Legacy of Kain: Soul Reaver – Complete Walkthrough (Step-by-Step Strategy Guide)

Legacy of Kain: Soul Reaver – Complete Walkthrough (Step-by-Step Strategy Guide)

November 22, 2025 Off By Markus Norat

Underground Region

Right after you take control of Raziel in this underground region, the first important thing is  to activate any nearby portals  . These portals serve as quick return points, so whenever you see one, get close and activate it. Once you’ve done that, start making your way through the cave, advancing slowly.

At the beginning, the game itself shows you the basic buttons on the screen: attack, jump, glide, and how to switch between the spectral world (of souls) and the material world (normal). Keep walking until you find a blue circular symbol shining on the ground. This circle indicates that you can return to the material world there—but this only works if your spectral energy bar (“life”) is full. When everything is okay, open the menu with the  Select button , then press  Square  to force the change to the normal world. This is how Raziel “materializes” there.

Continuing through the cave, you’ll soon encounter enemies. Eliminate the two that appear, using melee attacks and, if possible, finishing them off correctly (impaling, using fire, etc., depending on what the game allows at that moment). After dealing with them, notice a  box  (a large block of stone or wood). You need to  push this box towards the wall , forming a kind of step. Get close to the box, hold the push command, and move it towards the wall.

When the box is against the wall, climb onto it and, from the box, jump to reach the cave entrance higher up. Here, to make your life easier, it’s very useful to press  L1 + R1  (or the equivalent command on your controller) to adjust the camera and get a better view of the scenery, especially when trying to see higher entrances. Once you are inside this new passage, follow it to the end of the corridor and enter through the door.

In the new area, you’ll notice that Raziel can  pick up torches  from walls or near campfires. This is very useful because some enemies are quite vulnerable to fire. Hold the torch and use attacks to hit enemies. If the flame goes out, approach a lit campfire again to relight the torch. While exploring this region, pay attention to a  metal grate  blocking a path. You can’t pass through it yet, but mentally remember this place because you’ll return here later after gaining a new power.

Continue forward until you reach a  fork in the path . On one side, there’s a door leading to another portal (another teleportation point); on the other side, the path continues. First, enter the portal door and  activate it  to save your journey for future trips. After activating it, return through the same door and now follow the other corridor, the one you haven’t explored yet.

You’ll reach a sort of  bridge . Before simply crossing it, stop and look to your  left : there’s an opening/entrance at a height that seems unreachable at first glance. But you can get there using the  glide jump . So, run towards the edge, jump, and when you reach maximum height, hold the glide button so that Raziel opens his torn wings and glides smoothly to the entrance on the other side. With the right distance and timing of the jump well, you can land in the opening.

Upon entering, you’ll notice you’re in a sort of  inner castle or tower , and nearby there’s another teleportation portal. Next to it, there’s a  door  you can go through. Enter through that door and climb up the structure. You’ll see a  ramp  and also water underneath. Ignore the water for now; follow the ramp, always on the dry side, going around the tower.

As you climb, you’ll pass stairs that take you higher and higher. Keep climbing until you reach the  top of the tower . Up there, examine the walls and look for a  lever . Activate this lever: it will  lower a bridge  below, creating a path that didn’t exist before. Also notice that, right at the top, in the center of the area where you are, there’s a kind of strange piece embedded in the ground, a different object, but one that has no function for now. Ignore this piece for now and concentrate on the bridge you just lowered.

Climb down from the tower and cross this newly accessible bridge. On the other side, you’ll reach an area with  another box  . Just like before, you’ll need to  push this box against the wall , creating a new step to reach a higher part of the area. Push carefully, align it correctly, and then climb onto the box to reach the upper platform.

From there, there are ramps that go up on different sides, but don’t worry:  any of the ramps lead to the same place . Go up one of them until you reach a  gated door . Go through that door and start going down the internal stairs. At the end, you will find  another portal  – activate this portal as well, it’s always good to have multiple return points. Then, follow the path straight ahead, exiting on the other side of the building.

As soon as you exit, you’ll find yourself facing a  large lake with several  pillars  protruding from the water. Remember: Raziel can’t swim at this point in the game, so falling into the water isn’t a good idea. The solution is to carefully jump  from pillar to pillar until you reach the other side. Take your time, time your jumps well, and if necessary, use gliding to ensure you reach the other side. Once you reach the other side, enter through the available opening.

Within this new area, defeat any enemies that appear. Once the room is clear, proceed through the  next door . At a certain point, you will realize that you cannot reach a higher part in the material world. This is where the  world of souls (spectral) comes in : you will have to switch to the spectral world to be able to ascend. When you are in the spectral world, the geometry of the scenery changes – some platforms rise, others sink, and new passages appear. Use the  boxes  that are there as steps or supports to reach the higher part.

After using the environment to your advantage and reaching the top, switch back to the  normal (material) world  , provided your spectral energy is full. Then, continue advancing until you reach an area where you need to jump to the  left  to proceed.

You will find a  hole in the ground with a mechanism connected to a  box . The idea here is to push a box onto this hole so that the corresponding gate opens. To lift and handle the box more easily, use the lift command ( L1 + Square , as per the base text). Push the box until it is positioned exactly on top of the indicated hole. When you do this correctly, a  gate will open .

With the gate open, climb onto the   nearby  wooden platform . From there, jump to reach a platform on the left , where there is a  crank . By activating this crank, you lower or raise certain parts of the scenery, opening the path to proceed.

Now you’ll be in a part where you need to use  another box  to open  another gate  on the opposite side. Find this second box, push it, and, just like before, drop it into the corresponding hole. Use  L1 + Square again  to get the box through the  steps  or to position it precisely. When the second box is in the right place, the other gate will open.

After that, climb back up to the  same wooden platform  where you were before. From there, jump to the  other platform that is now raised , which has been modified by the crank. As soon as you land there,  quickly jump to the other side before the mechanism’s time runs out (if it’s one of those timed puzzles). Then follow the corridor until you reach the  next room .

Inside this room, you’ll see  several stacked boxes  and, on the wall, a kind of stone block that looks like half a box. Your mission here is  to unstack the boxes  so you can handle each one separately. Push the stack of boxes until they touch this stone part that looks like a box cutout—this allows you to push and pull them one at a time, releasing them.

Once each box is separated, notice that they have  symbols  on their faces, and on the floor or walls there are  holes or slots  with corresponding symbols. You need to fit each box with the  correct symbol facing outwards , aligning it with the hole’s design. To rotate the box until the symbol is in the correct position, use  L1 + Square  to rotate again. Position each one in the correct place. When all the boxes have the correct symbol, the  room’s gate opens .

Go through the gate, continue forward and open the next door. Outside, you’ll find another  box positioned in an elevated area . Push this box forward until it  falls to the lower floor . Go down as well and then push this fallen box until it touches  another box  that’s already there. Stack the two, placing  one on top of the other . This creates a stack high enough to reach a  cave high up . Climb first to the base, then onto the top box, and then jump to enter the elevated cave.

As you proceed through this new passage, you will encounter more  consecutive doors . Continue entering each door you find, following the main path, until you reach a room where the floor has a large symbol, resembling an  “M”  drawn on it. This symbol is an important marker. Near it, on one of the walls, there is a  lever . Stand facing the symbol and search the nearby walls until you find this lever. Activate it: this will cause  an elevator  or platform to descend, taking you to the  lower floor .

When the platform stops down below, go ahead and enter the  available door . Inside this new room, you will find  two important things : first, a lever that opens a  locked door ; then, on the other side of the room, a  crank  that activates a  wheel  or larger mechanism. Pull the lever to release the door and then go to the crank and turn it completely to set the wheel in motion. This mechanism will affect the floor of the area above.

Now, go back using the same path and go up again using the  elevator  (the platform with the “M” symbol). As soon as you reach the top and exit the elevator, you will see  another lever in front of you . Activate this lever: the  floor where you are will partially collapse , creating a new level below. Go down to this level.

In this new section, you’ll see  burning boxes  attached to rails or in specific positions, with  metal bars  in front of them. The goal here is  to pull these burning boxes  until the heat destroys the bars. In total, there are  four boxes  that you need to pull into the correct positions. Go one by one, pulling the lit boxes and bringing them closer to the bars that need to be burned, until they break.

Once you’ve dealt with the four boxes and all the bars are destroyed, the  floor will drop again , opening up the structure even further. Go down to this  last floor . Now comes the final part of the puzzle: you will have to  position the four burning boxes at the corners of a square  in the center of the room. Observe the floor and you will find a marked square; at its four corners, place a burning box in each corner. When all four are correctly positioned, the  entire floor will give way , finally taking you to the  lowest level , where the passage to the boss is located.

Go ahead, open the  gate  that’s blocking you and go through. Just ahead, you’ll find the  boss Malchia .

Facing Chief Malchia

As soon as the fight with Malchia begins, he’ll talk to you a bit; there’s some backstory dialogue. After the conversation, the real battle begins. This boss isn’t defeated simply by hitting him; you need to use the  environment to your advantage .

Notice that around the arena there are several  windows or openings in the walls , and behind some of them are  movable grates  controlled by  levers . The idea is this: you must  lure Malchia  under these grates and use the levers to  drop them on top of him , causing damage.

Start by running and circling the area until you find one of the  windows Raziel can pass through . Enter through a side opening (a kind of narrow corridor behind the arena wall) and look for the  lever  that controls the corresponding grate. Pay attention to Malchia’s position: you need to pull the lever while keeping the grate raised and  wait for the boss to position himself exactly under  the grate. When he’s in the right spot,  release the lever  so the grate falls on him. This will cause significant damage.

After hitting Malchia with the grate once, you need to repeat the strategy  on another window you haven’t used yet . Go to another opening, find the lever, hold it to raise the grate, wait for Malchia to position himself under it, and then release. When you manage to hit him with the grate  twice , he will be considerably weakened.

With him already quite weakened, take the battle to the center of the arena, where there’s a large mechanism. Remember that, at the very beginning of the conversation with Malchia, there was a  crank  to his left? That’s the one you need to use now. Lure Malchia to the  middle of the arena , right under the central device. As soon as he’s in position, run to the crank and  turn it quickly . The mechanism will activate and, if Malchia is in the right place, this will deliver the final blow, destroying him for good.

When Malchia dies, you absorb her essence and gain a new power.

New Power: Passing Through Bars in the Soul World

After defeating Malchia, Raziel gains the ability to  pass through grates in the spectral world . This is crucial for exploring blocked areas, including that grate you saw at the beginning of the region and couldn’t get past.

To use this power, you need to be in the  world of souls . So, when you are in that plane, approach a  thin , closed grate  (those grates with vertical bars). Now, hold down the action command for this power:  press UP + Square  and hold it down. Raziel will begin to “dissolve” and, with the button held down, he will  pass through the grate , as if he were intangible.


Pillars of Nosgoth

After defeating Malchia and gaining the ability to pass through grates in the spectral world, it’s time to return to that point you passed before that seemed “incomplete.” Remember that area at the beginning of the underground region, where you saw a  metal grate  blocking the way and the previous guide told you to “memorize the place”? Now the time has finally come to go back there.

Use the teleportation portals if you want to shorten the route, or walk back along the path you’ve already explored. The important thing is to get back to that corridor where there was a  gate you couldn’t get past  before. Once you’re in front of it, make sure you’re in the  soul world  (the spectral plane). If you’re still in the material world, let your energy reach zero or use a portal to change planes.

With Raziel already in the spectral world, approach the gate. Now is the time to use the new ability: stand directly in front of the bars and press the gate-passing command (UP directional pad + action button, as you learned after Malchia),  holding it  until Raziel dematerializes and passes through the gate. You will see his body distorting and passing through the metal, as if it were smoke.

After crossing the first gate, continue forward down the corridor. Proceed a little until you reach a safe area to change planes, and when you feel you are where you need to act physically, return to the  material world . To do this, as always, you need to have your spectral energy full; so, if necessary, absorb souls until the meter is full. Then, open the menu with  Select  and press the button to return to the material plane (in the original text, it’s Select + Square).

In the normal world, you’ll encounter  new enemies  along the way. These vampires or monsters usually have very clear weaknesses. An efficient way to get rid of them here is as follows: attack normally until they are  stunned  (that moment when they stop, somewhat dazed, without reacting). As soon as an enemy is stunned, instead of continuing to attack, you can  grab them or push them into  nearby water. Remember that vampires don’t do well with water? So: throw them in there. The water acts almost like a natural trap—when the enemy falls in, destruction is guaranteed, and you don’t waste time trying to finish them off with impalement or fire.

Clear the area, move forward, and when you run out of paths in the material world, switch back to the  soul world  to explore what’s still locked behind bars. Now, with the new power, this section is much simpler: just walk to each bar blocking the corridor and use the “pass through” command again. You must pass through  two bars in sequence : first one, walk a little, find another, and pass through that one too. In this section, you’re basically using the spectral plane to infiltrate areas that Raziel previously had no chance of accessing.

Once you’ve passed through these barriers, continue until you find a  locked door  leading to a new area. In this part, being in the soul world won’t be very helpful, because what you need to do now is  physically interact  with the environment and, most importantly, participate in an important encounter. So, choose a safe spot, replenish your spectral energy if necessary, and  return to the material world .

As soon as you cross that door in the normal world, you’ll finally come face to face with  Kain , Raziel’s former master and one of the central figures in Nosgoth’s history. Before the fight truly begins, the game enters a dialogue scene: Kain and Raziel converse, throwing the history, conflicts, and motives in your face… It’s worth paying attention because it ties together a lot of the plot, but from a gameplay perspective, what matters is that as soon as the dialogue ends, you’ll be in  direct confrontation with him .

Battle against Kain (Pillars of Nosgoth)

This first encounter with Kain isn’t a long fight of crazy combos; it’s more of a quick duel where timing is everything. Kain uses  energy attacks , a kind of  beam  he fires at you. If this beam hits Raziel while you’re in the material world, it will cause you significant damage and may even push you back to the  soul world if your life reaches zero.

The logic of the fight is simple, but it requires reflection:

  1. Always keep moving.  Avoid standing still facing Kain, because that makes it easier for him to aim the beam at you.
  2. Observe his behavior: Kain usually pauses briefly or makes a preparatory movement before unleashing his energy attack. That’s the moment you need to get closer.
  3. The idea is  to get close quickly and hit Kain before he can fire the beam . So, as soon as you’re at a reasonable distance, run towards him, make one or two quick attacks, and then back away to avoid a counterattack.

If he manages to hit you with the lightning bolt, don’t panic. If you are sent to the spectral world, try to:

  • Recover energy by absorbing souls until the bar is full.
  • Find an appropriate blue location or symbol to return to the material world.
  • Return to the area of ​​confrontation and continue the fight.

You need  to hit Kain three times  in total. Not three combos, but three well-placed hits. Each time you manage to land a hit, the game will “count” that hit as progress in the fight. After the third successful attack, the battle ends. You don’t kill Kain here, but you win this specific duel.

With Kain temporarily defeated in this encounter, the game will put you back in control of Raziel, and you’ll realize that something very important has changed.

Winning the Spiritual Soul Reaver

Immediately after the end of the confrontation, Raziel acquires a new power: the  spectral form of the Soul Reaver , Kain’s famous sword. However, at this point in the game, it’s not exactly a physical sword that you hold in your hand like a regular weapon; it’s more like an energy blade that envelops your arm.

You’ll notice that when the Soul Reaver is active, Raziel has a  kind of energy sword coming out of his arm , glowing as if it were an extension of his own body. This weapon is extremely powerful and completely changes how you fight enemies.

But there’s a very important detail: the Soul Reaver’s behavior is different  in the material world  and  in the world of souls .

In the normal (material) world:

  • The Soul Reaver appears on Raziel’s arm  only if his energy bar is full .
  • If you have full health and take no damage, the sword remains active and you can use it at will.
  • However, if you take  just one hit  from any enemy, the Soul Reaver  disappears  instantly. You remain alive (unless you die from damage, of course), but you lose the weapon.
  • To make the sword return, you need to  fully replenish its health . Only when it has maximum health will it reappear in the material world.

In other words: in the normal world, the Soul Reaver functions as a reward for playing well without taking damage. If you get hit, you lose the benefit and have to take care of yourself until it’s fully replenished.

In the world of souls (spectral):

Here’s the good part:  in the spectral plane, the Soul Reaver never disappears . As long as you’re in the soul world, this energy blade is permanent, no matter if you get hit, lose energy, etc. This makes combat in the spectral world much easier, because you’ll always have access to the sword’s power. It’s as if it’s a natural part of Raziel there.

Using the Soul Reaver to finish off enemies.

With the Soul Reaver in hand (or rather, on your arm), you gain a new way to  finish off enemies  quickly and stylishly. The mechanics are as follows:

  1. First, fight the enemy normally. Give them regular attacks until they become  dizzy , in that state where they stop, disoriented, vulnerable, just like before when you were preparing to impale them or throw them into the water.
  2. When the enemy is stunned, instead of reaching for a stake, fire, or water, you can finish them off using the Soul Reaver itself.
  3. To do this, with the stunned enemy near you, press the special finishing move button (in the text you sent, it’s the  Triangle button ). Raziel will use the Soul Reaver to perform an  execution blow , taking down the enemy in one go.
  4. This attack causes the enemy to literally “explode” with energy, releasing their soul to be absorbed.

This way of ending is extremely useful because:

  • It saves time: you don’t need to look for a skewer, fire, or water source.
  • It’s safe: you finish off the enemy quickly before they recover from the stun.
  • Make good use of the Soul Reaver’s power, which is one of the character’s trademarks.

Just remember that in the  material world , if you are hit before stunning the enemy and executing the Triangle attack, the sword will disappear and you will lose this finishing move until your life is restored. In the  spectral world , this risk does not exist; there, the Soul Reaver is always available for this type of execution.


THE SILENCED CATHEDRAL

After defeating Kain and obtaining the spiritual Soul Reaver, the game begins to “push” you towards the next major area: the  Silent Cathedral . The practical starting point is that  first blue circle  you encountered at the very beginning of the game, remember? That symbol on the ground where you were able, for the first time, to return from the world of souls to the material world. That’s exactly where you need to return now.

Use the portals to shorten the path, if you wish, and go to that first blue circle. When you get there, look around carefully. Near that symbol, there is a  metal grate  that was previously just a useless barrier, but now, with the power to pass through grates in the spectral world, it has become a real path.

So, do the following: switch to the  soul world  (let your life reach zero or use a portal) and approach the grate. Use the new power command (UP directional pad + action button, holding it down) and let Raziel pass through the bars as if he were smoke. Once he crosses, walk down the corridor ahead.

Soon you’ll spot, in the background, a huge building: the  Cathedral , a kind of gigantic castle, with a  bridge already lowered , but with the  main door still closed . Before going straight to the door, you have the option, if you wish, to activate the  portal in this area  to make your life easier in the future. To do this, instead of going to the cathedral door, turn to the opposite side and follow that path until you find the portal. Activate it, secure this fast travel point, and then return to the main entrance of the building.

Now, back in front of the large, closed cathedral door and already in the  material world , use the  Soul Reaver  to open it. As the original text said, you use the sword to interact there, as if the blade’s energy unlocks the entrance. After the door gives way, you enter and immediately find another  grate  inside. Again, you need spiritual power: shift to the world of souls, cross the grate, and then return to the material world to deal with the enemies.

Once you’re inside, prepare to face  vampire spiders , those disgusting creatures that roam the Cathedral. Use quick attacks and, if you have the Soul Reaver active, take advantage of it to stun and finish off enemies using the special execution move (the one with the Triangle button when the enemy is stunned). Clear the area and continue forward until you find a  large double door  . Go through it.

Going up through the interior – pillars, “water tank” and pipes

Upon passing through the double doors, you enter a large hall with vertical structures. The path here is entirely based on climbing. Notice a  pillar  that you can use as the first step. Climb onto it and look around; you will notice a kind of  large reservoir or water tank , or tall, rounded platforms, like tanks.

You need to go up  from platform to platform , jumping carefully. Then:

  1. Climb onto the first pillar.
  2. Jump into this sort of elevated box.
  3. Jump from one jump to another, always aiming the camera with  L1 + R1  (or the equivalent) to clearly see the next jump.
  4. Continue in this way until you find a  ramp  or higher passage.

When you reach that ramp, follow it, always moving forward. Along the way, more enemies will appear—more spiders. Kill anything that gets in your way, being careful not to fall back down.

Going upwards, you’ll reach an area where the highlight is  five large  vertical tubes (or pipes), like a wall of pipes. To progress through there, you can’t do it in the material plane; you need to resort to the trick of distorting the scenery in the spectral world. So:

  • Change to the  world of souls .
  • Notice how the platforms and pipes change position. Now, it’s possible to use these pipes as support.
  • Carefully climb up past them, controlling the camera (L + R) to adjust Raziel’s positioning and avoid missing the jump.

When you reach the top of this climb, you will need to return to the  material world  , as you will need to activate physical mechanisms. At the top, look for a  lever . By activating the lever, you  lower a platform  to another point in the area. Go down to it and stand on it: this platform acts as an elevator or activation point.

From the position where the lever was, if you pay attention, you’ll see that there are  two doors : one on the right and one on the left. Each leads to a different puzzle that, in the end, will work together to unlock the cathedral’s main ventilation system.

Sculpture room – assembling the figure (right door)

Let’s start with the  door on the right .

Enter through it. Proceed until you find a  grate  – use the power to pass through grates (in the spectral world, if necessary). When you reach the inner room, return to the  material world , because now you will be dealing with heavy blocks, a kind of sculpting puzzle.

You will see several  large pieces of stone , with engravings, that together form a figure (like a stained-glass window or a disassembled statue). Some of these pieces you need to  push or pull ; others you need to  lift and literally throw  into an exact spot. The goal is to perfectly assemble the shape of the sculpture.

The main focus should be on the  piece you need to throw . When you pick it up using the lift command (L1 + Square, as per the original guide), it’s essential that  the correct face of the piece is facing down  when you throw it. Why? Because during its trajectory in the air, this piece  rotates once , and if you don’t account for that, it will land upside down and won’t fit the pattern.

So, do it like this:

  1. Analyze the design of the sculpture on the wall or floor.
  2. Adjust the piece’s rotation with L1 + Square so that, when launched, it lands with the correct side facing up or in the exact position.
  3. Move the piece to the marked spot.
  4. The other pieces, which don’t need to fly, are fitted by pushing normally, carefully rotating until the symbol or shape matches in the correct position.

When all the pieces are correctly positioned, the game rewards you with a  quick scene : at another point in the cathedral, a  platform appears  or rises, clearing another part of the path.

After completing this puzzle, return to the area where the main lever was located (the one that lowered the first platform) and now go through the  door on the left .

Second platform – more spiders and another lever (left door)

Enter through the left door and proceed. You’ll soon find  two more spiders  waiting for you. Take them out—Soul Reaver is extremely helpful here. Keep walking until you find another  lever . This lever activates the  second platform , completing the system that will generate a strong air current.

Once this lever is activated, return to the platform area (the ones you can step on and that are related to ventilation). Now, with both platforms properly released, a large  ventilation system  will start operating.

Climb onto one of these platforms and watch the airflow rising beneath you. Now comes the fun part:  jump into the airflow and open  Raziel’s wings (the glider). The strong wind will  propel you upwards , taking you high up in the cathedral, to areas that were previously inaccessible.

Entering the area of ​​mirrors and pipes – ventilation puzzles

After being carried upwards by the air current, you will find a  door with a large mirror  associated with the location. Go through that door. Walking a little further, you will soon see a  first door on the left : that is the one you should go through now.

Go through that door on the left, and then, use your power to  break through the grate  that blocks the entrance to  the cathedral’s plumbing system  . You’ll enter an area full of  pipes, cylindrical pieces, and fittings —a veritable labyrinth of pipes.

The goal here is to ensure  proper air circulation  through these pipes. To do this:

  1. You will see several  pieces of pipe stacked or fastened in a higher area .
  2. Push these pieces onto a sort of  elevated platform so that you can  knock them down one by one  from up there, separating each tube.
  3. Once they are on the ground, you can  drag and rotate them , positioning each tube in the  correct holes  in the floor or wall.
  4. Carefully observe the shape of each tube and the available fitting – you need to create a continuous path for air to flow. It’s not just about sticking it anywhere; there’s a specific position required.

After completing this first air circuit, exit through this room and return to the main corridor upstairs. Further on, there is  another door . Go through it as well, pass through another  grate with your spectral power  , and you will find a  second set of pipes . Here the logic is the same: release the pieces, knock them down one by one, and then assemble the correct path for the air to pass through.

When you complete this second plumbing puzzle, the cathedral’s ventilation system will become stronger and more functional.

Now, go back outside to the open area at the top. You’ll see a  large bell . It’s time to do a quick sequence:

  1. Ring the bell  (interact with it).
  2. As soon as the sound echoes, run towards the  giant window  in front of that bell.
  3. Jump through the opening and activate the glide (wings) to reach the other side.
  4. Upon landing, immediately run downhill until you find  another bell .
  5. Ring that second bell. If you’re quick enough, the combined resonance of the two will  shatter a pane of glass  somewhere in the structure.

If you don’t get it right the first time (you didn’t hear the right sound or nothing happened), go back and try again, but this time be  quicker  between ringing the first bell and the second.

With the glass finally broken, return to the  first bell , but this time  don’t touch it . Instead, search the surrounding area for a  broken pane of glass  (the one you shattered with the bells) and nearby also look for a  crank positioned on a stone base . Find this crank and turn it. This will open a  new passage , but its door is more easily accessible in the  world of souls .

Then, switch to the  spectral plane  and go through the  door that opened  after you turned that crank. That door leads you to the next sequence of pipes and valves.

Ice sector, gray parts and defrosting ventilation

Within this new area, you’ll walk through a series of  pipes  that serve as climbing routes. Climb them carefully, paying attention to any enemies that may appear. At a certain point, you’ll reach a  fork in the road : two paths, one to the right and one to the left.

First, go down the  path to the right . Keep following it until you find a spot with  four gray pieces on the ground : two of them are  frozen  (trapped in ice), two are  thawed  (free). What you need to do is  activate the two pieces that are not frozen  —they are usually like mechanisms or floor buttons.

When you do this, you’ll probably notice that there’s a  blocked ventilation outlet  and a  grate  nearby. The air isn’t completely released yet, precisely because the other two gray pieces are still stuck in the ice.

Now, go back to the  world of souls  and go through the  grate  that blocks the path to the last two frozen pieces. After you pass through that grate, you’ll reach another area with two possible sides:  right  and  left .

  • First, go to the  right side . You will see a kind of  closed sewer “covers” or trapdoors  (the so-called “sewer drains”). You need  to open these covers in the correct sequence  so that the ice holding the piece is broken. You can only keep  two covers open at the same time . If you get the order wrong and nothing happens, start closing one, opening another, experimenting with combinations until you see the ice break.
  • After breaking the ice on this side, go to the  left side  and do the  same thing : open and close lids in the correct order until the ice breaks and releases the piece. The idea is that you melt or break the ice indirectly by controlling the flow of something (usually air or steam).

With the last two pieces finally  thawed , go back through the same grate you came through earlier, return to where the  four gray pieces were , and now  activate the two you just freed . When all are activated, the large  ventilation system  in that area will start working.

Right after activating it, you’ll see an air current rising. Use it: let the flow carry you,  flying with your wings  to a greater height.

Adjusting the raised pipes and activating more valves.

Once the ventilation takes you upwards, you’ll reach an area with  vertical pipes sticking up high . Some of them are clearly in the wrong position. You need  to push these pipes  to align them correctly, usually by tilting them where they connect to the rest of the system. There are  two pipes  that need adjusting here.

After fixing the two, you’ll see a  hole/passage  you can enter. Follow it, proceed slowly, and watch out for  spiders  that will appear along the way. Kill the spiders and go until you find  two gray pieces on the ground . Activate these two pieces; this will  open a new passage  somewhere higher up, creating a path accessible via the platforms in this area.

Now, use the  platforms  there to climb up to the new passage you just opened, usually located on a larger part of the wall. Carefully jump from one platform to another, using the glide when necessary, until you reach the  high entrance .

Go through that entrance, continue forward, pass through any  grates  in your path (using spectral power if you’re in the soul world), and at some point you’ll fall to a lower level, almost as if you’re plummeting to a lower floor. Down there, look for a  valve  —a circular mechanism. Activate this valve to release more  airflow  into the cathedral’s system.

Large vertical section – multiple pipes, more valves, and the final ascent.

From here, you need to go back up to the upper areas. In this new area you’re in now, notice the walls: there are  pipes in sequence , some on the left, others on the right, forming increasing staircases (small, medium, large…). These pipes function as steps.

Ideally, climb up the  pipes on the right side , which will lead you to a  new cave . Keep going, pass through another  grate  with the power to traverse the spectral world, and continue climbing more pipes until you reach the very top of the structure. At the top, you will find more spiders—eliminate these creatures.

On one of these upper platforms, you’ll see a  box seemingly stuck between rocks . It gives the visual impression that it’s blocked, but in reality, it’s moving.  Pull this box : doing so will cause the rocks on top of it to fall, opening a new path to another cave. Continue pulling this box towards the front of a  large pipe .

After positioning the box in front of the pipe, climb on top of it to gain enough height to reach another  valve  located nearby, higher up on the pipe. Activate the valve.

When you’re finished, push or place the box near where you came from, to leave a shortcut ready if you need to return. After that, follow the  new path  that was revealed when the rocks fell, opening the new cave.

Continue down this corridor until you reach a  large, open room with several pipes serving as climbing routes again. Use these pipes to climb higher and higher. At a certain point, you will see a  huge channel, a giant pipe pointing upwards . Get close to it and  push it , adjusting its angle/position to suit the airflow.

Continue climbing up the remaining pipes until you find  another valve . This is the  last valve  in this section. Activate it as well. Now, the entire ventilation system for this part of the cathedral will be configured: pipes adjusted, valves open, gray parts activated.

Now you need  to go all the way back  to the point where you opened a passage and had to jump  from platform to platform to get there  (that part you used to enter a high passage, remember?). Go back in the same way: carefully descend until you return to that area.

When you get there, look around. You’ll see a  pipe releasing thick smoke upwards , indicating a very powerful air current. That’s the right place. Place Raziel on the current,  jump, and spread your wings : the wind will  push you high up , much higher than before, allowing you to reach a  cave at an extreme height  in the cathedral.

Important note: If you  haven’t activated all three valves  and  haven’t pushed the correct pipes , this air current  won’t be strong enough  to carry you to the cave at the top. So, if you jump and can’t reach it, check that you haven’t missed any valves or angled pipes along the way.

Once you reach the top, enter the  elevated cave .

Before the boss – portal and final path

In this upper area, continue walking until you come to a  fork in the road : two different paths. First, take the  path to the right . Proceeding along this side, you will find  a new teleportation portal . Activate this portal—it’s very useful because it allows you to return to this upper area without having to repeat the entire ventilation puzzle.

After activating the portal, return to the  fork in the path  and now follow the  other path , the one on the left (or the one you haven’t taken yet). Go to the end of that path. There, you will finally reach the  chamber of the boss Zephon .

Chief Zephon – how to defeat him

Zephon is a huge, deformed creature, stuck to a structure, covered in claws and disgusting eggs. The fight isn’t exactly normal hand-to-hand combat: you need to pay attention to its movements and use the environment in a specific way.

Enter the arena with the  Soul Reaver  ready. Zephon will try to attack you with  giant claws that extend to the ground. The strategy is:

  1. Keep  moving in circles  around the creature, without standing still in front of it.
  2. Wait for the moment when Zephon  digs its claws into the ground , as if nailing its arms to the floor. When that happens, the claws become vulnerable.
  3. At this point, get close and  attack the claws  with the Soul Reaver until you destroy them. The initial objective of the fight is  to destroy all the claws  he uses to hold on and attack you.
  4. Repeat the process: circle around, wait for the claw to stick in the ground, hit it until it breaks. Do this with all of them.

After you destroy all the claws, Zephon will be more exposed, and you’ll notice that he’s perched on some kind of  giant structure or “nest .” From there, you must  attack this base , striking it repeatedly until a  giant egg  is expelled from the hole/structure where it is.

When the egg falls to the ground, don’t attack it in the same spot. Instead:

  1. Pick up the egg  (interact with it as if it were a box or object).
  2. Take this egg to the  entrance of the room , where there is a corpse holding a  lit torch .
  3. Bring the egg close to the flame so that it  catches fire .
  4. With the egg ablaze, aim and  throw it back at Zephon , hitting its body.

The impact of the flaming egg will cause significant damage to the boss. You need to repeat this process  three times :

  • Break the base again until another egg comes out.
  • Carry the egg to the torch.
  • Set on fire.
  • Play on Zephon.

After the  third time , the accumulated damage is enough to kill the creature, ending the fight.

New power: climbing walls (post-Zephon)

By defeating Zephon and absorbing his essence, Raziel gains another key ability: the capacity to  climb certain walls .

But it’s not just any wall in the game. You can only climb those surfaces that have a specific look, like  scratched stone walls in a “staircase” pattern , with a texture of small steps or horizontal scratches.

To use the power:

  1. Find one of these “staircase” textured walls.
  2. Jump towards it, causing Raziel to stick to the surface.
  3. Hold the directional pad  UP  to make Raziel  ascend .
  4. If you want to go down, hold the directional pad  DOWN .
  5. When you reach your desired location, jump backward or to a side platform, depending on the scenario.

Tomb of the Seraphan

Returning to the place where you faced Kain

After defeating Zephon and gaining the ability to  climb specific walls , the next objective is to return to the area of ​​the  Pillars of Nosgoth , more precisely to the point where you had your  first confrontation with Kain .

Use a nearby portal to reach the Pillars, and go to the arena where that duel took place in which you hit Kain three times. Now, look around carefully: you’ll notice a  wall with a different texture , full of grooves, like a vertical stone staircase. This is the type of wall that Raziel can climb with the power he gained from Zephon.

Get close to that wall, jump towards it and let Raziel grab onto it. Then, hold the  UP directional pad  to start climbing. Climb slowly until you reach the top. Once you’re up there, follow the corridor ahead.

Soon you’ll reach a point where the path opens up to  two doors , one on the left and one on the right. There’s no mystery here:  whichever one you choose leads to the same place . So it doesn’t matter which door you enter, the route converges afterward.

Go past one of them, keep walking down the corridors, and you’ll reach an area that looks like a kind of  circular arena or large hall , with a  fence  marking an important section. Pay close attention to this spot, as you’ll still have to cross this fence to proceed.

If you want to take care of your logistics before continuing, you can activate a  new portal  in this area: look for some climbable rocks or ledges that lead to a side path. Climb up these rocks and follow the corridor until you find the portal. Activate it, because it’s always good to have a way to return here quickly if something goes wrong.

After dealing with the portal (or if you prefer to leave that for later), return to the  arena with the grate . Now, approach the grate and use your power to pass through gates in the  spectral world . If you are materialized, let your life drop or use a portal to go to the world of souls, and then, facing the grate, hold the command to pass through the bars until Raziel passes through them.

With the gate past, continue down the corridor until you find a  door . Go through that door. Further on, you will see a  large box  or block that appears to be blocking an opening; you need to  pull or push this box  to open up space and thus actually enter the  Seraphan tomb area .

Inside the Tombs of the Seraphim – descending to the chief

Upon entering the tombs, you’ll find yourself in a kind of large hall containing  sarcophagi , statues, and ancient tombs. Walk around until you reach roughly the  central area  of ​​this space.

Here’s an important detail: instead of looking for a staircase or door, what you need to do is  voluntarily shift to the soul world  while standing in the center of the room. When you transition to the spectral plane at that specific point, the scenery distorts in such a way that Raziel  is taken to a lower level , as if he had been “pulled” to a floor below.

When you reappear on this lower level, start walking forward. At some point, you’ll encounter  another grate . Crossing it is simple: continue in the spectral world and use the power to pass through grates to get past. Once you’re on the other side, find a safe spot and  return to the material world , as you’re approaching the next boss’s room.

Morlock Boss – How to defeat him easily

Upon returning to the normal world in this area, you’ll encounter the  Morlock , the boss of this region. He’s not an extremely complex boss in terms of mechanics; the fight with him is more straightforward, but still requires attention.

The basic trick is:

  1. Make sure you are in the  material world  during the fight, because you will need to use the physical environment (mainly  water ).
  2. Start the battle by attacking the Morlock normally, using your standard abilities or the Soul Reaver if it is active.
  3. Keep hitting him until he enters a state of  stunned silence  — he’ll become limp, vulnerable, and unresponsive.

The arena where you fight has  water nearby . And, as you’ve learned from other enemies, water is fatal to these creatures. So, as soon as he’s dizzy:

  1. Position yourself so that you can  push or throw the Morlock into the water .
  2. Use the grab/push command and direct the movement towards the water.
  3. When he falls into the water, the damage is lethal, and that finishes off the boss.

You don’t need a complicated sequence of combos; the secret is to leave him vulnerable and  use water as your ultimate weapon .

By defeating the Morlock and absorbing his essence, Raziel gains access to a new type of power linked to the  Soul Reaver .

New power: Soul Reaver’s energy blast

After the Morlock falls, the Soul Reaver receives an upgrade: now it serves not only as a melee energy sword, but you can also  unleash a kind of concentrated energy magic  from it.

To use this feature, the command is very simple:

  • Hold down the Triangle button  and, after it has held for a bit,  release it .

Raziel will channel the Reaver’s energy and launch an  energy projectile  in a straight line, like a magic shot. This can be used to attack enemies at a distance or to  push objects  that may be affected by the energy.

An interesting detail: even if you do  n’t have the sword active in the material world  (that is, if you’ve taken damage and the Soul Reaver has disappeared from your arm), you can still  use this energy blast  by holding and releasing the Triangle button. The difference is that, visually, the sword itself may not appear, but the energy strike still works.

In the world of souls, as always, the Soul Reaver doesn’t disappear, so firing is guaranteed at all times.

Continuing in the Tomb of the Seraphim – using sword magic in the setting.

After the fight with Morlock ends and you gain the power to fire energy blasts, the tomb area itself presents you with a puzzle that forces you to use this new ability.

In the room you’re in, look for a  panel or block on the floor with a target design  – it looks like a square with a symbol indicating that it should be hit by some kind of impact. The idea is precisely that you  hit this target with the Soul Reaver’s shot .

Then:

  1. Stand in a position facing that target square.
  2. Hold Triangle  to charge the attack.
  3. Aim at it and  release  to unleash the magic.

When the shot hits the target, that square or block will be  pushed  forward, sliding and falling to the other side, as if opening a hole or clearing a blocked passage. Thus, a new route opens up in front of you.

Continue along this new path. Soon after, you’ll find a  climbable wall  – the one with the stone staircase texture. Jump until you’re stuck to it and climb up by holding UP until you reach the top.

Once you get to the top, turn to the other side of the area and you’ll notice a series of  spaced-out pillars  , serving as suspended platforms. Now it’s time to do some platforming:

  1. Jump from pillar to pillar, using the glide when needed to maintain distance.
  2. On one of these pillars further ahead, you will notice that there is  a box (or block) blocking another pillar or passage .

At this point, you don’t physically go to the box. Instead, use the  Soul Reaver’s shot again :

  • Stand at a pillar where you have  a clear line of sight  to the box.
  • Hold Triangle, charge your shot, and fire in the direction of that block.
  • The impact of the magic will  push the box , causing it to fall or move, thus freeing the pillar or route that was blocked.

With the path clear, jump to the pillar that was previously blocked and continue forward along the path ahead.

Two caves and the trick of the box pushed by magic.

You will continue until you reach a point where the corridor splits into  two caves : one to the left and one to the right. Here, the correct route is:

  • Enter through the  cave on the left  first.

Walk through this tunnel until you find  a grate  blocking the passage. To get past it, you already know: go to the spectral world, use the power to traverse, and continue. After the grate, you will find a staircase going up. Climb the  stairs  until you reach an area where  two enemies appear , but note: here you need to be in the  material world  to truly fight them. Switch to the normal plane, kill the two enemies, and clear the area.

In this room, there’s another  gate , but this time you won’t simply walk through it. First, notice that behind the gate there’s a  box . It’s positioned so that if you pushed it, it would touch the  opposite wall , creating a kind of step.

Since you’re outside the grid, you can’t touch the box directly. So, again, the solution is to use the  Soul Reaver’s firing mechanism .

  1. Position yourself directly in front of the grate, aiming towards the box, even if it is a little far away.
  2. Charge the energy shot (by holding Triangle) and release it while aiming at the block.
  3. The impact of the magic will  push the box  until it hits the back wall.

Once that’s done, go back to the  world of souls , cross the grate with the spectral power, and now you’ll be able to  climb on top of the box  you just pushed. Use it as a platform to reach a  higher cave  that was previously inaccessible.

Enter this upper cave and continue forward.

The boat and the trick of the world of souls.

Walking through this new tunnel, you’ll come across a rather striking area: a  stranded boat  or an old vessel, stopped on the water or on a structure.

You need to use the boat as a  mobile platform  to reach the other side.

  1. First, jump onto the boat and walk around it to understand the positioning.
  2. In the  material world , the boat remains relatively horizontal, perhaps not allowing for a comfortable jump to the other shore.
  3. So, the trick here is to switch to the  world of souls : when you do that, the physics and the angle of some structures change, and the boat  tilts , leaning.

After changing planes, observe which part of the ship is  higher or tilted towards the side you want to reach . Walk across the boat to the higher part and, from there,  jump to the other side , using gliding if necessary. This tilt is precisely what allows you to reach the new platform.

Once on the other side, follow the corridor. Soon you will see two doors ahead  : one on the right and one on the left. The original text already indicates that you are entering a  new temple , that is, a new large area of ​​the game.


DROWNED ABBEY

After leaving the Tomb of the Seraphim by boat and arriving at that point with  two doors directly ahead (one on the right and one on the left), that’s where the Drowned Abbey  area effectively begins  .

To properly organize your progression, the first thing you’ll do is:

  • First, enter through the door on the right.

This door leads to a relatively simple corridor. Follow it to the end without deviating too much, defeating any enemies you encounter. At the end of this corridor, you will find a  teleportation portal . Get close and activate this portal: this is important because if you die, get lost, or need to return later, you won’t want to retrace your steps from the boat.

After registering this portal, go back down the same corridor until you return to the hall where the two doors are. Now, instead of the one on the right, you will:

  • Enter through the door on the left.

Once again, you enter a long corridor. Proceed to the end. You will come face to face with a  large door  that doesn’t open simply by pushing – it has a  central point  that is the key to the puzzle.

Here’s where the power you gained with the Morlock comes in: the  Soul Reaver’s energy blast . Position Raziel facing the center of the door, aim, and:

  1. Hold down the charge button (Triangle).
  2. Release when fully charged, aiming at the  exact center of the door .

The impact of the energy will activate the mechanism of this portal, and the  door will open , allowing passage to the interior of the abbey.

Path to the right: pillars and entrance to the inner temple.

Passing through this main gate, you enter a more open area where the path splits. You should take the  right-hand side , which involves a series of  pillars over chasms or water .

Look ahead and notice: there are several pillars that function as small platforms, forming a kind of path. To cross:

  1. Jump from pillar to pillar calmly.
  2. Use gliding (wings) to ensure sufficient jump distance.
  3. If the camera is bad, use the view adjustment buttons (L1/R1) to align your angle and avoid making silly mistakes during jumps.

Following this path of pillars, you will reach a new  door . Go through it.

Continuing inside, you begin to walk through the  interior of the submerged temple , an ancient structure filled with water on all sides. Proceed through the corridors, defeating the enemies that appear, until you reach a very striking area: a large central space where you see a kind of  gigantic screw or axis  in the scenery, as if it were the mechanical core of this section.

From this point, looking from where you are when you arrive, you realize that there are  three possible paths :

  • One on the right
  • One on the left
  • One ahead

However, although there are three exits,  only one of them is the one you’re interested in right now . The correct route is the one with a  visible gate  . So:

  • Follow the  path that has a gate  and go through it.

Pillars with water and the point of the “three souls”

After passing through this gate, you enter an area with  pillars surrounded by water . It’s a scene similar to others you’ve seen before: small platforms and, all around, deadly water (for now). It’s not time to swim yet, so falling into the water means trouble.

The strategy is the same:

  1. Jump from pillar to pillar, carefully.
  2. Adjust the camera with L1/R1 to avoid getting lost in the depth of the scene.
  3. Use the planar mode when you need a few extra centimeters of reach.

Upon reaching the other side, continue along the path, still within the temple. At a certain point, you will arrive at a place where,  if you are in the spectral world , you can clearly see  three souls wandering around the room . This place is important and will be a reference point for you later, when you gain the power to swim. But for now, continue paying close attention to the structure of the room.

At this point, go to the  back wall  and look  up . With a little camera adjustment, you’ll notice a  very high platform  that you can’t reach with a normal jump or simple glide.

Here you need to use the  super jump  (that charged jump that takes you higher):

  1. Position Raziel very close to the wall, where you saw the platform.
  2. Charge the special jump (the command you already learned for the super jump).
  3. At the right moment, release it to make Raziel fly higher than normal and, using gliding if necessary, reach the  elevated platform .

When you get up there, switch back to the  material world if you’re still in the spectral realm, because you’ll need to interact with the environment normally.

In this upper section, look for a  wall with a staircase texture , like the ones you can climb since gaining Zephon’s power. Go to it, jump to grab onto it, and hold the  UP directional pad  until you reach the top.

Wooden ceiling, stained glass windows, and eagle statues.

Upon reaching an even higher point, look up and around: you’ll see some  beams and wooden structures  on the ceiling that Raziel can hang from. The idea now is to use these wooden structures as a “suspended walkway”.

  1. Jump towards them so Raziel can grab onto them.
  2. Move carefully from beam to beam until you reach the end of this path on the ceiling.
  3. At the end of this suspended walkway, you’ll find an  entrance on the left : that’s where you go.

Within this new section, defeat the enemies that appear. Once you’re safe, notice a  large stained-glass window  blocking your progress. Since you already have the Soul Reaver’s energy blast, now is the time to use it again:

  • Stand at a safe distance, aim at the glass, and unleash your magic to  shatter the pane .

With the glass broken, the passage is clear. Proceed ahead.

In the next area, you will see several  eagle-shaped statues , usually with their heads projecting in a way that makes them function as small platforms. Your objective is:

  1. Jumping  headfirst from one head to the other  of these statues, using each one as leverage.
  2. Be careful with the camera’s direction so it doesn’t fall between the supports.
  3. At the end of this “path of eagles,” you need to jump to a  central tower  located in the middle of the scene.

From the head of the last statue, aim carefully and glide to land on top of the central tower. Once on that tower, you’ll see an  opening below , with  three holes in the ground :

  • A hole on the left
  • A hole in the center
  • A hole on the right

You need to choose which one to enter. The correct route here is:

  • Jump into the middle hole.

The bell, the climbing of pillars, and the encounter with Rahab.

Upon falling through the central hole, you will be taken to an inner area where there is a  large bell with a  rope  that can be pulled.

Get close to this rope and interact with it (pull, activate) to  ring the bell . This is part of the environment and can also affect the structure of the place, marking your progress.

After ringing the bell, look for the  stairs  leading down from that room. Go down until you reach a lower level. Down there, you’ll find another series of  pillars  that act as steps, probably over water or an abyss.

Now you need to:

  1. Jumping from  pillar to pillar , this time to  climb back up , using these columns as makeshift stairs.
  2. Be careful not to fall, because this section is relatively narrow.

By following this path of pillars and reaching the upper part of the room, you will find an opportunity to  return to the normal world , if you haven’t already. Return to the  material world , because that’s where you’ll face the next boss.

As soon as you materialize, you’ll practically come face to face with  Rahab , the aquatic vampire lord of this region.

Chief Rahab – how to defeat him using light

Rahab is one of the most memorable bosses in the game because fighting him isn’t a constant “sword-to-the-face” duel; it’s an environmental puzzle. The room where the battle takes place is dark, with several  glass panes around it , and Rahab circles around, firing energy projectiles at you.

His weakness isn’t his sword directly, it’s  sunlight . Your goal in this battle is  to destroy all the glass  around the arena to let the light in and fry Rahab.

It works like this:

  1. Keep moving so  you don’t become an easy target  for his shots.
  2. Use the aiming/viewing adjustment buttons  (L2 + R2, as per the text you provided)  to  accurately aim at the glass panes .
  3. When you have a well-framed window, use the Soul Reaver’s energy blast (hold Triangle, release) to  shatter the glass .

Each time a windowpane breaks, a beam of light enters the room, increasing the environmental damage that threatens Rahab. While doing this, pay attention to an important detail: the sound the boss makes when shooting at you. When you  hear the sound of his gunshot , be ready to  jump or dodge , because these shots can knock you into the water or make it difficult to aim.

The battle becomes a cycle:

  • He runs across the room.
  • Look through a windowpane.
  • It shoots and breaks.
  • Dodge Rahab’s shots.

Continue repeating this process until you destroy  all the glass in the room . When the last one is broken, so much light will enter that Rahab can’t stand it. He ends up being burned by the sun’s rays, and that ends the fight. You don’t need to take all his life from punches; just  use the environment to your advantage .

With Rahab defeated, you absorb his essence and gain a new fundamental power.

New power: swimming in the material world

Up to this point in the game, falling into water while in the normal world was basically a sentence to be dragged back to the  world of souls . Raziel would “melt” in the water and lose his physical form. But after absorbing Rahab, this changes radically.

Now, when you are in the  material world  and fall into the water:

  • You  are no longer automatically thrown into the spectral world .
  • Instead, Raziel becomes able to  swim .

To swim, all you need is:

  • Use the swim action button (in the base text, it’s the  X ).
  • Direct the movement with the analog stick/d-pad to go forward, up, down, etc.

This opens up a lot of new routes through the game, because those water-filled areas that were once deadly now become  explorable paths .

Leaving Drowned Abbey – exploring with newfound power

After defeating Rahab, the idea is to immediately use the new ability to find the exit and also grab a very useful bonus.

Remember that room where you saw  three souls wandering freely , before you made the super jump to the high platform? That’s where you need to go back to now.

Use portals or normal paths to return to this specific room. It’s usually easy to recognize because it has:

  • A large space.
  • Water is present.
  • And if you’re in the spectral world, the three souls are wandering around there.

Now that you can swim  in the material world , switch to the normal plane and  enter the water  in this room. Instead of being pulled into the spectral world, Raziel will  dive in  and swim freely.

Start exploring the bottom of this area:

  1. Swim around looking for structures, glass walls, submerged windows.
  2. At some point, you’re going to find a  windowpane underwater .

When you find that pane of glass, you can use the Soul Reaver’s shot again:

  • Aim at the windowpane.
  • Charge the shot (Triangle).
  • Release to  break the submerged glass .

By destroying this window, you open  access to a deeper area . Swim down through this newly created opening.

Down there, you’ll find a sort of area with  several windows ; many of them look the same, but  one is fake : this fake window isn’t solid like the others, and you can  walk through it , opening a secret passage.

Try testing the windows: some will be completely solid, but one will allow passage. Going through it, you enter a  hidden path , and inside you’ll find a special area where you can obtain the  Fire Soul Reaver  (or a fire elemental upgrade for the sword, depending on the translation/version). This elemental weapon is very helpful against certain enemies later on.

After acquiring this upgrade, swim back the way you came until you find the path leading back to  dry land  (an edge, a dry platform). Get out of the water and climb up. You have now completed the main exploration of Drowned Abbey, defeated Rahab, gained the power to swim, and unlocked a new elemental form of the Soul Reaver.

From here, the game opens up many areas with water that were previously only places of frustration and death, and you can…


ASH WATES

Entering the Ash Waters: waterfalls, swimming and climbing

After leaving Drowned Abbey and reaching  dry land , follow the main path until you see an area with  multiple waterfalls  – a noisy and misty scene. Here, you need to:

  1. Locate the broken bridge : it is partially submerged in the water.
  2. Swim to the other side : enter the water and use the swimming power (  X button ) to cross. Watch out for the current!
  3. Super water jump : upon reaching the base on the opposite side, position yourself near the edge. Charge the jump (hold the jump button) and release at the right moment to perform a  super jump out of the water , reaching the top of the bridge.

At the top, follow the stone path until you find an  isolated pillar . The key is behind it:

  • Walk around the pillar  and examine the rock wall behind it.
  • Identify the “staircase” texture : it’s the only climbable wall in this area.
  • Climb it  (jump towards it and hold  UP ).

At the top of the climb,  turn 180 degrees . You will see a chasm with a distant entrance. Then:

  1. Jump into the void  and immediately  activate gliding  (wings).
  2. Adjust your trajectory  to fly straight toward the illuminated entrance.
  3. Place gently inside the  Ash Waters .

Spectral passage and box manipulation

Upon entering, follow the corridor to a  gate . To go through:

  • Switch to the  world of souls  (let your life reset or use a portal).
  • Use the power to pass through grates ( UP + Square  held).
  • Repeat the process at a  second gate  further on.

After the second gate, you will reach a circular room with a  blue symbol spinning on the floor  (the return point to the material world). Return to the  normal world  here. Now:

  • Look at the front railing  of the room.
  • Inside it, there is a box in the center .
  • Position yourself outside the grid, aim at the box, and  fire the Soul Reaver’s magic  (hold  Triangle , release).
  • The energy  will push the box until it sticks to the opposite wall .

Enter the room by going through the grate (in the spectral world). Climb onto the box leaning against the wall to access a high opening. Jump to the other side.

Hydraulic puzzle and box stacking

In the new section, go  left  until you reach a wall with a  lone box .

  1. Pull the box  away from the wall.
  2. Position it as a step  below a ledge at the top.
  3. Climb onto it and then onto the ledge to reach the upper level.

Here comes a critical leap:

  • Run to the edge  and get ready for a  long jump .
  • Use the  super charged jump  +  glide  immediately.
  • Jump from the very edge  of the platform – any mistake will send you falling and forcing you to start all over again!

On the other side, proceed to a room with:

  • Two holes  on the sides filled with water.
  • A  central walkway .
  • High platforms on the  left and right .

Follow this ritual:

  1. Step onto the right platform  (material world) and  activate the crank . This  drains the water  from the holes.
  2. Switch to the spectral world  and step onto the  left platform  to return to the normal world.

Now, go to the  front hole  – it contains  4 boxes . Your objective:

  1. Push all 4 boxes  into the  front hole  (using  L1 + Square  to rotate/push).
  2. Stack 3 boxes  on top of each other, against the back wall.
  3. Push the 4th box  against the stack, forming a “ramp”.
  4. Climb onto the loose box , then onto the stack, and reach the upper passage.

Follow it and  drop down to the lower level .

Preparing the trap for Dumah

On the lower floor, look for a  lever on the wall . Activating it  will release a green gas  (caution: it’s toxic!). Then:

  1. Go to the  other side of the room .
  2. Activate a  second lever  that releases a jet of fire,  destroying a  wooden door.
  3. Look where the broken door led : you’ll see an exposed corridor.  Memorize this location  – it will be crucial for the boss.

Now, go back to the previous room (with the gas and the fire). Look for a  hidden path behind one of the levers . Follow that corridor to the end and:

  1. Push the box  that’s down to the  lower floor  (it will fall into the center of the main room).
  2. Go back and  stack that box with another one that was already on the floor .
  3. Climb them to access a  tall cave  on the opposite wall.

Inside the cave, follow the path to the edge of a cliff.  Don’t jump yet!  Instead:

  1. Jump to the left  onto a small platform.
  2. Change to the world of souls .
  3. Jump between floating platforms  that only exist on this plane.
  4. Upon reaching a  suspended lever , jump to an opposite platform (in the material world) and  activate it . This  lowers a bridge .

Cross the bridge and find a  box attached to the wall .  Pull it  and use it to climb a tower.

Final tower and encounter with Dumah

In the tower:

  1. Switch to the spectral world .
  2. Jump to the first floating pillar .
  3. Return to the normal world  and jump to the  second physical pillar .
  4. Repeat, alternating planes, until the  last pillar .

From the last pillar:

  • Jump and glide  towards a  hole in the ground  ahead.
  • You will fall into a room with a  giant stone tower .

Push the tower  forcefully (hold the push command) towards the  blocked door  ahead. The impact  destroys the door , clearing the path to the boss.

Chief Dumah: the gas and fire trap

Enter the new area and you will find Dumah  “dead ,” with  3 arrows stuck in his chest . To “revive” him:

  1. Approach and remove each arrow  (interact with them).
  2. Dumah stands up and attacks fiercely!

The strategy is  NOT to confront him directly .

  1. Lure him  back into the  gas/fire room  (the one where you destroyed the door).
    • Run ahead of him, keeping your distance.
    • Jump  when he launches projectiles.
  2. Position Dumah in the center of the room .
  3. Run to the green gas lever  and activate it.
  4. Run to the fire lever  and activate it.

The flammable gas plus fire creates a  gigantic explosion , burning Dumah alive. A poetic death for a vampire!

New power: Spin

By absorbing Dumah, Raziel gains the ability to  spin objects and enemies . It works like this:

  • While running ,  make complete circles  around:
    • Objects  with symbols on the floor (to rotate them).
    • Enemies  (to make them dizzy).
  • After  3-4 complete laps , a  blue flash  confirms the effect.
  • Keep spinning until the object moves or the enemy faints.

Test the power right now:

  1. Return to the place where you pushed the tower towards Dumah.
  2. Look for an  alternate path  with a  rotating statue  and  3 locked doors .
  3. Walk around the statue  until you see the blue flash.
  4. Stop when she’s facing a door – it will open!
  5. Go inside, collect the items, and repeat for the other doors.

Tips:

  1. Camera control : Use  L1/R1  constantly to adjust angles during jumps.
  2. Alternating shots : Master the timing so you don’t die during transitions.
  3. Patient with stacking : Align boxes carefully to prevent them from collapsing.

ORACLES’ CAVE

Leaving Ash Wastes and finding the entrance to Oracles’ Cave

When you’ve finished everything in  Ash Wastes  (defeating Dumah, obtaining the power of spin, etc.), return to the outer area from where you entered this temple.

Remember that  climbable wall  you used to access the Ash Wastes? Go back there, but  don’t climb  the wall this time. Instead, pay attention a little further ahead, following the terrain:

  • You will notice that there is now a  new path  ahead, extending beyond the area you used before.
  • Follow this path.

Two enemies will soon appear   in front of you; eliminate them in whatever way you find most comfortable (Soul Reaver, spin to stun, impale, it doesn’t matter). Continue forward until you reach something that looks like a  huge clock or round dial on the ground , with a central object.

This “clock” is actually a door mechanism. To open the passage, you must:

  1. Position yourself around the  central object , in the middle of the circle.
  2. Running in a circular motion around it , using the power of rotation (it’s the same principle as rotating statues and pillars).
  3. Keep running until you see a  flash/activation indication .

When you do this correctly, the mechanism activates and a  door opens  nearby. Enter through this newly opened door.

Corridor, optional portal and spectral shift

Inside, follow the corridor, always moving forward. You will reach a point where:

  • A path leads to the  end of the cave .
  • Another side turn leads you to a  portal .

Do the following:

  1. First, go to the  portal  and activate it. This will guarantee you a quick return point to that area.
  2. After activating the portal, go back and follow the path that leads to the  end of the cave .

When you reach the very end of the cave, you won’t see a clear exit in the material world. This is where the use of the spectral world comes in:

  • Change to the  world of souls .
  • A  passage to the left  will appear, which did not previously exist in the material plane.
  • Before entering this spectral passage, notice that nearby, in this same place, there is a  locked door  that you cannot yet open in the normal world. Keep that in mind.

Now, enter through the  passage on the left , into the world of souls, and continue along the spectral corridor.

Further ahead, you will find a safe spot to:

  • Returning to the material world .

When it materializes, you will realize that you are at a lower level, with a new structure around you.

Puzzle of boxes with symbols (+◯ and Z)

As soon as you descend to that lower level in the normal world, you will notice:

  • Just ahead, a  closed central door .
  • To your left, going up a ramp or raised section, is a  box fitted into a hole , with a  symbol above it .
  • To its right, in a similar section, another  box is fitted into a hole , also with a symbol above it.

The goal here is:

  • Place  the correct boxes  in the  correct holes , according to the symbols drawn above each niche.

The main symbols you need to look out for are:

  • On one side, a symbol with a  “+” and a circle stuck underneath  (like a plus sign on top and a circle stuck underneath).
  • On the other side, a symbol in the shape of a  “Z” .

Do it like this:

  1. Go to the right side, where there is a box in a hole with a symbol on top.
    • Pull that box out  of the hole.
  2. Now, look around: you need to  move boxes  until:
    • Place a box in the  hole below the “+ with circle” symbol .
    • And place another box in the  hole below the “Z” symbol .
  3. Use the push/pull command to organize this properly.

When each hole has the  correct box  underneath the  correct symbol , the  central door will open .

Go through that open door, continue forward, and defeat any enemies that appear. Keep climbing a little further, following the path.

Broken bridge and pushing boxes a distance.

You’ll reach a section with  a grate , which you can pass through using the power to pass through grates in the spectral world, if it’s blocking you. Keep going forward until you see a  broken bridge .

To the right of the screen (or nearby), you’ll see a  blue circle  on the ground, spinning; this is the one that allows you to return to the  normal world . Switch to the material plane there.

After materializing, position yourself near the end of the broken bridge and:

  • Perform a good  gliding jump  to reach the other side of the bridge.

On the other side, follow the corridor until you find an area with  two boxes positioned at the front , blocking something, but placed in a spot where Raziel can’t physically push them, as they are separated by a hole.

Now is the time to use the  Soul Reaver’s energy blast  to interact from a distance:

  1. Stand in a spot where you can  aim well at the boxes .
  2. Charge the shot (hold Triangle).
  3. Release the shot while aiming at each box to  push them into a hole .

When both are pushed correctly, a  mechanism is activated , and a  door will open .

Enter through that door.

Central symbol room and rotating pillars

Next, you will arrive at a larger room. In the center of the floor, there is a  symbol  drawn, and around this symbol are  four pillars  (small columns).

Each pillar has  faces of different colors  or markings, and you need to rotate them so that:

  • The  yellow faces  of all the pillars should be  oriented towards the central symbol on the floor .

For that:

  1. Approach each pillar.
  2. Use the spin power (run in circles around it) until the yellow part is pointing towards the center.
  3. Do this with all  four .

When all four pillars have their  yellow face turned towards the center , you will hear/see a  door opening . This door is  near the passageway through which you entered this room . Go back there and enter.

Inside the new room, you’ll see a  cauldron of fire  in the center. The process here is similar:

  • Circle the cauldron using the spinning power until the mechanism is activated.
  • This will open  another door , taking you even deeper into the cave.

Go through this new door and keep moving forward.

Large clock on the wall, showing 6:00 PM.

Moving forward, you arrive in a room with a large,  giant clock on the wall , as if it were an enormous dial carved into the stone. In front of this clock, there are  two levers :

  • One  on the left .
  • Another one  on the right .

Each of these levers controls a different aspect of the watch:

  • One adjusts the  minutes .
  • The other one adjusts the  time .

Your goal is  to set the clock to 18:00  (that is,  6 PM ).

Then:

  1. Pull the hour lever until the large hand is at 6.
  2. Adjust the minutes so that the clock shows exactly  18:00  (minutes at 00).
  3. Observe the dial and make the adjustments until it’s just right.

When you get the timing right, a  secret passage opens  somewhere in the room, usually revealing a new corridor.

Enter this new path. It leads to a  long descent , a kind of ramp or sloping tunnel. Follow it to the end and, down there, enter through the newly opened passage.

You will fall into a new enclosed area, with:

  • A  blocked path .
  • Some  colored stones  connected to a light mechanism.

Puzzle of colored stones and light (mixture of colors)

In this environment, there is a system of  colored light  and stones that can alter the colors of a beam of light or panels. In the background, there is a “screen” or panel that shows the  color you need to reproduce  on the stone.

The idea is:

  • You need to make the color of the stones  match  the color indicated on the back of them.

To do this, you will:

  1. Identify the  light tower  or central mechanism.
  2. Circle around it (spinning power) to  change the orientation  of the light beams or activate the correct combinations.
  3. Each time you correctly match the color to one of the sets,  a lock on the blocked path is released .

Pay special attention to the detail mentioned in the original text:

  • Violet  is the  combination of blue and red .
    • So, if you need to create violet, you’ll have to combine blue and red lights or filters.

After you solve this color puzzle, the  blocked passage will open . Go through it.

Barrels, colors and symbols

Proceeding along the new path, defeat the enemies along the way until you find a  double door . Go through it. Inside, you will find:

  • An enemy to defeat.
  • A new puzzle based on  colors and symbols .

On the walls:

  • You will see  colors  with  symbols drawn inside  (for example, a red area with a specific symbol).

On the floor or around the room:

  • There are  colorful barrels  with pointers/markers that you can spin.

What you need to do:

  1. For each  color on the wall  (e.g., red, blue, green), observe the  symbol drawn inside .
  2. Next, go to the  barrel of the same color .
  3. Circle around it (rotating power) to make the  pointer change position .
  4. Place the pointer directly at the  same symbol  that appears within that color on the wall.

You have to set up  all the barrels correctly , each matching color and symbol, so that the  door to the room opens .

After completing this and the door opens, proceed.

Gear Room – Unlocking the Clock

You’ll enter a sort of  engine room , full of giant gears that are part of the clock’s mechanism.

Some of these gears are  jammed by housings  that have been wedged into the teeth, preventing movement. You need:

  1. Identify the  boxes stuck in the gears .
  2. Push or pull them until  the teeth are completely free .

When you remove all the boxes that are blocking the gears, the entire system starts to move:

  • The gears start turning.
  • Platforms go up and down.

Climb onto one of the  giant gears  that’s positioned to lift you upwards, and use its movement as an improvised elevator. Once you reach a higher point, jump to a  nearby raised platform  .

From this platform, walk close to the  wall , following a narrow edge, until you see  another moving platform  moving towards you and then returning.

Wait for the  right timing :

  1. When she’s very close, jump onto that platform.
  2. From there, continue straight ahead, proceeding through the series of passages.

You will find a  grate . On the other side of it, there is a  box . From where you are:

  • Aim for the box.
  • Use the Soul Reaver’s energy blast to  push her down there .

Continue down the path until you find  another gate  with  another box behind it . Again:

  • Aim, unleash the magic, and  throw that second box  down there too.

Follow the path downhill until you reach the level where the  four boxes  are stacked. There is also a  symbol drawn on the ground at that location .

The goal now is:

  • Using the four boxes, form the pattern indicated by the symbol on the floor .

Each box has a drawing on one of its faces. You need to:

  1. Pull/push the boxes to the positions indicated by the symbol.
  2. Rotate each one ( L1 + Square , according to the game’s pattern) until:
    • The design on the box matches the design on the floor exactly, in the right place.

When the four boxes are correctly positioned, a new  door will open . Go through it.

Just ahead, you’ll find a  hole  in the floor. Drop in.

Three symbols on the wall and the three puzzles.

Upon reaching this new level, pay attention to the  walls of the room : you will see  three distinct symbols :

  • One on the left.
  • One in the center.
  • One on the right.

Memorize these three symbols (either mentally or by writing them down):

  • The  symbol on the left  corresponds to the  puzzle piece on the left .
  • The one  in the middle  of the  central puzzle .
  • The  one on the right  is the  right-hand side of the puzzle .

Each puzzle consists of:

  • A movable piece, representing  part of a symbol , that can be rotated/adjusted.
  • The goal is  to complete the symbol seen on the wall  using the movable piece + the fixed drawing on the floor or wall.

Start with the one on the left:

  1. Go to the mechanism on the left.
  2. Move/rotate the  moving part  until:
    • The resulting shape  matches exactly  the symbol you saw painted on the left wall.
  3. When the complete symbol is formed correctly, a  mobile platform  will be activated.
  4. Wait for her  to lower herself , jump on top of her, and let her carry you to the other side.
  5. There, activate the  lever  that is within your reach.

Repeat the same process:

  • In the  central puzzle , use the middle symbol.
  • In the  right-hand puzzle , use the symbol on the right.

After you solve  the three puzzles  and activate the three corresponding levers, the  main door to this room will open .

Corridor of time, portal and Kain (final battle of this game)

Upon passing through this new door, you enter a  longer corridor where the game begins to show you  scenes from Nosgoth and Raziel’s past and future  . Walk calmly, watching the visions. Continue until you see  a  smaller door on the left .

Enter through that smaller door. Inside, there’s a  portal : activate it. This portal is very useful: you’re very close to the final confrontation with Kain, so having this return point is a safety net.

After activating the portal, return to the  main corridor  and continue walking forward until you find a  much larger door . Go through it.

You now stand before  Kain , for the final showdown of the Soul Reaver.

Kain – Final Confrontation (How to Fight)

The fight with Kain here is quite similar to  your first encounter  with him at the Pillars, but with one important difference:

  • Now, you  can only inflict real damage on him with the Soul Reaver .

Kain will continue using:

  • Ranged energy strikes , a kind of lightning bolt.

The core mechanics are:

  1. Preventing lightning from striking you :
    • Pay close attention to Kain’s sounds and movements.
    • Whenever he starts preparing to attack, be ready to move.
  2. If he  hits you , you’ll probably be sent to the  world of souls .
    • In the  center of the room , there is a point that allows you  to return to the normal world .
    • Use this point whenever you are in the spectral plane.
    • To regain life,  absorb the souls  that appear in the arena.

A very important tip for this fight is to use:

  • First-person view  (that free aiming/looking mode).

This helps you to:

  • Knowing  where Kain will appear  and teleporting around.
  • Climb up to it quickly (when there are height levels) and manage to attack.

The logic is:

  1. Enter  first-person  view to locate Kain as soon as he appears.
  2. Run towards him quickly and  hit him with the Soul Reaver  before he fires the beam.
  3. Repeat the process.

You need  to hit Kain three times  with your sword. Each successful hit counts as a phase success in the fight.

The dynamic is essentially the same as in the first fight:

  • Avoid the lightning strikes.
  • Reposition yourself quickly.
  • Hitting the mark by searching through the gaps.

But now, the game is more demanding:

  • Normally, only the  sword  (Soul Reaver) is effective at truly harming Kain.

When you manage  to hit Kain three times , he doesn’t die right there – instead, he flees , and Raziel immediately goes after him, leading you to the final outcome of this first Soul Reaver’s story.

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