up creating a stepped pattern.
Make your way to the brazier in the south and get an unlit torch from along the wall. Jump back to the brazier and light the torch then use the Air Plinths to make your way back to the north and light the brazier on this side of the room. This causes the room to fill with blood and all the pillars sink below the surface except for the column with the Light Font. Use this font to get the Light Reaver then return to the brazier to the north.
Fire your Light Reaver at the hanging crystal to drain the room then quickly take an unlit torch and light it with the brazier. Jump and glide to the Air Plinths weaving around the streams of blood pouring down from the statues. If you pass through a stream the torch will go out and you have to restart this part of the puzzle. Ride each updraft to the highest possible point then glide to the next higher Air Plinth. If you do this correctly you will stair-step your way back to the Fire Forge and have a lit torch in your possession. Light the Fire Forge and watch the amazing movie. Once you have enchanted your blade with the power of fire, make a quick stop at the Save Obelisk before returning to the main hall via the Fire Reaver door.
The story unfolds in a diabolical twist as you enter the room and watch your former self rip the heart from Janos. The movie ends with you back out on the frozen lake. Approach the stone column to the south and crouch leap to the top. Climb the short flight of steps and jump/glide to the next rock formation then once again to the ledge leading to the path out of this area. A pair of Gas Demons warp in as you head down the path.
You are about to make the long trip all the way back to the beginning of the game. The path ahead is full of Demons and Sarafan Warriors. Your best weapon in the upcoming demon battles is a fully energized Soul Reaver. If your health starts to get dangerously low you can always fire projectiles to kill your enemies. This takes longer but the Reaver will not consume the souls, allowing you to regain some health. Some demon battles are very difficult and you may have to finish them off in the Spectral Plane.
Make the trip back to Uschtenheim. Along the way you will encounter a pair of Acid Demons and three Lightning demons. You must slay all the demons in both encounters to dispel the demon barriers that block your path. A swordsman and sorceress block your path as you enter the town and once you enter the town is sealed with barriers and three deadly Fire Demons phase in. Sarafan Warriors are also scattered about the city and provide some energy for you to feed on. You will definitely want to visit the church and use the Save Obelisk before and after this massive battle. Try to weaken the demons with Reaver bolts. This also "excites" your blade. When the Reaver is fully charged, move in for a few quick slices to finish off the demons at close range while trying to avoid their flame breath.
Exit the city through the gate to the south and continue along the trail. The next canyon has four warriors camped at the bottom. As you descend along the path to the right a pair of Fire Demons warp in. Let the demons finish off the warriors and you can feed on their energy. Then battle the weakened Fire Demons, either with Reaver bolts from the relative safety of the ledge or face to face on the canyon floor.
Continue along the trail jumping up the two large stone steps and meet your first Black Demon. These guys are nasty and even more powerful than the Fire Demons, but they are no match for a frenzied Soul Reaver. Don't waste time trying to fight with style. Just move in and start slashing until this guy goes down. If you do get sent to the Spectral Plane you can feed off the Sluagh and random souls in the area then use the Plane Portal near the SW passage.
Pass the Checkpoint then reenter the swamp. Three Sarafan patrol the ground below the overlook. Simply glide over them and run to the south when you land to reach the Save Obelisk. You may want to use the nearby Air Font to speed your journey through the rest of the swamp. Four Pikemen patrol the path around the gate leading back to the first section of swamp. You can avoid these, but the Black Demon that warps in as you near the underwater cave entrance cannot be avoided. Kill him to dispel the barrier and continue down the shaft. You may want to visit the Checkpoint before jumping in.
These caverns are totally drained of water and full of Shades. Since Shades don't offer up any energy just use your Reaver to dispatch them with a few quick swipes. When you reach the large chamber with the statue you can spot a pair of Acid Demons below. They can easily be killed with Reaver bolts from your perch high above or you can drop down and mix it up face to face. Go to the NE ledge and use the Air Font. This triggers another pair of Acid Demons who are just as easily killed as the last two. Activate the Air Plinth and float to the ledge about halfway up the central column. From here, you can climb the smooth wall leading to the top of the statue.
Jump/glide to the rocky ledge to the west then make your way carefully around the dark surface jumping across two more gaps. If you miss a jump you have to start over from the bottom. Climb the smooth section of wall and kill or avoid the Shades as you make your way across the stone bridge and down the ramp. Jump into the pool and swim down and back into the chamber with the Elder God. When you jump out of the water you will have another conversation with the booming voice. Visit the Save Obelisk before exiting this chamber via the stairs to the south.
There are plenty of Shades and even a pair of Acid Demons that stand between you and the exit to this cave. The demons don't create any barriers so you can simply run past them if you wish. Back outside, you will want to check your health. You are about to have a challenging encounter and this may be a good time to shift to the Spectral Plane, feed on some souls, then use the Plane Portal just inside the Reaver door to return. You will also want to use the Fire Font to the left as you exit and get your Fire Reaver activated.
As you enter the area with the Pillars three Black Demons warp in. This can be a tricky battle if your Reaver isn't fully charged. A frenzied Reaver will kill each demon in 4-5 hits, but you may have to hang back and fire projectiles at the demons to initially power-up your blade. If you end up in the Spectral Plane you can finish the battle then use the Plane Portal near by front of the Pillars.
When this area is demon-free, you can exit up the stairs and through the gates to the south. After all those demons, the small army of Sarafan you are about to encounter are only mildly annoying. Always go for the sorceresses first then take care of her bodyguards, or just ignore them all. When you reach the area with the wooden stairs you can go to the top and use the Air Font then activate the Air Plinth down below. This is the only way to return to the Pillars, but you shouldn't have need to do so.
The next Checkpoint is guarded by three Sarafan Warriors. Ignore the Dark Font to the west and follow the path along the waterfall as it leads to another trio of Sarafan. Watch out for the incoming fire of the sorceress as you cross the bridge and face another Pikeman. Five more warriors including a pair of sorceresses patrol the area around the bridge. You may want to use the Fire Font hidden under the bridge or wait until you reach the frozen lake.
Glide down to the frozen lake surface and kill the scattered Sarafan. If you didn't get the Fire Reaver back at the bridge you need to visit the Fire Font on the east side of the lake. Now return to the Sarafan Gates and use the Fire Plinth to melt the ice around the doors. Head toward the cliffs to the north and crouch-jump to the upper ledge killing the Sarafan along the way. Glide to the Light Font and use your Light Reaver on the crystal above the doors to open them. Feel free to visit the Save Obelisk to the right of the gates before entering.
When you surface inside a pair of sorceresses attack from either side. Jump out onto the right ledge and kill the pair. Ignore the ones on the other side, and run down the passage leading into the stronghold. Deal with the pair of swordsmen then go through the door at the end of the hall. Inside are two more swordsmen and a sorceress. When they are all dead, the gate is opened. Head down this new passage. The door at the end is locked forcing you to take the door to the east.
Inside, you find the Reaver (the physical weapon), and Moebius and Malek appear to reveal more of the story. Moebius uses his staff to deactivate your wraith blade forcing you to take possession of the real Reaver weapon. From this point on the Reaver replenishes your health as fast as you lose it essentially making you invincible. The upcoming encounters are "destined" to happen and you are merely a pawn in history.
Your first encounter is with Melchiah and Sephon. When they are dead you can move on down the passage and enter the cathedral. Battle Dumah and Rahab then enter the gate to the east and face Turel in the inner sanctum. When he is dead you can go through the door in the corner to the south and follow the passage to the chapel where you face your final challenge. Here, you must fight your former Sarafan self. The irony of this battle is more powerful than your opponent. You cannot lose, so swing away until you deal the final blow and trigger the ending movie.
Congratulations!!! You have completed Soul Reaver 2.
"History abhors a paradox."
Cheats and Codes
Even though you will visit these five Obelisks repeatedly during the course of your adventure, I am only linking to their location when you first encounter each one.
Save Obelisk #1 - Lake outside Sarafan Stronghold
Save Obelisk #2 - In the chamber of the Elder God
Save Obelisk #3 - In the Swamp
Save Obelisk #4 - Inside the church in Uschtenheim
Save Obelisk #5 - Inside the Fire Forge room
Air Forge Heart Puzzle
You are given this code when you have finished the game. It unlocks all of the bonus materials in the main menu. Enter this code at the Start screen: