Walk Through Intro: This walk through
covers the entire game from start to finish in game play order and should
include all the major points. But it does not include all the details of all
the rooms. Originally I tried to include them but the game does not lend itself
to verbal description - the rooms become anonymous very quickly. If you have
trouble with an area, see if I made a walk through map of it and check that. I
suggest you print the Kain's World map in any case. It gives the same
information that is in the game but is easier to read. Maps: Most use 8.5x11 paper. A couple
require landscape layout.
Walk ThroughLayout: In this walk
through the top of the screen is North. Room descriptions are often grouped by
the CD load separations. Not all pick ups are mentioned. The really important
ones should be mentioned. Save your numbered weapons till the more difficult
parts of the game if you can. Use the energy bolt for distance killing instead
whenever possible. It takes magic but that recovers with time. Method of Play: If you want to play without
using the cheat codes, it can be done. There are plenty of people to feed on
and if you return to where you killed them you can feed on the ghosts to refill
your magic. Once you have the blood shower spell, it is actually easy to feed.
There are plenty of pick ups too, especially if you visit the moon caves, the
hidden city and revisit the start of the game after you have full strength.
Personally, I got bored with killing and feeding
and used the cheat codes instead. The main difference I saw was the game played
faster since I didn't have to waste time feeding or waiting for my magic to
recover. The other difference was that I missed a few things that might have
been interesting. Travel types: There are three types of
travel in the game, inside, outside and a mixture. The major areas of the game
are inside caves, buildings and the like. This is where most of the switches,
puzzles, battles and major pick ups are. Outside travel is primarily used to
get from one inside area to another. There are a few short cuts described for
outside travel. Outside travel is also the part shown in the map of Kain's
world both in the game and on this site. Some caves and buildings are a mixture
of inside and outside. Bat Form: Understanding the use of bat form
can save a lot of trouble and time. You can enter bat form any time you are
outside. That brings up the map of places you have visited. You can fly to any
activated bat beacon, any city you have visited or any city that has
been turned on via a bat triangle (They bring up a screen with a bat in
the top right corner.). Be sure to activate each bat beacon and bat triangle so
you can fly to them. One direction on the D pad switches between the beacons
and the other between the cities. When the EXIT comes up you can select it to
return to where you were in case you selected bat form by accident. Full Moon: Some areas are only open during
full moon. The game starts on day 4 hour 17. The first full moon is on day 4
hour 22. Full moon lasts 8 hours so the first full moon ends on day 5 hour 6.
The moon is on an 8 fictional day cycle. There are 15 minutes of real time per
fictional day which means there will be a new full moon after every 2 real
hours of game play. The fictional days where full moons start are 4, 12, 20,
28, 36, 44, 52, 60. There are wolf howls during the full moon. Every time you
save, you can check the time by repeating the save and seeing what time was
written. Armor: Initially, just use the iron armor.
I used the chaos armor and nothing else once I got it. The others didn't seem
reliable. Weapons: When you get it, use the flame
sword instead of the iron sword. The mace is only needed for breaking things
down and the axes for chopping down trees. You cannot use magic when you have
the axes, but if you activate a repel shield before selecting them, the shield
will last for a while. The soul reaver is only needed for dealing with a couple
of bosses. Otherwise stay away from it because if drains all your magic. You
can tell when you are hitting the bosses because they grunt. Spells: The energy bolt spell is your first
long distance weapon. Keep it handy and use it. The other spells I found useful
were repel (repels all attacks) and blood shower (which is great for killing a
lot of guards quickly and feeding on them at the same time). Control mind and
spirit wrack are also required in specific places. Later in the game I spent
most of my time with the flame sword, chaos armor and a repel shield. That way
I could just bypass most of the annoying guards and quite a few of the other
hazards. Objects-weapons: I didn't use weapon
objects much but these are the best. Heart of darkness (good when fighting a
boss and you need fast energy), pentalich of tarot (great for killing a lot of
enemies at once), flay (good when there are a lot of enemies around corners and
your magic is low but save them for places like Avernus) and implode. You'll
also need the anti-toxin at times, especially if you blood shower a bunch of
guards with poison blood! Objects-health: This walk through
does not list all the food and pick up locations. Because I used the cheat
codes I did not need to find them all. But there are plenty so if you miss some
it shouldn't matter. The important ones you want to look for are the blood vial
which increases the amount of blood you can hold (looks sort of like a test
tube) and the rune triangle which increases the amount of magic you can store
(looks sort of like a wrinkled triangular rock).
Start: Wait for the Ziegsturhl inn keeper
to stop talking then go out the S door and let yourself be killed so you can
become a vampire. Watch the video and the game proper will start.
Rooms 1-11: Hit the switch on the N wall.
In room 2 get the spell on the floor. You will need the spell if you want to
come back later for pick ups you cannot get now. In room 3 kill the peasant to
open the door. In room 4 there is a pickup, exit N to room 5 with two switches
- be careful.
You have to hit the switches in the correct order.
First the wall switch in the NE corner, then the floor switch. Enter the rooms
6 and 7 on the E and W to get the pick ups and feed. Exit room 5 to the N.
There is a pick up in room 8 and a SAVE
point in room 9 to the E. Go NW through 10 and S through 11 to get out.
Room 1-4: There is a SAVE in room 2
to the E. Head W, S, and then N. Room 5-7: Press both switches in room 5.
Room 6 has three switches. Press the left two. Walk over the floor switch in
room 7. Room 8-11: In room 8 there are pick ups in
the two alcoves. Walk into the rocks on the floor to move them. Pass through
room 9 to room 10 - there are pick ups to the NE. You're not strong enough to
move the rocks on the floor yet- you'll have to come back later. When you do
move them, you trip two floor switches that open a door to the E of the rocks
and on the S wall. It leads to room 11 with a large stash of flays and hearts
of darkness and a message triangle that gives the A-Z Kain alphabet. Go NW to
reach room 12. Room 12-13: When you have the strength,
move the rock in 12 to trip the floor switch. You can SAVE in room 13 if
you want. When you exit room 12 you come out from another building.
When you revisit this area after getting wolf or
mist form, you can explore the graveyard to get more pick ups. You can also
enter the other building and use the transporter to get to the building S of
the river. There are 3 pick ups outside it.
Travel overland NE, then E and then S to a
Ziegsturhl.
This is a feeding place with food and pick ups.
The NW building is the starting inn. Once you have wolf form you can come back
and jump the counter. There is a hidden floor switch in the lighted area along
the W end of the N wall that opens a door. You can go through the door and step
on the transporter to be taken to Flay Spirit Forge.
Travel overland S, E, N to reach the transporter
to the Pillars where you can learn the story. Use the other transporter and go
overland W to the first Bat Beacon. Be sure to step on each of these
beacons when you reach them to activate them. Once you have bat form you can
fly to activated beacons. You can also fly to specific cities after they have
been activated.
Go W to the next temple.
Room 1-4: There is a SAVE in room 2
to the W. The route starts to the E and then turns N. Room 5-7: In the middle of room 5 are the
light spell and two pick ups. Once you have the spell you can light up the
areas. Continue N. Room 8-10: You have to head basically S
now. Room 11: One pick up and a one switch. Room 12-15: Food and pick ups. Continue
S. Room 16-18: Continue S. When you go through
the door below the blocked area in 18 you will be back at the start. Don't
forget to SAVE in 2 before leaving.
Room 1-2: One is just a hall. Two has a
SAVE point. Room 3-5: Go up the stairs in 3 to 4. In
the middle of 4 is the wolf form spell. Use the spell the jump the spikes to
reach the floor switch by the W wall and then to reach the pick up in the NE
corner and the door in the SE corner. There is a pick up in 5 and the door
takes you outside. Outside: Get 6 pick ups before entering the
next cave. Room 6-7: There are pick ups and switches
to the E and W but to reach them you have to go all the way N first. The
transporter in 7 will take you back to room 1. Don't forget to SAVE
before leaving.
Travel overland N-NE to a junction and then go W
along the lake. There is a spirit forge cave where you can buy flays with blood
and farther W a bat beacon to activate. When done return E to the
junction and continue E to the Energy Bolt temple.
Room 1: A SAVE point. Exit to the
N. Room 2: Guards. Get the pickup and use the
exit on the E. Room 3. Get the energy bolt spell, a good
one, use it. Get the pickup by the N exit. Room 4. Kill the guards and throw an energy
bolt at the switch across the spike pit to open the exit on the W wall. Room 5: Three alcoves. In each case throw a
bolt to trip the switch and lower the spikes to get the pick up and feed. Open
the S exit by raising the spikes in the middle alcove. Room 6: More guards to kill with energy
bolts and then 4 pick ups. The switch to open the S exit is on the east
platform Room 2 and 1: You are back in room 2. Exit
south to room one and the SAVE.
Take the road overland to the east, then north
and finally west. Go into the cave on the west and feed from the strength
blood fountain before you reach the bridge to Nachtholm. It is important to
feed from all the strength fountains. Push a boulder out of the way to get into
Nachtholm.
Ye Town Tavern 1: Southwest - Walk up the
chests to open them. Lions Head Tavern 2: Southeast - Open
barrels with your sword. Armory: Cross the bridge to the north -
southeast building. King's Tavern: Cross the bridge to the east
- first building. 3 Houses: Across the bridge to the
south. Cave 1: Cross the final bridge to the east
to reach a moon cave with about 10 pick ups. It can only be entered at full
moon. The cave inside has one small room and a larger irregular room with the
pick ups. You have to press a switch in the SW vicinity to get one of them. Cave 2: There is a regular cave to north of
the lake. You will need mist form to reach it. Inside is a transporter that
leads to a large stone ring with many pick ups and not too many guards to avoid
or kill Cave 3: There is another moon cave across
the water to the south that you need mist form for. Kill the two beasts inside
and knock down the rock with the mace to get access to the transporter to
another stone ring with pick ups.
Take the road to the north. There is a cave on the
west side. Feed from the blood fountain to get protection from the rain.
Continue north and west to enter Steinchencroe.
House 1: Inside the south gate. House 2: Farthest north west. Don't forget
to talk to the guy stirring the bowl. Big Horn Brothel: In the middle room, move
the two chairs to the east and west to open the secret entrance on the
north. Transporter / Implode: The transporter
takes you to a spirit forge where you can buy implode spells by giving it blood
if you have enough. When you exit the cave you will be on the road north of
town.
Take the road north for a short ways but head
south east at a junction before reaching the gypsy village. There is a cave
with many pick ups on the north east side and a little farther south a path
east to a bat beacon. Activate the beacon. If you want to, you can use
it to fly to a previous area with a save point such as the one in the Light
Spell Temple east of the Pillars. Then fly back to Steinchencroe bat beacon.
Head a bit farther south to a large boulder blocking a path to the E. After you
have feed from most of the strength fountains, you can move the boulder and get
the stash of 8 hearts of darkness and a magic rune. When you're done, travel
north to the gypsy village.
House 1: Just across the bridge. House 2-5: North up the path then west.
House 6: Has a rock blocking the door. You
can smash it later. Continue west. House 7-9: Food and various pick ups. The
exit from the town is the bridge in the SW corner. House 10 is on the road out of town. House 11 is on the far E side. I don't
think it can be reached.
Follow the road south and then west. In the house
along the way, switch the lever in the second room. Then follow the path
southwest around the lake to the second cave (behind the waterfall). Kill the
guards and push the rocks out of the way to reach the far end where there is a
pick up. Return through the cave to the first cave which is the entrance to
Nupraptor's retreat.
Room 1: A SAVE point. Use it. Room 2-3: Long skinny rooms to the E, S, E
and finally N. Room 4: One long room to the N and slightly
W. Room 5: One big room with a long tail. Go N
first to get two pick ups. Wind your way S and finally E. The exit is on the N
side of the wall at the end of the E hall. Room 6-9: Go up the stairs and take the
opening to the E. Continue E and N to the room with three switches. Pull
the left and right switches. Return to room 6 and use the opening on the N end
of the hall to reach room 9. Go NW to the end. Use the switch on the wall to
open the exit. Room 10-15: Go N to the spikes. Hit
the wall switch with an energy bolt. Room 11 to the W has food and a message.
Go E and N to room 12 and hit the switch. Go south back to the hall where the
spikes were. The exit is on the N side. Go N to room 14 for a message and a
switch to hit. Go E to room 15 Room 16-17: Go up the stairs and hit the
wall switch with an energy bolt. Go E and then N. Room 18: A large central chamber with 5
exits - 2 W, 2 E and 1 N. Go to the SW exit first. Press the switch to open
the door. Room 19: The SW exit from 18. A room of
spikes and switches. Go West. Step on the N floor switch, then the S. Watch the
floor spikes and return E to take the new N passage. At the N wall jump the
spikes to the W and move the lever. The new path leads W to a floor of spikes
that come up in a pattern. Follow the down spikes S, W, N and W. Jump the
spikes and head S to the transporter back to the central chamber. Room 20-22: The SE exit from 18. After
pressing the switch on the N wall, use the transporter and you will be in a
darkened maze. The path will light up as you approach if you go carefully. The
directions basically are E N W N E E S E N E S E N W N E. At the end transport
back to the central chamber. Room 23-24: The NE exit from 18. Go N.
There are floor switches at the top of the stairs and at the N door to the
transporter which takes you back to the central chamber. Room 25-31: The NW exit from 18. Go N into
the central hall. Take the first passage to the W. Get the pick up and head N.
Get the pick up and go back to the central hall. Head S and take the passage E.
Get the pick up and head N. The switch is the statue. There is food in room 30
to the E. Go back to the central hall and head N to the transporter back to
the central chamber. Room 32-35: The N exit from 18. Head W to
the small central room and then S to Nupraptor's jaw. Use the floor switch.
From the central room go W to get 5 pick ups. Return and go N. Room 36-42: Nupraptor's skull. Take one of
the S exits. There is a pick up in the W eye socket, a pick up in the nose and
a message in the E eye socket. When you have them all go N to the transporter.
Room 43: The brain cavity. Get the 5 pick
ups and use the NE transporter spot. Room 44-45: A SAVE! Use it and exit
in the NE corner. Listen to the message in the next room and exit North. Room 46 - battle room: Finally you meet
Nupraptor. The purple boulders fade out. Get past them and attack at the N end.
I just used wolf form and hit him. He has to be killed 6 times. When he dies he
moves. His positions are N, S, N, S, M, M. Spikes come up after kills 2, 4 and
5. He throws energy bolts while in the middle. Get the pick up he leaves and
take the N transporter out. Room 47: Get the spiked mace and use it to
knock down the stone circle. Get the 2 pick ups and use the S exit. You will
automatically bat fly to the Pillars for a message.
From the Pillars, use the W transporter to reach
the Light Spell area. I suggest you use the SAVE in the light spell
temple. Use bat form to fly to the beacon E of Steinchencroe.
Head W and then N. Just past the junction to the
SW, use the mace to knock down the stone blocking a path to the W to get 4 pick
ups. Then head N and go through the gypsy village to get to Vasserbunde
again.
You can get in the house blocked by the stone now
using the mace. Leave Vasserbunde by using the mace to knock down the stones
blocking the road to the NE.
Enter the cave along the W side to feed from the
blood fountain so your magic will recover faster. When you leave the cave, go W
some more for a stash of pick ups. Then continue North.
The next cave on the E side only opens at full
moon and has a spirit forge where you can buy putresce spells. Enter the house
just before Coorhagen to get three pick ups and then head N to Coorhagen.
Houses 1-2: Two houses on the W side. House 3-4: 9 rooms.
Room 1 has a SAVE and two exits. Go W
first.
Rooms 2-5 take you back to room 1 where you then
go E. Press the switch on the N wall of room 5 to open the door.
Room 6 leads to an upper level of room 3. Circle
counterclockwise and exit S. Head S through rooms 7-9 hitting the switch on the
N wall of 8 to open the exit. After 9 you'll be outside of house 4.
Houses 5-6: Go north. These two can be
skipped. House 7-8: 24 rooms.
Go N to room 2. Room 3 to the W has a SAVE
point. Go N to room 4.
Go W to 5 and press the switch to open the door
back in 4. Go N to room 6.
Room 6. The ice is slippery but won't hurt you.
Room 7 has a switch under the bone arch in the NE
alcove. Go through 8 to 9 and kill everything. Go N.
Room 10 is a long diagonal room to the NW. At the
far end you have to go S to 11 and press the switch on the N wall to open the
door back in 10.
Go through room 12. In room 13 kill everything to
open the N exit.
Go through 14 to 15 and pick up the bone armor.
Exit to the SE. The bone armor might protect you in the next rooms which are
full of annoying things although it never did much for me.
Go through 16-19.
Kill everything in 20-22 to get the doors open.
Go through 23-24 to get outside of house 8
House 9: Go north. Go around the W side of
the first house with a door and continue to the next which has pick ups. Then
go back to the one you skipped. House 10-11: 23 rooms
Go through rooms 1 and 2.
Room 3 is a central room with 5 exits. The lever
in the NE controls the doors. I sort of randomly flipped switches to get out of
here. Use the SW exit first. Go through rooms 4-7 to room 8. Be careful here.
Don't go E through room 8 yet unless you want to skip the rest of the rooms.
Instead go back to 3 and to 5 to flip switches to get the N exit open. The go N
to reach room 9 and the transporter.
Go through 10-11. There is a SAVE point in
room 12. Continue N through 11 and 13.
Go up the stairs in 14 to trigger the floor switch
and get the two pick ups. Go into the NE corner to use the switch to open the
exit in the NW corner.
Go N through 15-16.
In 17 get the pick ups in the NE before pulling
the switch on the N wall. In the south area use the switch on the W side to
open the E exit.
Go through the U turn in 18.
In room 19 step on the floor switch in the SW
before using the N exit.
There is nothing on the platforms in 20.
Go S down the stairs of 21 and step on the small
transporter pad to the room 12 SAVE. After saving go E to room 11 and S
to room 10 and use the transporter to take you back to room 9.
Head S to get back to room 3, the central room.
Use the SE exit.
Go through 7 into 8. Go through 8 and up the
stairs to the N.
Go through rooms 22 and 23 to get outside house
11.
House 12: Go north into house 12 and down
into the basement for a big stash of pick ups. Then exit and leave town to the
North.
Take the road overland to the north. Activate the
bat beacon then step on the bat triangle to activate Malek's
bastion. After that you can fly to Malek's at any time. Convert to bat form and
fly to Malek's Bastion. You can also fly somewhere and save first if you
like.
Keep 1: There is nothing in the first yard.
Enter the right door.
Room 1: Step on the W transporter spot. (There is
a SAVE in the room to the E of the swinging blade if you need it and if
it is open. But you'll be back here after Keep 3 anyway.)
Rooms 2-3: Go through 2 and 3.
Room 4: Kill the guard to open the door.
Room 5: Trip the floor switch in the SW corner
first then the wall switch on the N wall. Avoid the transporter spot and go
around the spikes to the NE exit.
Room 6: Go up the stairs.
Room 7-8: The switch is in the NW corner. Exit W
and step on the transporter disk to get back to room 5. Use the N exit to get
back outside.
Keep 2: Go N to enter keep 2.
Room 1: Use the NW transporter.
Room 2: Throw an energy bolt at the switch on the
N wall.
Room 3: A diagonal room to the SE.
Room 4: A U shaped room with hazards.
Room 5-6: The switch is in the NE corner. Exit E
and transport back to room 1. Exit S to get outside.
Keep 3: Go E to enter keep 3.
Room 1: Time you move across the spikes and go up
the stairs.
Room 2: Go south and up the stairs.
Room 3-5: Trip the switch on the S end of the room
3 first. Then throw an energy bolt at the switch on the N wall. Enter room 4 to
the SW. This switch is timed - use wolf form. Press the switch to lower the
spikes and run through the pick up and into room 5 to the NW. Go down the
stairs to room 2 and take the S stairs back to room 1. Use the exit in the SE
corner.
Room 6: Go around the U and down the stairs.
Room 7-8: The switch is in the NE corner. Exit E
and transport back to room 1 of keep 1.
Room 9: Go E past the swinging blade to room 9 and
a SAVE. Then take the N exit out of room 1 to get back outside.
Keep 4: There are 5 pick ups in this yard.
Enter the center N door to keep 4.
Room 1-4: Go through 1-4. There are two
switches.
Room 5-8: Cross to the S exits of rooms 5 and 6.
The switch on the S wall of 7 is timed. Press it and hurry through the NE exit.
Cross 8 to leave.
Room 9-11: The switch is on the E side of room 9.
Go back to the exit in the N center of room 9. Press the switch, get pick up in
the NE corner of 10 and then go back to 9. Exit S and go through 11.
Room 12: Time your run over the spikes along the E
wall. Then start off W and go the long way around to the exit in the E
alcove.
Room 13-15: Go through 13-15.
Room 16-18: Use the W transporter to take you to
room 17 and then return to 16. Use the E transporter to take you to room 18
with a SAVE point. Use it. Return to 16 and take the N exit to reach the
battle room.
Battle room: 3 rooms
Room 1: You have to kill Malek three times. To
kill Malek, turn on your repel shield and then whack him with the sword
repeatedly. If you press the button fast enough Kain goes into a special strike
mode, says something like 'Slay Victus' and swings three times. That helps.
After Malek's third death an energy wall forms and rolls south. Run to the
transporter in the SE corner.
Room 2-3: Get the axes which are needed to chop
down trees and go south to the transporter which will deposit you outside near
a bat beacon. Activate the beacon and then you can bat fly someplace to
Save and fly back.
After Malek head overland to the east. When you
reach the ice before the lake there is a bat triangle to the E. Step on
it to hear the message about the Oracle of Nosgoth and to activate the Crystal
Caves. Flying to the caves is a short cut that will take you to Cave K.
If you take the short cut you could miss the stun
spell (which I never used) and a fast magic recovery blood fountain in cave E.
You might still be able to get them though if you back track in the caves by
going out the K opening and entering J. You can also fly back later to get
them.
For the full land route, activate wolf form and
jump from ice island to island going to the N side of the lake. Enter the Stun
cave there.
Room 1-2: Use the SAVE in 1 if you
need to and then go N. Room 3: Kill the numerous enemies, get the
pick up and press the 2 levers in the ends of the T to open the N exit. Room 4: Kill the guy on the ledge to open
the N exit. Room 5: Go around the corner and out to the
N. Room 6: I think there are a couple of floor
switches here on the W side. I was so busy killing the guards I never fully
figured out what opened the door. Exit N. Room 7: Get the three pick ups as you go
around the U to the transporter in the SE end. It will take you back to room 1
where you can save and go back outside.
There is another cave W of this one but you can
only get to it by going over the water. If you have mist form you can do this
safely. You might also be able to get there with minimal damage in wolf form
too if you stay on land or ice as long as possible. The only things important
in the cave are the blood and magic capacity pick ups. If you can't get there
skip it or come back later.
Go east from the lake through the tent village and
into entrance A of the Crystal caves. I did not find anything in the
village.
Intro: There are 15 cave openings on the
mountain side. You'll go in one, come out another and in a third. All except
the K-L maze set have only one or two rooms inside. The openings are lettered
on our small map which is reproduced at right. Cave openings A-B-N: Enter opening A to
room A1. Go east and then south out opening B. (Note: The other route to the
west leads to opening N. It is an alternate route in case your way is blocked
in C-D-F.) Cave openings C-D-F and E: Enter opening C
to room C1. Go north and around the L to get out opening D. Enter opening E to
reach the snow protection blood fountain. Return to room C1. Go west and then
south and out opening F. (Note: If you cannot get past the ice arch, try other
forms. If you still cannot get past, try going back to cave A1 and taking the
west route. Hopefully you can get under the ice arch in room N1. If not you'll
have to go outside and bat fly to cave K. I mentioned it before the Stun Cave
description.) Cave openings G-H: Enter opening G, get the
pick up and go north and east to get out opening H. Cave openings I-J: Enter opening I and go
north to the SAVE point. Save and go out opening J. Cave openings K-L maze: 13 rooms, some very
large. Get out your mace and the energy bolt spell. Room K1: A very large room sort of circle
shaped at the top with a tail at the bottom. This is where the bat fly short
cut deposits you. Eight pick ups that I found. Some are in pillars or crystals
you have to bash down with the mace. There is one rock in the north west corner
to push out of the way. The exit is in the north east corner. I went around
counterclockwise. Room K2-K3 and K4-K5: K2 is another loop
room. When you enter there are closed doors to the north and east Circle around
clockwise all the way to the end. There are 4 pick ups. The switch on the north
wall at the end opens the door to the south which takes you back to the start
of K2.
Go east to room K4 which is another loop. Circle
clockwise around the room, bypassing the door on the north side and getting 4
pick ups. The door at the end of the loop should be open when you get there. It
takes you back to the start of K4. Start around again but this time take the
north door to room K5.
Circle around the up side down U of K5. There are
three pick ups and a switch on a north wall just after you start south. The
exit at the end takes you back to K2.
Go a short distance west and then north to K3.
Circle around the long U shape getting 3 pick ups and exiting at the end to K6,
the start of a simple maze. Rooms K6-K9: K6 is a small loop room. Head
south to the pick up. Head north east to the switch on the interior wall of the
doughnut and then take the south exit.
K7 is a long loop that leads back to the north
east corner of K6. I found 12 pick ups along the way. The switch is on the
north wall not too far from the end.
Back in K6 go south and take the lower exit on the
east wall.
K8 loops around back to the top of K7. There is
one pick up. Go straight across the top of K7 to K9.
K9 heads south then east. There are 5 pick ups.
The switch is in the last north alcove near the end. Exit North. Room K10: A SAVE. Use it and exit to
the north. Rooms K11-K12 and K13: You can listen to 5
messages in K11. The north exit will take you to a round room where there is a
video to watch. The east exit will take you to K12 where there is one pick up
at the north end and opening L at the south end. Cave openings M-O: Enter opening M to reach
M1 and take the south east exit to M2. Push a rock out the way and take the
south exit to M3. Big and little rocks here. Push the north west little
rock to the west and then the south west little rock to the south to get past
them. The south exit takes you to room O1.
Move a rock, use the SAVE and then use opening O
to get out of the caves all together.
After leaving the caves head south. There will be
many enemies. You can use the axes to cut down a tree on the W and get a pick
up if you want. Go E at a junction to activate the bat beacon and then
return. Go south and just before the lake use the axes to cut down the trees
blocking the entrance to the Mist Form temple. Mist form is required to finish
the game.
Room 1-4: Room 1 - Get the mist form pick
up. The door to the W leads to a SAVE. Convert to mist form and go
through the N door. Go N through rooms 3 and 4 also. Room 5-7: Go N through these too. The spots
on the floor of room 6 seem to act like magnets. I had to convert to human form
to get off them. Room 8: Go up the stairs at the N end and
go through the railing in mist form to get the pick ups. If you go back down stairs you can walk through the N wall in mist form to reach the lower level of Room 9. (Thanks to Matt Martin for that tip.) Room 9: Get the pick ups in mist form and
exit to the N. I never figured out how to get to the lower level. Room 10: If you step on the spot the spikes
will start going up and down but I think you can just cross them in mist form.
Get the pick up in the middle room and head N. Again, you can't get off the
"magnetic spots" in mist form. Room 11-12: Go to the N end of the room and
press the lever to open the exit. Go N and use the transporter pad which will
take you back to room 1. Save and go S to get back outside.
Head SW. As you approach the lake there is a
bat triangle on the E side. Step on this to activate Vorador's so you
can fly to it any time. It is a short cut bypassing the swamp but you need the
items in the swamp so don't fly to Vorador's.
As you cross the lake in mist form, you can go to
the NW to reach an island with a transporter. The transporter will take you to
the Hidden city which is only open at full moon.
City Walls: When you get to the island,
step on the transporter. The exit on the S wall of the small room is only open
at full moon. Use it to reach the city. The city has A through K buildings with
a couple of secondary buildings. Building A: This is to the E of the 4 post
patio area. Inside is a big square ice loop. Hit the switches in the NE and NW
corners. The entrance to the center is on the W side. Inside there are pick ups
in 4 rooms and a switch post in the middle of the hallway. Hit the switch and
leave the building via the entrance. Building B: Go through the gate in the SW
corner of the city and enter the first building to the E. Go to the E first for
a switch and then to the W and N. In the forked room hit the switches in the E
and W arms to open the door in the center to the room with the pick ups. Leave
the building. Building C: Go E and then N past the patio
with 4 fat posts. Enter the building to the W. Hit the switch in the NW corner
and then go E to the wall. Control mind the guard. Have him go N to the switch
and then return. Have him go E and use the transporter. Step on the floor
switches one by one to light the path to the pick ups and transporter. The
transporter takes the guard to building C2. Get the pick ups and return to
Kain's body. Leave the building. Building D: Go E to the next building.
Control mind the guard to the W and have him step on the switch there. Ignore
the transporter and return to Kain. Control mind the guard to the E and have
him step on the switch. Have him use the transporter to reach building D2 for a
couple of pick ups and then return to Kain's body. Go N. There are switches in
the alcoves on the E and W side to be pushed. Exit N to the transporter room
but do not step on the transporter. You must press the switch on the N wall
to open building J. Now use the transporter and leave the building. Building E: Go SE to the next building. Go
straight N up the stairs to rooms with pick ups and food. Leave the
building. Patio F-G: Go SW to the transporter in the
center of the 4 post patio. It takes you to a similar patio by the N wall. Building H-I: Go E to the first building
and get the pick ups. Go to the SE corner and up to the top of the temple there
for a couple of more pick ups. Go back down. Building J: Go into the building in the NE
corner. This is the biggest stash of pick ups in the game. Don't use the
transporter in the middle yet. The first room is in the NW. Get the pick ups,
step on the switch. The next room is in the SE. Repeat the process for all 8
side rooms and then go to the N room. Finally enter the transporter room and
get the pick ups. Now you can return to the main game in two ways. The
transporter here will take you to the road S of Nachtholm (near the start of
the game). From there you can bat fly. Alternately you can go back to the city
entrance transporter and back to the hidden city island.
Cross the lake to the SW to reach the road to the
swamp. There is one pick up behind a tree on the W side but you have to contend
with the poison gas to get it. When you get to the swamp, circle around the
edges starting on the N side and heading E. Stay in mist form and stay off the
paths to avoid waking the undead if possible.
Cave 1 spirit forge: Head E along the N
wall of the swamp. There is a pick up you can get on your way to cave 1. The
entrance is hidden behind a tree. Inside, cross the floor switch to the N exit
and go to room 2 to use the spirit forge. Building 1 flame sword: You need this
weapon. Continue E to the NE side of the swamp. There is another pick up you
can get before you reach this building.
Room 1-2: The NW door leads to a SAVE in
room 2. Use the middle door to reach room 3
Room 3-5: Go straight through these.
Room 6-9: Go S through 6 to room 10, a large room.
Room 10: The door is locked behind you. Some of
the guards here are hard to kill unless you keep your distance while you throw
energy bolts. The upper level has three red switches and two green switches.
Trip them all and go down to the middle level. Trip the three switches here
then go to down the stairs at both ends to the lowest level for the pick ups.
Go back up to the first level and trip the E and then W green switches. Go back
down to the middle level and then down middle stairs to the lowest level and
the flame sword pick up. Exit the way you came in back to room 6.
Room 6-9 again: Head E and then just go through
these rooms.
Room 11-12: The switch to the exit is on the N
wall of room 12. There are a bunch of guards there too. When you use the S exit
you will be back in room 1. Use the Save in room 2 again and then leave
the building. Building 2 blood gout: South side of the
swamp. Head south from building 1 to the S side of the swamp and then follow it
west. Enter the building you come to that has a tree shielding the entrance.
Room 1-3: There is a guard in room 1 and a switch
in the NE corner. The room to the E has a SAVE. Go around the U shaped
room 3 and down the stairs.
Room 4: Feed from or kill the prisoners in the E
and W alcoves to open the exit. Get the blood gout pick up and exit to the
S.
Room 5-6: You might be able to use blood gout in
this room but I didn't. There is a prisoner and a pick up in the NE alcove.
Down the stairs to the south is a pick up in the middle. There is another pick
up on a platform in the SW corner. Kill the guards and feed from the prisoners
to get the door open. It is on the E wall near the S end of the room. Kill the
prisoner at the N end of room 6 to get the S exit open.
Room 7-9: Go E to the corner. Kill the guard
across the spikes to lower them. Feed from the prisoner in the door to get
through it and kill the next guard. Go up the ramp and get the two pick ups.
Kill the guard on the platform to the E and a bridge will form. Cross the
bridge and kill another guard. There are two pick ups on the S side of this
ledge. Exit to the north. In room 8 kill the guard on the ledge to the W. Then
go up the stairs and out the door to the W. In room 9 get the pick up inside
the door and go down the stairs to the S. Kill the guard, get the pick ups, go
up the stairs and across the bridge that appears. Use the transporter to get
back to room 1. Save your game in room 2 and then exit the building. Cave 2 energy bank: SW corner of the swamp.
Continue W along the S wall of the swamp getting two more pick ups. Change to
wolf form to jump up the ledge at one point when heading south. When you reach
the third pick up, use mist form to enter the cave. Go N to room 2 of this cave
and use the spirit forge to buy energy bank if you want. Cave 3 strength: West side of the swamp.
Back outside, follow the wall of the swamp N. Get one pick up on the way to the
next cave. Inside drink from the blood fountain to get more strength. Building 3 control mind: You need this
spell. Back outside investigate the middle of the swamp where there are three
more pick ups and a final building NE of building 2.
Room 1-2: To the E is room 2 with a SAVE.
Exit room 1 to the N.
Room 3-5: Get the pick up and then go up the
stairs to the N to get the control mind pick up. Activate and select the spell.
Go to the middle level and throw a control mind bolt at the guard to the E. Use
him to press the switch there. Then return to Kain and go down to the lower
level. Throw a control mind bolt at one of the guards to the E. When the other
guards kill him, do another and finally the last guard. (Note: These guys die
easily. If you run out of guards to control, leave the room and come back.
There will be more guards to work with.) Move this guard into the room 4 to the
E. Kill the guard there, get the pick up and press the switch in the NW corner.
Have him go back to room 3 up the stairs to kill a guard and get the pick up.
Return to Kain's body. Now control mind the guards to the W and go W into room
5 for another pick up if you want it. Back in Kain, go through the door to the
N to room 6.
Room 6-7: Kill one of the guards on the W ledge
and control mind the second to have him press the switch. Go up the stairs and
into room 7. Go E and control mind the guard to the S to have him press the
switch back there. Control mind the guard on the ledge to the E and have him go
N to get a pick up. Retrace your steps back to room 1, use the save in
room 2 and then leave the building.
101-102: You can listen to the message in
101. Go E and use the SAVE in 102 before heading N. 103-115: From 103 go E to 107. Use energy
bolts to kill the guard and press the switch in the alcove on the N wall.
Return W to 103 and then head W to 104. Go S to 105 for a pick up stash. Use
mist form to go W to 106 for a good pick up and a message. Return to 107 (where
the guard was) and go E.
Go N through 108 to 109. Use mist form to go W
across the spikes. Press the switch on the N wall and go E back across the
spikes. Go N to 110 and 111 for pick ups and return to 109. Cross the spikes
again and go N to the L shaped 112. Note the door to the N. Go around the L to
the exit. Press the switch to the W of the door and return to the foot of the
L. Go N through 113 to 114 and another pick up stash. Go back to 112 and around
the L to exit N to 115. Exit E to the chaos armor room. 116 and 117-119: Get the chaos armor
and put it on. Press the switch on the wall just N of the chaos icon. Use
control mind on the guard in the NW alcove. (Note: if the guard dies too soon,
go back to room 115 and then come back. There will be a new guard.) Move the
guard N to 117 and kill all the guards to open the N door. Go N to 118 and kill
the guard to open the door to the E. Go E to 119 for a pick up stash. (Note: if
the door is not open you can go clockwise around 118 to reach 119 also.) Have
the guard return to his post in 116 and step on the transporter which moves him
to the NE alcove where he can press the switch to open the E exit. 120-121: The guards in 120 (the main hall)
can be killed from a distance with energy bolts if you want. There are two good
pick ups here. Use the SE exit to reach 121 and then go N to reach level 2. 222-225 and 226-227: Kill the guards in 222
to open the door. Go W and use mist to cross the spikes in 223. You have to go
S to 226 (the main hall) before you can go N. From the middle of the platform
in the main hall use control mind on the guard to the W. Have the guard go into
the room to the W to press the switch in the NW corner. Return to Kain's body
and go N through 224 to 225 for a small pick up stash. Go back S to the main
hall. 226-229: Cross the bridge and exit S. Go W
through 228 and into 229. Use mist form to go W across 229. Exit to the N. 230: Get the blood shower spell in
the middle of the room. Activate it and use it to feed on the two guards and
two prisoners to open the N exit. 231: Eat all the food to open the exit and
then go N to level 3. 332-336: Press the switch on the N wall and
go W through 333 to 334 for a pick up stash. Return to the first room and go N
through 335 to 336. Use mist and wolf form to cross the spikes and get the 14
pick ups. Return to first room and exit E. 337-346: Press the switch on the E end of
the N wall and then go to the spikes to the S. Control mind the guard across
the spikes. You have to do a lot with the guard so use his weapons. Move the
guard S through 340 and 343 to 344. You have to press the switch to the W of
the door and kill the guard to get at the 5 pick ups. Have the guard go N to
return to 340 and then W to 341 and N to 342 to press his final switch.
Back in Kain's body, go N through 338 to 339 for
14 pick ups. Then return S to the switch room and go E to the main hall.
Continue E to 346 and then go N. 347: Use the SAVE beacon and exit N
to level 4 through the door in the NW corner. 448-453: Move N in the dining room till the
video plays. After the video use the exit in the NE corner to reach 451. Press
the switch on the N wall and use mist form to go N. Go N to 453 for a pick up
stash. Return to the dining room and use mist form to go through the exit on
the N wall. Go N to 450. The pick ups are a little tricky to get. Blood shower
the guards and use mist form once you've avoided the magnetic spot on the
floor. Return to the dining room and go E to 451 again. Exit S back to level
3. 354-357: The S door will take you to the
save point in 347 again if you want to use it. Otherwise head E to 355 and then
S to 356 which is a big room. There is one pick up in the NW area of this big
room. Exit in the SE corner and step on the transporter to be taken to a cave
with a SAVE point.
Go S to leave the Save point cave. Go a short
distance W to activate the bat beacon and then go back E. Cut down the
tree to go E from the cave. There is a bat triangle on an point just off
the trail to the N that activates Dark Eden. If you use bat form now you can
fly to the upper area of lava field surrounding Dark Eden. It might be worth
doing. The purpose of this overland trek is to get to Dark Eden. The foot road
is a long one with lots of annoying guards. You'll miss a few pick ups on the
short cut (the fast magic recover blood fountain is the most important) but
they might not be critical to you. Your choice.
Head E to the Y in the road. Both directions join
up later on the route N. The NW route goes past a bunch of scarecrows and
yields about 6 pick ups. The E route goes through Uschtenhiem where
there are 5 houses you can enter for food and pick ups. You can do both routes
and even return to the save cave before going N if you want.
Head N from Uschtenhiem. There are a lot of
poison demons on this road not to mention other guards. This is where I started
using the repel shield a lot. You also have to use the axes a lot to cut down
trees and, of course, you can't use magic while using the axes to so you have
to switch back to flame sword. Switching back and forth takes time and gets
annoying. There are half a dozen or so pick ups along the way. I think I lost
more than I gained getting them though.
The important place to go is the fast magic
blood fountain cave behind the tree at the top of the first N route. The
second cave near by is a lava cave and I didn't find the pick ups worth the
problems.
After you have gone S and E from the caves and
just before the final trek N to the lava field, there is a boulder blocking a
path to the W. You don't need to take this path unless it is a full moon. Push
the boulder and go W to the gate. The gate will be open if it is full moon.
Continue W pushing the small rock out of way. Get the pick ups in the SW dead
end and head N chopping down the tree that blocks the way. Enter the spirit
forge and buy hearts of darkness a measly two at a time if you want.
Head NE to the lava field.
The Lava Field. You cannot get into any of
the houses and cannot cross the lava till the path is opened. There is one pick
up along the E wall not to far from the start. There are 5 pick ups in the SW
corner. There are three pick ups in one place along the W wall and 4 in another
at the NW end. Hot lava starts raining down here too.
In about the middle of the first area along the W
side of a lava flow is a pick up. Control mind the guard across the lava to the
E and have him push the lever. Go N in the new area and control the next guard
to press the next switch. Along the N side of this new area, control mind the
guard to the N to get the final switch moved.
After the CD load you should be next to a cave
that has a SAVE point inside. This is where a bat flight to Dark Eden
deposits you. I didn't use this save, there is another just inside Dark Eden,
but you should be able to use it and come back out. Head NW to reach Dark Eden.
There are only two pick ups outside it. Enter the opening on the S side.
Room 1-2, 11, 14: After entering head E to
room 2 to SAVE. Back in room 1, head W to room 3. Room 3-6: In the last room be sure to trip
the switch before using the transporter to get back to room 1. Room 1: Take the E door this time. Room 7-10: Again be sure to hit the switch
before using the transporter back to room 1. Room 1, 11: You can use the Save in
room 2 again if you like. Take the N exit to room 11. The three openings in the
N wall are transporters, not doors. Enter the W transporter first. Room 12-13: Room 12 is an odd shaped room.
Go up the stairs and straight N. Use mist form to get into 13 for the pick ups.
Return to 12 and take the E branch to reach the exit at the far end. It takes
you to room 14. Room 14: Get the pick up, trip the switch
and exit N through the E opening Room 15: Go around the room getting three
pick ups and use the transporter to get back to room 11 Room 11: Last time in this room. Use the
Save if you want to. Enter the center opening of the transporter
wall. Room 16-18: One switch in each room. Room 19: Another junction room with three
exits on the N side. Use the E exit first. Room 20-23: Kill both of the guards on the
raised platforms to open the door. Go N through 21. Get the spirit death spell
in 22. Head E and S for a pick up and to use the transporter back to 19. Room 19: Go up the W stairs this time. Room 24-26: Get the flesh armor spell and
exit N. Basically go clockwise through rooms 25 and 26 to reach the transporter
back to 19. There are three pick ups in 26 and lots of food and guards in
both. Room 19: Final time. Use the downstairs
center exit this time. Room 27: Use the SAVE and go N. Room 28: A message and video room. You'll
be transported to 29 automatically. Room 29-30 Battle Room: Dejoule is on the
island in the water in the N half of the room. Activate a repel shield and walk
N to the water's edge. Line yourself up with Dejoule and throw two energy bolts
at her to kill her. Bane is digging up the dirt in the S area exposing water.
Eventually you will not be able to stand there at all. Head for the S shore.
Every time Bane gets close, whack him with the flame sword. Eventually he will
die. Then use mist form to get both Bane's antlers and Dejoule's cloak. Use the
transporter in the SE corner to get back to the message room. Pick up the armor
and exit S.
You will automatically bat fly to the pillars for
another message. When it is done, enter bat form and fly to the Dark Eden lava
field. Enter the cave to the E and SAVE. Continue through the cave to
come out on the route E.
The road leads to Avernus City. The initial E
portion of the road is routine. The first cave on the N side is a single room
with rocks to push and guards to kill to get the dozen pick ups. The second
cave, which is only open at full moon, has the lightning spell. Activate the
bat beacon so you can come back if you cannot get in now.
Head E and N to the switch by the N wall. Go all
the way E past the lava for the switch in the NE corner. Go back W to the lava
and turn to the N. Hit the switch in the NE corner before getting on the
transporter.
Head S and hit the switch in the NE corner of the
next wide area. Go S through the next area (there's a pick up) and then E in
the horizontal area with lava on the S side. Go N to the pick up and then SE to
the next switch. Go N through the gate and then SE again to the next switch and
a pick up by the lava. Go N through the gate and then W. There are two pick ups
here and the switch which is in the SW alcove. Go E past the lava and NE to the
CD load.
Get the pick up in the next wide area as you go
through it N. In the area with the butte in the middle there is a pick up in
the SW and a switch in the NE between two lava pools. Go N and cross the lake
for two pick ups and another switch. Head E through the gate for another pick
up. Go S across the lake to the switch and another pick up. Go E to the CD
load.
Go E to the wide area where you can get the
lightning spell and three pick ups. Load up the lightning spell and use it at
the tree to the E to kill the wolves beyond. Cut down the tree and zig-zag E to
the transporter, but don't get on it.
Before using the transporter, get ready to fight
because there will be a batch of the wolfmen when you materialize. Try using
the lightning spell before transporting, maybe it will kill them. After
transporting, take a zig-zag route S to the next transporter getting one more
pick up on the way.
Hit the switch to the N of the last transporter
and then head E to the main gate. Exit to the S.
The S portion of the road requires the typical changing of weapons and spells
to cut down trees and vanquish guards. There are very few pick ups. There is a
bat triangle on the E side near the start of the road that activates
Avernus city so you can fly to the N entrance of the city. I'd say use it.
When you reach the entrance to Avernus City, activate the bat beacon
outside the gate and go inside the first building inside the gate to use the
Save point.
There is a SAVE point in the house just
inside and E of the N gate. Assuming you activated the bat beacon outside the
gate, now is a good time to go back to the start of the game and get things you
didn't have the power for before. Or go to moon caves or the hidden city if the
timing is right. There are a lot of guards in Avernus City, and weapons like
the flay and pentalich of tarot are very handy. So load up now if you can.
Avernus city is really just a modified overland
route. The goal is to go around the E side of the cathedral to reach the
entrance on the S wall. The route is a maze that combines overland and basement
travel along with blind alleys and dead ends. There are a reasonable number of
pick ups but also many hard to kill guards. You'll have to use all the forms
except bat. I did not test whether the blood of the guards is safe to drink
which would allow use of the blood shower and much easier travel. The lightning
spell should be useful too. I suggest you see the map if you want to see all
the routes. There is a SAVE point in a basement near the NW corner of the
cathedral. I'll try to describe the most direct route though not necessarily
the easiest.
Head S and go E around the fountain. Take the SE
"off ramp." Go S at the Y, bypass the first house to the E and enter the one at
the end of the road. Follow the basement to the next area using mist form to
cross the water. When you come out, head S slowly swinging W and enter the
first house using mist form. Use mist form to get through the crack in the SE
corner and then go to the basement. This large multi-path basement has a door
in the S middle that leads to another basement. In the second basement, use the
stairs in the SE to get back to the surface. Use mist form to get out of the
house. Go to the entrance on the S wall of Avernus Cathedral. There is a
Save inside the Cathedral.
MAIN CATHEDRAL - 18 rooms times 2: The main
cathedral is actually two cathedrals of almost identical shape, the regular one
you first enter (with the A numbers) and a blue or ice version (with the B
numbers). You will be transported back and forth between them. There is usually
a guard in each room but I think you can feed on them. It's not really a maze
and you shouldn't get lost if you pay attention. There is a map if you are
interested. Room 1A-3A: The main starting room is donut
shaped with two sets of stairs going N. Directly across from the entrance is a
door that leads to a SAVE point. Go up the W stairs and click the switch
to the E of the door. Go E to the far wall and use the door on the E wall to
get to room 3A. The transporter will take you to 3B. Room 3B-6A: Follow the transporters and
switches until you reach the room with three switches, Room 6B-7B three switches room: Click the E
and W switch on the N wall and go E to the transporter in 7B. Room 7A-10B: Follow the route to the west
side of the cathedral and a room with two switches on a table. Room 10A-11A: The table in the NE corner
has two switches. Click only the E one. Go S to 11A and around the pews to get
a pick up and transport. Room 11B-12B pews room: Click the switch on
the N wall and then go S to the 12B transporter. Room 12A-13B: Transporter 12A takes you
back to 8A. Go to 1A, the starting room. Now use the center N exit. After using
the transporter and coming back, go N to 14A, the main cathedral chamber. Room 14A main cathedral chamber: Use the
transporter on the E side. Room 15A-17A: Follow the transporter/switch
route until you reach 17A, the NE most room. Go W back to 14A, the main
cathedral chamber. Room 14A: Go across the far N wall of 14A
to the door on the W side. This will take you to the Soul Reaver area.
Eventually, the door on the E side will take you to the wraith armor and the
center door to the battle room. Room 18A: When you are done with the soul
reaver and wraith armor areas you will be transported here. Go E to the main
cathedral chamber and leave via the center exit to the battle area.
SOUL REAVER - A slick place - you need this
weapon. Room 1-2: Use the SAVE in room 1.
Then go N to 2, get the pick up and transport to the slip and slide area. Area 1-2: Go N to the transporter on the
first isle. Then go to the transporter at the NE end of area 2. Area 3-6: The SW fork of area 6 leads to a
blood vial (test tube) if you want it. The SE fork takes you to the transporter
to area 4. As you go S on 4 you can kill the guard on the small area to the E.
The transporter will take you to area 5. Go to the transporter at the N end.
Use the second transporter on area 6 to reach the transporter maze. Area 7-17 transporter maze: Map available.
It's really a lot of fun and easy to do. Some transporters are out going or
incoming only. I'll describe the shortest route.
Use the S transporter to reach the plus shaped
area below. In the S arm use the small W side transporter to take you to the
center of the diagonal area on the NE corner of the maze. Use the S transporter
to take you to the inverted T area below. Use the transporter in the E arm to
reach the inverted plus area in the middle of the maze. Be careful there. You
want to get to the SW transporter without stepping on an outgoing transporter.
On the second area from the bottom of the maze, use the second transporter to
reach the bottom of the maze. Use the final transporter there. Area 18: Go N up the stairs and get the
soul reaver. You need this blade. Then go SE to the transporter which takes you
back to room 2. Room 2-1, 14A: Go S through room 1 and the
save point back to the main cathedral room. Now use the E door on the N wall to
reach the start of the Wraith Armor area.
WRAITH ARMOR - I never actually used this
armor. You might be able to skip it and just exit the cathedral via the center
entrance instead. Perhaps not, I didn't try it. Room 1: Use the SAVE point and exit
NE. Room 2-3: Room 2 is a long room. There is
one pick up on the way N. Hit the switch on the N wall to open the door to room
3 on the E wall. In room 3, trip both switches on the N wall with energy bolts
to lower the spikes to the S. In the S half of the room, there are switches in
the NW and NE corners that open the S door. Room 4: The switch is to the W of the base
of the first set of stairs. There are two pick ups in the lower portion of the
room. Exit W. Room 5 - multi-story room: You are at the
top of a big multi-story room. What you are going to do is repeatedly cross a
bridge and exit to a smaller room. In the small room you will go down some
stairs and around some corners to press a switch and return to the multi-story
room at a lower level. Then you will do it again until you reach the bottom. I
won't describe room 5 again till the bottom Room 6: The switch is on the bottom level,
N wall. Room 7: The switch is on the upper level, N of the
stairs. Room 8: The switch is on the bottom level
by the stairs. Room 9: The switches are on the middle and
bottom levels by the stairs. Room 10: The switch is on the upper
level N of the W stairs. Room 11: The switch is on the bottom level
by the stairs. Room 12: The switches are on the middle level N wall
and NW end of the bottom level near the exit. Room 13: The switch is
on the bottom level by the stairs. Room 14: The switches are on the
middle level by the stairs and the bottom level near the exit. Room
5: You're on the bottom now. (I may have missed some rooms here. I am
assuming I didn't.) Go N to exit. Room 15-18A-14A: In the room with the
skeleton in the center, get the wraith armor on the N side and then step on the
transporter to reach 18A in the main cathedral. Head E to the main cathedral
chamber and then N to take the center exit.
Avernus Battle: Room 1: Go N under the stained glass
ceiling, listen to the message and go out the NW exit. Room 2: Use the SAVE point and go
N. Room 3: Listen to the message, get out the
soul reaver and exit N. Don't use magic. Room 4 battle room: Get out the soul reaver
if you don't already have it out. As you move N Lady Azimuth with start
throwing energy bolts that track you and two demons will appear. Spiral around
Azimuth to avoid the bolts and slowly close in on her. Hit her with the reaver,
probably on her back. Repeat as necessary. I think it only takes two hits to
kill her this way. (Note: If you use the flame sword it takes many, many hits.
If you try to use a repel shield she will disappear before you can hit her.)
When she is dead get the third eye pick up she
leaves and exit in the NW (NE?) corner. Room 5-6: Get the pick up to open the door
and go N to the transporter in 6. Room 7: Use the SAVE point and use
the second transporter which will take you to the bat beacon outside the
S gate of Avernus.
IMPORTANT! Activate the bat beacon before you
go S through the gate. When you enter the gate the first time you will
automatically convert to bat form and fly to the pillars. After the message,
convert to bat form and fly back to the Avernus S gate bat beacon. This time
you can get through the gate.
The road leads eventually to Willendorf Castle but
there are a couple of important pick ups to get first. Head E and keep going
until you reach the bat beacon. I used wolf form to get there as fast as
possible. Activate the beacon and step on the bat triangle E of it to
activate Willendorf Castle so you can fly there any time. But don't fly there
yet because you at least need to get the spirit wrack spell and feed from the
strength blood fountain first.
Go NE now to reach the spirit wrack cave.
Room 1-2: Go to the N. Use the SAVE
point on the way. Room 3-5: Kill the guard on the floor.
Control mind the guard on the ledge to the E. Have him press the switch on the
N wall. Then have him go E, S and finally W to get the pick up. Now control
mind the guard on the W ledge. Have him go W to room 5 and press the switch on
the N wall. Then have him go S and finally E to get the two pick ups. Back in
Kain's body, exit N Room 6: Exit N. Room 7 upper: Follow the ledge around the
room to reach the NW corner. Exit N. Room 8-9: Spirit Wrack. Get the pick ups on
the ledge if you need them and then go to the peninsula in the middle. Use
control mind on the guard below. Do not get the spirit wrack immediately. First
go around to the N side of the icon and press the switch. Then get the two pick
ups and finally the spirit wrack.
Activate the spirit wrack and use it from the end
of the peninsula to control the guard on the ledge to the N. Have him get the
pick ups and press the switch on the N wall. Back in Kain's body use the new
bridge to go N to room 9. Use spirit wrack on the guard across the pit to have
him activate the switch in the middle of the island. Go N and do it again.
Finally, exit to the N. Room 10: Spirit wrack the guard to the N to
have him press the switch on the N wall and get the pick up. Cross the bridge
to the center island, get the pick up and kill the guards. Spirit wrack the
guard to the N and hurry him to the switch and pick up before the other guards
get him. If you can, spirit wrack the guard to the NW to get the two pick ups.
Then exit to the S. Room 7 lower: Head E to the exit getting
the pick ups on the way. Room 1-2: You're back in room 1. Go N to
Save and then S to get back outside.
The description below follows the conventional
route. As an alternate you could bat fly to Willendorf and then back track to
the secret entrance to the slow time spirit forge. Then follow the route
described below N instead of S.
Head S, wolf form is the fastest. Skip the turn
off that goes NE and continue S to the cave on the W. Feed from the strength
blood fountain and continue S. Push the rocks blocking a path to the E and go
get the pick ups before returning to the main trail.
Push a big rock out the way and continue S. After
some steps and crows, use the axes to chop down a tree blocking a path to the
SE. Follow the path to the cave with the blood fountain that will increase your
magic recovery rate.
Back on the main trail continue S and take the E
road to a cave with many pick ups, guards and boulders. The trick in this cave
is to kill the guards and be careful to push the boulders in the right order so
you don't block your path. If a guard is pushing from the other side of a
boulder, you can't move it. But you can often kill the guard over the top of
the boulder with the flame sword.
Back on the main trail, continue S if you can. I
had difficulty getting the wolf to jump down the ledge by the two posts. If you
want them, there are three pick ups around the small lake to the W. When you
get to the S end of the road, activate the bat beacon and then enter the
Slow Time spirit forge if it is full moon. After the forge, head back N and
take the NE route you skipped on the way S. Enter the cave at the end.
Room 1: Use the SAVE point and exit
N. Room 2: Kill the guards (blood shower?) and
push the cart W. Get the pick ups before exiting in the W alcove. Room 3-5: Kill the guards, push the carts
and get the pick ups. Room 6: Drink from the blood fountain to
get the beguile spell. Room 7: Another long room. The exit is by
the SAVE point in the SW. If you go out and come back in before saving
there won't be as many guards bothering you.
Willendorf city is just an overland route to the
castle. There are 4 houses you can enter for pick ups. Head E through the city.
When you reach the bridge, head N and use mist form to cross the lake to the N
shore. There is a canyon there with a batch of pick ups and a cave with three
more pick ups.
After the cave cross the water to the S shore. The
house there is a back entrance to the Slow Time spirit forge in case you still
need to go there. From room 1 go W to room 2 and use the transporter. Don't
leave the cave till you are done because you will not be able to get back in
unless it is a full moon. Remember, after leaving the forge you can bat fly
back to Willendorf to save time.
If you don't go to the forge, use mist form to get
back to the castle. Before entering you can use mist form to get 5 pick ups off
the island S of the castle
Courtyard: The courtyard is filled with
houses with pick ups and food. One house is a multi-room library with nothing
but food. Head for the E wall of the castle and enter the door in the tower. Tower 1: Go through the rooms and up the
stairs to the top of the wall. Head N and then W to the next tower. Tower 2: Two rooms and levers to get back
to the wall. Head W, then S and go down the hole to tower 3. Tower 3: Go through the rooms and down the
stairs to get back to the courtyard. Head for the gate in the center of the N
wall to get to courtyard 2. Go straight N and enter the castle. Castle room 1-4: Walk N and watch the
video. When it is done you will be in room 3. Step on the triangle for more
information and head S to room 2. Go S back to room 1. Step on the triangle to
the W and then exit there. In room 4, kill the guards and get the pick ups.
Then use the SAVE point before taking the N exit at the E end of the
lower level. Castle room 5: Go N through 5. Castle room 6: zig-zag to the exit in the
NE corner of this room. Castle room 7-8, 9: Go around the corner to
the forked part of the room. Press the switch at the end of the E arm and then
the W arm to get the door in the center arm open. In room 8, go straight N and
press the switch to open the door in the NW arm. Exit W to room 9 to use the
SAVE point and then return to 8. Exit S just inside the door to end up
outside the NW corner of the Hidden Fortress.
There are pick ups in the corners of the areas
outside the castle. You can feed on the guards with blood shower. Go to the S
side of the castle. Control mind the guard in the SW tower and have him go
inside and pull the lever. Do the same to the guard in the SE tower. Then enter
the gate in the middle. There is nothing in the courtyard. Enter the door in
the center of the N wall. Room 1: Go down the stairs to the
basement. Room 3-5: Go N to 4. Move the lever in the
E alcove and exit W. In 5 you have to time your move over the pop up spikes.
Then you can use a repel shield to go the rest of the way to the NE exit. Get
the pick ups before leaving. Room 6: Use the S door to end up outside
the N end of the castle.
Your purpose now is to get to the Doll Maker. Head
W, activate the bat beacon and then head N to Stahlberg.
There are some pick ups SE of the town. The
entrance is to the W of the town. The first house inside the gate to the N has
a SAVE point. There are about 10 house you can enter for pick ups and
food. You have to start heading SE and circle counter clockwise to reach the N
gate. There are some pick ups NW and NE of the town also
After the town, head N. When you reach the tents S
of the locked gate, head W. At the gate to the Doll Maker's lake, use spirit
wrack to control the doll inside the gate and have him move the lever to open
it. The only pick ups I found around the lake were to the south on the shores
and the island. Enter the Doll Maker's house on the S side.
Room 1-2: Just inside the entrance go E to
room 2 to reach the SAVE beacon and then return to room 1. Go through
the W opening on the N wall. Room 3-6: Zig-zag SW to the barrels. Across
the barrels are two stuffed dolls and one wooden doll. You have to spirit wrack
the wooden doll and have him move the lever. You might have to kill the stuffed
dolls first or let them kill the wooden doll and wait for it to rebuild itself.
When the switch is thrown, use the exit N of the barrels and follow the route
back to room 1. There is a switch at the end of room 6, Room 1: Go through the E opening on the N
wall this time. Room 7-11: Go E and S to the spikes in the
room 8. Again two stuffed dolls and a wooden doll that you have to spirit
wrack. I think the switch is in the floor. When it clicks, exit N. Farther
along there is one switch across some spikes you have to trip with an energy
bolt. Continue on back to room 1. Room 1-2, 12-13: Don't forget you can use
the Save in room 2 if you want. Take the center entrance and get the
pick up at the start of 12. Use wolf form to jump the barrels to get the pick
ups and to reach the N exit. Jump the counter in 13 and exit E. Room 14-19: Hit the switch on the N wall
and go S to room 15. Go N up the stairs. Jump the barrel and trip the floor
switch before going E. Hit the switch in the NE corner of 16 and go E to 17, a
thin vertical room. Go S to the end and then W to 18, a thin horizontal room.
Go N to 19 where there is food. Exit N. Room 20: Use the SAVE point and exit
N. Room 21: Listen to the message and then
exit N. Room 22-23 battle room: Activate a repel
shield, get out the soul reaver, ignore the stuffed dolls and whack the doll
maker about 5 times to kill him. Exit N to 23 to get the soul pick up. Now you
have to retrace some of your steps to get out. Room 21-20: Exit S to 20. You can use the
Save point or wait till you get back to room 1. Exit S. Room 19-18: Go S through the food room (19)
to 18. You can skip the switch on the N wall of 18 and just go W to get out
quickly. Room 3-1: Exit S back to room 1. You can
use the Save in room 2 again before leaving if you want to.
Activate bat form, fly to Willendorf Castle and
enter. I suppose you can feed in the first courtyard if you need to. Go
straight N through both courtyards and both rooms to the room with the king
where the message starts.
After the message there will be a video and you
will end up at the S end of a battlefield. There is nothing to pick up on the
battlefield. Go N through three screens of battlefield, wolf form is the
fastest, till you reach the castle and another video plays.
After the video you will be in the hidden fortress
for another message. Kill the guard to start another video. After this video
the N gate will be open. Head N through Stahlberg (don't forget the Save
in the first house if you need it) to the city below the land of nemesis. This
used to be tents and is now houses, about 10 of which you can get into for food
and pick ups.
Keep going N and enter the compound of William The
Just who will eventually turn into the Nemesis. Enter his castle via the door
on the S side.
Room 1: Use the SAVE point and go
N. Room 2-5: Go E through room 2 to room 3.
You don't need to go N to room 5. Go N through 3 and 4. Room 6-13: You get inside 11-13 later. Go
around the U in 6 and to the dirty water in 7. Use mist form to cross the water
and get to the switch at the far N end of 7. Go E into 8 and N into 9. Go to
the N wall of 9 and head E avoiding the bullets. At the far E end, press the
switch on the N wall. Go back and to the W end of 9 to exit N. Press the switch
in the first alcove of 10 and get the pick up in the second. Exit S. Room 14-18: Rooms 17 and 18 only show up on
the way out. Room 14 has a switch on the N wall and a pick up in front of the W
exit. There is a closed door on the south side of 15. You have to open it now
if you ever want to use it. Use mind control to have the guard on the other
side press the switch on the N wall. Don't go through 16 now because you end up
in room 5 and have to repeat 6-13. (I think the room is for use on the way out
although I didn't go that way.) Leave 15 by the N exit. Room 19-21: Room 21 only shows up on the
way out. Room 19 is a two prong fork room with room 20 between the prongs. I
think I have the switch pattern correct but if not, press them till you hear
the door open. Go up the E arm of the fork and press the switch at the N end.
Go W to 20 and press the switch on the N wall. Go W to the W arm of the fork
and press the switch. Now head S to the entrance. The door on the N wall should
be open. Room 22-25, 11-13: From 22, take the W
opening on the N wall to room 23. Go around the U and use the S exit. You will
be in room 11 with lots of guards. Kill the guards. When you do, you should
hear several switches click and when you are done, the door you came through
should again be open. Use mist form to go into 12 and 13 for the pick ups. Then
return to 23.
Go around the U back to 22. Head E and exit S. You
will be locked in on a ledge in a corner of 24. You'll get to the lower level
later. When the message ends the door will open again. Head N to 22 again and
take the E exit on the N wall this time. Hit the switch in the E alcove half
way up 25 and then continue N to exit. Room 26: Room 26 is a three prong fork.
Head up the W fork first. Press the switch at the end and then go up the middle
fork. Press the W and then the E switch. Finally go up the E fork and press the
switch. On your way back to the middle fork you can take a door in the SE
corner to the lower level of 24 for some pick ups. Back at the top of the
middle fork, press the W switch and the door should open. (Note I pressed a lot
of switches before I figured it out and might have it wrong here.) Room 27: Press the switch in the E alcove
and exit N. Room 28: Use the SAVE point and exit
N. Room 29-30 - battle room: Kill William the
Just. I had a hard time killing this guy and tried almost everything. But I
think the best way is to activate a repel shield, then load the soul reaver and
hit William as fast as possible. When the shield dies, either unload the soul
reaver so your magic will recover and then repeat the process or switch to the
flame sword.
Once he is dead, go N to 30 to get the time
streaming pick up. A video will play and you will be back in 29 when it is
done. Step on the triangle to hear the message and then go back to 30 for
another pick up. Now you have to retrace many of your steps to get out. There
are a lot of new pick ups to get on the way out. Room 28-26: Go S and Save again.
Continue S and go straight S down the middle fork of 26 to the exit. Room 25-22: You have to hit the switch in
the E alcove again as you go S through 25. In 22 go out the SW exit. Room 19-21: In the two prong fork room, go
E to and just after you turn N enter the door going W. This is room 21. Follow
it NW to room 20 and press the switch. Now go back through 21 and out the south
exit of 19. Room 15, 16-5 or 14-3 alternate routes: (At
this point I went E to 14 and then N to 10. Then I retraced most of my steps
over the water in 10-6 and through 4-3 to finally get back to 2. The alternate
route below would be faster if it works.)
Go S from 15 to 16. I don't know what is in 17 and
18. Room 17 is to the E at the top of 16. Room 18 is to the E at the bottom of
16. The exit from the bottom of 16 will take you to room 5. Go SE to room 2. Room 2: Head W and S to get back to room 1.
Room 1:Save your game and go back
outside.
Step on the triangle to hear the message. There
will be several more to step on during the trip S. Your goal is to head S back
to the hidden fortress avoiding the peasants on the way there (or feeding on
them). Wolf form is the fastest way to go. When you get there, enter the S gate
to start a video.
Yard 1: After the video, you will be in the
fortress. As the message plays, kill the guards to open the gate to the N. I
used a repel shield and the flame sword on the guards. Yard 2: Again kill the guards while the
message plays to open the N gate. Go out then E and S to get back inside. Yard 3: Mobius is on a platform throwing
bolts at you. When the guards appear, kill them and exit S. Yard 4: Mobius is on a platform in the NE
corner. I'm not sure what weapons worked here, or if any did. I stood to the W
of him with a repel shield on and threw flays, implodes, putresces and energy
bolts at him. They seemed to hit but there is no way to tell. Finally I got
close and as I started to swing the flame sword, he disappeared to the next
yard. Maybe I should have done that first. Exit S. Yard 5: Mobius in on a platform in the NW
corner throwing bolts this time. But now there is a guard on the ground
swinging an ax who keeps disappearing and reappearing in a different place. I
used a repel shield and flame sword. He seemed to stay put long enough to hit
him a several times that way. Eventually he died and Mobius himself came down.
Hit him with the sword once to start the video.
When the video is done pick up the object Mobius
leaves and listen to the message. After the message if you don't automatically
take bat form and fly to the pillars, head out the S gate and it should
happen.
When you materialize at the pillars, approach them
and another video will play. After it is done, guards will form magically but
the guy you have to kill is in black and on the platform. Again he disappears
and reforms in a new location. But he is pretty easy to kill with the repel
shield and flame sword assuming you have enough magic.
After he dies there is another video where he
turns into a beast. When the video ends the beast and the pick ups from
Anacroft and Mortanius are on the platform. Avoid the beast and get the two
pick ups. After the message from each, the final battle begins.
This beast comes up from the floor behind you and
tries to fall on you. If you are fast you can avoid him and then go back to hit
him. I used a repel shield and the flame sword and it actually didn't take too
long to kill him. When he dies you can SAVE your game.
After the save a short video plays and you return
to the platform. Choose one pick up to either damn or heal the world. After the
video the credits roll and you return to the start game screen. If you want you
can load your saved game, kill the black monster again and try the other
option.
In case you're curious the phrase yelled out
during the credits is COFFEE GUY!