Walkthroughs of Legacy of Kain Defiance
Legacy of Kain Defiance Walkthroughs
Legacy of Kain Defiance
----------P L A Y E R 'S G U I D E-----------
- L E G A C Y O F K A I N : D E F I A N C E -
This Document is under copyright. Intended for private use, do not use on
any other site. Do not use without permission. Do not sell.
CRYSTAL DYNAMICS - EIDOS INTERACTIVE (2003)
Table of Contents
1 Version History (and Contact)
2 Getting Started
3 Kain vs. Raziel PLAYING Basics
4 Helpful Recap on Storyline (Spoilers FOR new players)
5 WALKTHROUGH I
I The Sarafan Stronghold (Kain)
II Underworld (Raziel)
6 WALKTHROUGH II
III The Sarafan Stronghold
(pt. 2) Kain
IV The cemetery (Raziel)
i The Dark Reaver
ii The Light Reaver
V The Pillars of Nosgoth: (Kain)
in the Age of the Sarafan
VI The Pillars of Nosgoth: (Raziel)
500 Years Later
i The Fire Reaver
ii The Air Reaver
VII The Vampire Citadel (Kain)
VIII Vorador's Mansion (Raziel)
i The Water Reaver
7 WALKTHROUGH III
IX The Vampire Citadel (pt. 2) Kain
X Avernus Cathedral (Raziel)
i The Earth Reaver
ii The Reunion Battle
XI Avernus Cathedral (pt.2)
i The Adversary
ii The Tragic Hero
XII Vorador's Mansion (pt.2)
XIII The Vampire Citadel (Raziel)
i The Spirit Reaver
ii Redeemer and Destroyer
XIV Avernus Catacombs (Kain)
XV The Vampire Citadel (Kain)
i Crack in the Wheel
8 Spoiling the Story...
1 - V E R S I O N H I S T O R Y - ( C O N T A C T I N F O )
This is my first FAQ but not my first guide, form the age of thirteen I have
written guides detailing MEGA MAN to Mortal Kombat. This will be my first
semi-professional guide to date.
For any information you see missing in this guide, or perhaps something you
felt could have been more clear or involved; send your information to:
- C O N T A C T-
firstname.lastname@example.org (MSN Messenger as well)
Fan Note: (I have been given an e-mail regarding the choice of my name.
The fact is Raziel has been my internet name since 1995. Please do not
send me any mail regarding this.)
I will give you any credit you deserve. If you wish to add me to an IM
please e-mail me the request first.
LoK: Defiance Complete Version 2 (December 6th, 2003)
The Defiance FAQ will be updated until I feel everything has been covered
throroughly. There were two spelling errors and now they are fixed. I
will be adding anything I feel are necessary. A new chapter will be
created for the next update; I am uncertain at this time what it will be
called but I am usually not content until I have perfected something.
LoK: Defiance the Completed Version (December 2nd, 2003)
Thanks to a great effort between myself and those who played through this
walkthrough, everything is finished. If I make an update for this guide it
will be packed with more codes glitch information and possibly more
dialogue that was not included in the other FAQ hosted in the in-depth
sections. But I would rather just as much write out some intermediate
dialogue and contribute for him/her as it seems they have put a great deal
of time and effort into their own work of art.
Thank you to all those who have been patiently waiting for the updates
and sending me the kind words and criticism. It is appreciated to have a
fine guide like this.
This update may not be around until the third of December due to a waiting
LoK: Defiance Version .98 (December 2nd, 2003)
An update one hour after the last one, I found another Health Talisman for
Raziel, making the need For him only ONE left. Any contribution to this will
be very helpful.
Also found an easier way to the rooftops of Vorador's Mansion.
LoK: Defiance Version .95 (December 2nd, 2003)
The walkthrough has been complete.... ANYONE who has discovered the LAST TWO
TALISMANS for RAZIEL would be GREATLY appreciated for their contribution.
Some more concerns with reading difficulties have been addressed.
Paragraphs involving specific items will be somewhat more separated and
A chapter on glitches is being added and a few more enemies and basic ways
of killing them are listed.
Version 1.00 will be the next. Free of errors with the last two Talismans
LoK:Defiance Version .90 (November 27th, 2003)
This will be the last part of the walkthrough itself. I give credit to those
individuals who kindly e-mailed me the information on Chapters I, IV at the
end. I also went through Vorador's Mansion again to get more power-ups so an
extra Health talisman and two Ancient Tomes have been found.
The Look of the guide has also changed to make it more appealing. This was
done due to confusion I personally had reading my guide.
Next version I hope to have the rest of this walkthrough done but in he
meantime I advise anyone playing through this game to have a Save File just
prior to leaving Vorador's Mansion. Once you head to Avernus Cathedral the
searching seems to halt dramatically. It becomes a very straightforward game
and I should know; I have completed this game almost ten times now.
Two items are missing... A couple Health Talismans for Raziel.
LoK:Defiance Version .60 (November 24th, 2003)
The spelling mistakes form the previous version have been corrected as well
as grammatical errors. I have fixed some of the mis-named items and added
the sections leading up to Avernus Cathedral and the second part of The
Vampire Citadel. The first part of the the Vampire Citadel is missing due to
some missing pages in my walkthrough I hand wrote. I will be going through
this level again soon.
LoK:Defiance Version .25 (November 20th, 2003)
The Table of Contents and the first four game chapters are up. The first four
chapters to this guide are detailed. This guide has no acknowledgements as
of yet due to it all being my information so far. If you see something
missing in these missions I neglected please let me know so I can fit it into
the guide. Leave your name or alias so I may give you credit.
Do Not submit info for later chapters until they are written, there will be
at least four more versions before it's completion. Be patient but fire away
for anything that is already completed. Any Codes (button form) will be
2 - G E T T I N G S T A R T E D -
This guide is written to be as informative and precise as possible with as
few details as possible. Written to be spoiler free excluding the last
portion of the walkthrough, I have provided a chapter for those who need to
be indulged this fantastic story prematurely.
This guide will cover all aspects of gameplay to satisfy as many readers as
humanly possible. At the end of every section there will be an items
checklist and a brief description and function of enemies and how best to
= BUTTONS =
This games buttons perform a variety of functions, there are two basic
categories for functions; Action and Combat, some of these are
= Action- takes precedence over combat =
X- Jumping can only be performed in action mode (or when currently
dodging), a second press will perform a float or glide function.
When held over a marker for bat flight or super jumping, Kain
will perform the desired result when released.
Square- Will open doors and pick up objects. Holding Square on certain
stones will allow you to drag them using the left analogue stick.
Raziel will also use this combined with the Up/Down direction to
shift realms. Raziel may only shift to the material realm when
the ground is marked with a skull.
O- Will fire telekinetic blasts; useful for obliterating immediate
R1- Feeding is necessary throughout the game. Holding this button
down to continue feeding form a vessel or basin.
L3- This is your left analogue stick. Use this venture the land of
R2- This is a manual way to use Telekinetic Blasts. Hold this button
and aim it with the R3 controls and release it to let loose the
L1- Enter Combat stance and functions by holding this button.
R3- This analogue stick will allow you to view your surroundings at
any point in time.
Up/Down- The digital up brings up Kain's Quick Reaver menu, which is only
useful for altering his spell attack. For Raziel this brings up
shift icon or reaver icon respectively.
Left/Right-when the quick menu is highlighted for Kain he may manually
adjust the reaver's principle element. For Raziel the quick menu
does not exist and therefore simply changes the reaver's element.
Square- This is for the *SPELL* and attack function. Hold Square for
2-3 seconds and release to unleash the Reaver spells. (Reaver
meter must be glowing (doesn't need to be full.)
Square- Attack with this button for ground level combat. When held
momentarily and released, the reaver will discharge a reaver
spell (only when fully maxed).
X- Various evasive movements when combined with L3. Jump while
Triangle- Pop Up attack. This will knock your opponent into the air or
cause him to come crashing down form the air. This will
also feed the reaver blades.
O- Telekinetic Blast nearest opponent. (Kain can control his
R1- Feed form a distance or at close range, its your choice.
L3- This will now function with the left and right side circling
opponents while up and down will cause you to move close or
A few items exist in Nosgoth that you can acquire.
Ancient Tomes- There are ten tomes per character throughout Nosgoth,
collect them by simply walking over them.
Bonus Orbs- When struck will offer one of the following:
Health Talisman- Will provide extra health capacity when three are
collected. Twelve in all.
Telekinetic Runes- Will enhance your telekinetic storage with each rune.
.. then others are environmental.
braziers- These metallic urns may be fueled with fire.
Waterfalls- May be frozen with a certain weapon.
Orbs of Light- These may hold the intensities of light or dark.
Soul & Blood Basin- These little pots of blood and blue liquid will
restore Kain and Raziel's Health.
Air Jets- Provide passage to higher areas.
Earth Dials- Creates stone platforms floating in the air.
iii: REAVER FUNCTIONS
The reaver for Kain and Raziel is their own weapons of choice. But the
reaver's true use and strength come with a great deal of time and effort.
Kain's reaver is endowed with the ability to absorb an enemies blood and
thereby strengthening it. The reaver can be charged by feasting on the
blood of victims who are incapacitated. When fully charged, the reaver
will glow with the respective color of it's elemental alignment. This
will strengthen the blows of the reaver and provide the reaver spells
that are very helpful in the game. Note that the strength power upgrade
is only present when the reaver is glowing.
Balance Reaver- The first fragment of the Balance emblem will allow
you to finally charge the reaver blade. The spell will
throw your enemies backward. This emblem is marked with
a skull for its center.
Flame Reaver - This emblem fragment is reddened with fire. It allows
Kain's telekinetic abilities to light braziers. The spell
will inspire hate in your adversaries causing them to
turn on one another. Lasts around five seconds.
Dimensional - This emblem has a green glow to it. It's spell will
Reaver perform a single attack on any enemy on the screen.
Once charged; for a short period of time a simple combo
will hurt all enemies with the final strike.
Lightning - This Reaver will electrify opponents when its spell is
Reaver cast. It is marked with an energy bolt. When powered,
the reaver will fire electrical strings between enemies
close by to the one you attack.
Time Reaver - This reaver is capable of slowing time and is marked
scales to imply it. Release its spell to perform Slow
Time. (Note: you may temporarily slow time while it
is simply charged.)
Raziel's reaver is in fact a sentient life form. It thrives on the souls
of it's victims and has done so for thousands of years. It's ravenous
hunger is matched only by its master and will glow with its strengthening
providing a more powerful attack and its own reaver spell. The reaver's
past has been shrouded in mystery, but was created form the breaking of
the original Soul Reaver blade.
The blade may be elementally imbued in only the fonts found in specific
shrines throughout Nosgoth.
Spectral Reaver- This reaver blade is used only in the spectral realm,
the realm of death. it's spell sends out shock waves.
Material Reaver- Similar in nearly every way (with the exception of
it's color) to the Spectral Reaver.
Dark Reaver - This Blade is used to darken orbs filled with light,
and can cloak Raziel in darkness when it's spell is
activated. If simply charged, the reaver will dispell
shades form its blade to attack other combatants, but
only on the third strike of the standard three hit
Light Reaver - This blade can lighten orbs consumed in darkness, and
may light rooms too dark to comfortably see. It's
spell is akin to the first two reavers. The spell
sends a shock wave of light to blind your enemies.
While jst charged the standard combo will blind an
Air Reaver - This blade can activate Jet Streams to make Raziel
float to unreachable platforms. Gusts of wind will
knock enemies backward with this spell and stun them.
Whats more a standard three hit attack when just
charged will provide the same effect on a single
Fire Reaver - This blade is incased in fire and can burn braziers
and perform a devastating fire spell which sends
its victims into a burning frenzy.
Water Reaver - This enhancement allows the reaver to freeze
waterfalls to be used as climbing devices. When fully
powered the reaver can freeze enemies with a burst
of ice or just temporarily shell one with standard
Earth Reaver - With this reaver you may activate the Earth Devices
to create suspended stone platforms. It will also
remove the buoyancy water causes on Raziel in the
physical realm. Use its spell and drive the reaver
into the ground to pulverize footed enemies. As is
expected... this will only strike grounded opponants.
Spirit Reaver - This is the Ultimate wraith blade enhancement. Able
to render any normal opponent helpless with but a few
strikes. Its enhancement is present in both realms and
it's spell will render any normal enemy dead.
Soul Reaver - This is the last reaver in the game, not to mention it
the most powerful weapon ever forged. Who will wield
this prophesied weapon? Raziel, or Kain...?
3 - K A I N V E R S U S R A Z I E L - PLAYING BASICS
Kain and Raziel are very similar to one another but certain characteristics
make them independently unique. The experience of the reavers may also garner
certain abilities given enough experience (garnered in usage of spells and
amount of attack.)
K A I N
Kain's powers are more dominant standing on the ground. His attack speed is
faster while his movement is more sluggish. His nature is that of a vampire
and sucks the blood of victims; sometimes through multiple targets.
His jumping float slows his descent and hinders his forward movement, this can
be quite useful form time to time. Some of his past abilities separate him
form Raziel. Where there are circular red markers Kain may Leap forward to a
great distance with amazing speed. Kain's mastery of telekinesis allows him
to toss a target in any way he pleases.
He may phase through grated barriers with mist. Finally, Kain's evasion takes
the form of mist, and is ground level only.
- A S H O R T B I T O N K A I N -
Kain has acquired many abilities throughout the series and sometimes these
omissions open up many questions. Here is this author's take on it.
In the first game, Blood Omen; Kain had access to many relics as well as spells
and these disappeared in the later games. I see the effort on Crystal
Dynamics' part to keep them in the game.
R E L I C S - D E F I A N C E | S P E L L S - D E F I A N C E
Heart of Darkness - Heart of Darkness |Light Spell - N/A
Slow Time - Time Reaver |Energy Bolt - Telekinesis
Anti-Toxin - N/A |Repel - N/A
Flay - N/A |Inspire Hate - Flame Reaver Spell
Energy Bank - Not Necessary |Control Mind - N/A
Font of Putresce - N/A |Spirit Death - N/A
Implode - N/A |Spirit Wrack - N/A
Pentalach of Tarot- N/A |Lightning - Lightning Spell
Blood Omen 2 is widely recognized as the worst of the Legacy of Kain series
among its fans. This is mostly due to the fact that the producer and director
of the Soul Reaver portion of the series, Amy Hennig; was not involved in its
concept. This being the case however, Amy has drawn some of the finer
qualities of this surprisingly unappreciated game and involved it into
Defiance's in-game abilities and storyline.
Check out The comparisons of Blood Omen 2 versus the original and Defiance.
BLOOD OMEN 2 - BLOOD OMEN - DEFIANCE | There are many
JUMP - N/A - LEAP | similarities
FURY - VAE VICTUS - NIGHTMARE'S HAMMER | between these
MIST - MIST FORM - MIST | games that must
CHARM - CONTROL MIND - N/A | have taken great
BERSERK - N/A - CADAVEROUS' LACERATION | effort to
TELEKINESIS - ENERGY BOLT - TELEKINESIS | preserve. Each
IMMOLATE - N/A - (RAZIEL'S FIRE REAVER SPELL) | version with Kain
------------------------------------------------------------- in it has been
In addition, Kain is also afforded newer attacks as his experience in combat
and spell casting grows. Utilize your spell function and kill as often as
possible to gain these abilities. Assume that each new level will require
twice as many kills and spell casting.
1 Cadaverus Laceration-Will allow Kain to perform a flurry of stab attacks with
the reaver within combos.
2 Infernal Sundering- Kain may perform a similar combo to the previous but
while in the air.
3 Sanguine Censure- A blow that drives Kain's victims in the earth, this
attack gives Kain the opportunity to combo the bouncing
4 Nightmare's Hammer- Similar to Sanguine Censure but developed for the air.
5 Kinetic Shackles- This fun attack will hold your foe in place allowing you
leisure in which to kill.
All of these attacks are performed with a quick jerk of the analogue and the
attack button to perform.
R A Z I E L
Is naturally a creature of the spectral realm.... the realm of the dead. His
horrible death gave him a unique resurrection, allowing him to shift between
the material world and that of the dead. This distortion in space will open
new ways in which to explore. Within the spectral realm Raziel may not
interact with anything of a physical nature, even water has no buoyancy.
Within the spectral realm Raziel may phase through grated obstacles with mere
will of effort.
Raziel is dominant in the air and his reaver's elemental abilities far outway
Kain's. He dodges with swift jumps to and for. He can even glide with the
ruined tatters of his wings.
Raziel's own telekinetic abilities are far less than Kain's however and honed
to projecting orbs of kinetic force.
Raziel's past abilities have for the most part remained intact. His form of
rematerializing has changed slightly and drained of energy he will always die
rather than shift planes of reality. But now he can shift at will.
For the most part Raziel has retained his old powers from previous games. The
forges for the reavers are now permanant and his telekinesis has changed
just slightly. To date the only ability that has been removed form his powers
is the ability to constrict. For whatever reason Dumah's gift has been lost.
As Raziel's experience and spell casting uses increase, Raziel will develope
new combat techniques. Assume that each new level will require twice as much
experience. These are identical to Kain in everything except appearance
with the acception of the first two.
1 Perforate Carcass- Raziel can dodge roll into his enemies and thrust the
wraithblade in jabs at rapid speed. Not very useful.
2 Phatasmal Tempest- A Hellicopter like attack performed in the air gives
Raziel protection form all sides as well as a dangerous
3 Shatter Spirit- Identical to Sanguine Censure.
4 Empyreal Rending- Identical to Nightmare's Hammer.
5 Stasis Feild- Identical to Kinestic Shackles.
4 - H E L P F U L R E C A P O N S T O R Y L I N E -
(Spoilers for new Players)
Before continuing new players, this portion of the guide I provide for those
who are only interested in the game they are playing now. The story of The
Legacy of Kain is very rich and full of mythology and even if I wanted to recap
it all it would take up the whole of this guide. If you plan on playing/buying
the earlier games I advise you not to read further and skip ahead to the
For those of you who have no intention of playing any of the previous four
installments I will open your curiosity vault for a bit.
The story takes place in the era of corruption. The Circle of Nine, a sorcerer
caste of people represent the principles of virtue in Nosgoth, to each a
pillar. With the murdering of Ariel, the guardian of balance, the Circle fell
It was in this world the young Kain was born. Thirty years later he is
murdered by Brigands in the town of Ziegerstulch. Possessed by his own madness
his soul could not rest and it was at this time Mortanius the necromancer rose
Kain form his crypt as a vampire.
Kain killed his assassins but discovered a greater role for himself through the
meeting with Ariel, the murdered wraith of the Balance guardian.
She sent him on a quest to murder the other members of the circle of nine to
purify their corrupted and broken pillars.
Ariel's love Nupraptor was the first. From there Kain fought with Malek only
He then sought out the Oracle of Nosgoth in the forzen mountains. There he
found a soothsayer who prophesized Kain's future and sent him to
the Termogent Forest to find Vorador.
Deep within that black forest he found a fate worse than Hell. The vision of
the nature he now represented. A vampire of great power and hedonism, Vorador
the scourge of the circle and the only one to ever defeat Malek sat at his
great table like a God. Vorador offered alliance with Kain as bemused as he
was with Kain and astonishment at his youth.
Kain headed to Dark Eden, a land twisted by the corruption seeping out of
Nosgoth. There he killed the guardians of Nature and Energy while Vorador
form there Kain went to Avernus Cathedral combating demons and worshippers
until finding the Soul Reaver. There he murdered Azimuth the guardian of
dimension and discovered a time machine left behind.
His travels brought him to Willendorf the greatest of all kingdoms in Nosgoth.
There he discovered the ruling King weeping over the soulless vessel of his
daughter. The kingdom would remain in shambles as the legions of the nemesis
swept Nosgoth if King Ottmar would not return to power.
Kain found the girl's soul imprisoned in a doll held by the man Elzevir.
As the princesses eyes fluttered open the king granted the request of Kain's
war on the Nemesis.
The battle ended and the Nemesis won...
Kain used the time streaming device and was transported 50 years into
Nosgoth's past to fight William the Juste, who would become the author and
leader of the Nemesis.
After which Kain returned to his own time to find Vorador dead and he the
last survivor of his race.
He took out his wrath on the Oracle of Nosgoth now revealed as Moebius the
Time Streamer; guardian of time. Severing his head Kain was warned that he
was to die.
With this Kain returned to the Pillars of Nosgoth where Mortanius guardian of
death revealed that he rose Kain to purify the circle. He murdered Anacrothe
and restored the pillar of states. Then turned on Kain himself.
The battle ensued and with Mortanius death; the demon which incited all of
the events which unfolded, came out of hiding. Dwelling inside Mortanius
himself all along, he chalenged the young Kain. Kain triumphed
though only to discover he is the guardian of balance and must also die to
restore the land.
There were two choices to his destiny.... one to save the world at his
sacrifice... or to damn it....
With the destruction of the pillars once more made, Kain sat himself
arrogantly at their base and raised his vampire lieutenants to rule Nosgoth.
The six were named Melchiah, Zephon, Rahab, Dumah, Turel and Raziel.
After so many years of imbalance the world fell into total chaos.
As vampires grow in age they also suffer periods of rapid metamorphosis.
Their powers increase and new abilities are developed.
When Raziel dared evolve before Kain, Kain suffered dread. He tossed
Raziel into the Lake of the Dead to avert a destiny only later to be told.
Centuries afterward, Raziel awakens under a mysterious Elder God, changed
and powerful and beyond death; Raziel goes on a crusade to murder the
brethren who aided in his destruction.
With each one's death Raziel gained new powers. Climbing walls like
a spider, constricting barriers, swimming as no vampire can stand water's
touch, telekinetic projection and phasing through grated obstacles from the
souls of the four lieutenants he murdered. One evaded him.
Within the ancient tomb of the Sarafan Raziel found the truth of his past,
his role as vampire hunter and sarafan. Just like Malek had been a sarafan
priest, so were all of his brothers.
Kain tempted Raziel into a battle that would destroy the ancient Soul
Reaver. Shattered upon Raziel's back, it was liberated as the wraith blade.
From then on, the blade was bonded to Raziel.
Kain escaped into the base of the mountain. In the Oracle's chamber, where
Kain had learned his destiny from Moebius.
SOUL REAVER 2
Kain leapt into Nosgoth's past with Raziel following closely behind.
Snatched form the sea of time Moebius brought Raziel only hours before the
destruction of the pillars occured; to the Sarafan Stronghold.
Raziel explored the stronghold and found the broken reaver blade which
William the Juste used in his battle with Kain.
That event altered history as Raziel recalled, spurring the annihilation of
the vampire race. The wraith blade bonded to Raziel as it was, willfully
took control and restored the shattered blade before it. Nearly
killing Raziel in the process to heal the blade, the reaver became aware.
At the pillars Raziel listened to Kain tell the story of his role as
balance guardian and the events Moebius had set to render Kain's destiny
impotent. Moved by this story, Raziel allowed Kain to escape.
Within the black forest Raziel met Vorador who apparently understood who
Raziel was, and his purpose. Vorador explained that Janos Audron the
oldest vampire to have ever lived new the answers of Raziel's destiny but
had died five hundred years prior.
Questioning and unsure, Raziel once again sought out Kain. Within Williams
Chapel he found him there with the blade. There Kain took up the Reaver and
Nothing can be truly changed without the combination of two reavers meeting
in time and space, only then can time be shaped. That was how history was
rewritten when Kain fought William. Placing the sword in Raziel's hand the
reaver became the soul reaver once more. And there Kain told him that this
was the time he was supposed to die. If Raziel truly believed in free will,
he could not kill Kain, or else tell the tale history had made.
Raziel tried in vain and over powered history. Kain vanished once more
and Raziel threatened Moebius into sending him through time again in hopes of
meeting Janos Audron. But the Time streamer's ploys had sent him to two
hundred years in Nosgoth's future.
The corruption from Kain's act had apparently spawned demons and a multitude
Within the forest he found a means to go back in time to the days of Janos.
He searched the mountains and comes upon the Ancient's Aries.
There he found Janos Audron. Janos explained that Raziel is the
Savior of Nosgoth and the reaver had been made for him as his weapon of
Before a lengthy conversation could transpire The eldest Sarafan Warrior
Priests invaded Janos'keep and murdered him. They ripped his heart free
and stormed off. Raziel imbued the wraith blade with the element of fire
and headed to the stronghold of the Sarafan.
There he found the reaver blade placed along his path. Moebius appeared
with Malek and disempowered the wraithblade. Raziel took up the empty
reaver but is locked inside the room. From there he found the Sarafan
Priests, the men who would become his vampire brethren....
He slayed them all with the exquisite irony that though Kain had raised
them defiled from their corpses; he had been the one who murdered them.
Within the largest chamber he found his former self, and renounced his
Sarafan heritage with the death of Sarafan Raziel.
Away form Moebius' staff the wraithblade unraveled around the reaver and
impaled Raziel; and began to drain his power and life into the sword.
With fateful realization, Raziel understood why the reaver had broken on
him... because the ravenous wraithblade trapped in the reaver had always
been his own soul. The entity could not eat its own spirit.
Just before he could be taken into the blade Kain found Raziel, with the
two reaver souls hovering inside and out of the reaver; the climactic
moment of paradox Kain gambled on had now arrived. Kain removed the
blade form Raziel; and caused an enormous paradox.
Something happened in that moment when Kain spared Raziel. Memories
changed drastically in Kain's mind and with sudden awareness he uttered
"My god.... the Hylden!!! Raziel, Janos must stay DEAD!"
But it had been too late, Raziel fell unconscious into the spirit world
and the warning lost.
Raziel stared at the wraithblade bonded to his arm and realized that he
did not escape his horrible fate.... he had merely post-poned it.
HISTORY ABHORS A PARADOX...
And this ends the recap.
5 - W A L K T H R O U G H - P A R T 1
This walkthrough is designed for ease of use and bluntness. At the end of
each section is a list of new enemies and methods on how to kill them. Also
at the end of each section is a quick listing of where the various
power-ups are located and a final list of total items found.
Spoilers are not used at least to the best of my endeavor.
For Spoilers go to the section after the walk through.
Enjoy your Defiance.
P A R T 1: Deals with the first two levels. Certain Power Ups disapear after
the first levels with Kain and Raziel so be sure to get them all
before progressing further.
I - T H E S A R A F A N S T R O N G H O L D - K A I N
Hunt for Moebius
The intro is a quick recap on events that transpired in the previous games
and Kain's reasoning for having done the things he had.
The scene takes place within the stronghold with Kain Searching for Moebius.
Proceed down the corridor to fight your first set of two guards. Keep hints on
during the game. Attack with your standard three hit combo. Drink their blood
using the blood suck button.
Jump on the stone in the right hand corner, jump to the left on top of the
booth and walk along the catwalk jumping the other two booths. Walk right
until you get to a wall with horizontal ridges. These are scalable walls,
climb them when you see them. Once you have move the direction of the analogue
into the fence to go through it (in mist form). (With Raziel and Kain this will
now be called PHASING to prevent confusion with too many terms.)
There will be a short voice over. After which head up the stairs until you
come across a large set of prison cells. Go through the first to find the
first bonus item; a Health Talisman. Three of these will permanently increase
your health capacity.
Go to the third large cell and blast the wall down with a telekinetic orb. This
method will now be called TKing. Proceed through the open way to the water
zone. Climb the piping on the far wall and jump on the vertical brazier of
piping. Now jump left and head down to the scalable wall. Climb up and jump
to the next floor. Now move to the next one and do the same thing. Walk to
the right before the door on the wooden portion of the catwalk to get a
Telekinetic Rune. This will increase your TK gauge.
Now head through the doorway until you reach a small courtyard. TK the guards
right over the wall for a few quick kills or pull them towards you and finish
them that way. Hint: since these are some of the easiest enemies in the game
it is a perfect time to boost the experience of the reaver blade.
Move to the next room and through the gate. Head to the NE portion of Malek's
Courtyard to get your first tome. Head through the south door and its hallway
avoiding the flaming arrows or destroying the machines that operate them.
Once in the main hall grab the Tome on the right hand side before the large
iron gates and then proceed through. Before you can reach the first piece of
the balance emblem you will be confronted by two archer sarafan. Use
telekinesis to draw them off the ledges to fight them one on one. Afterwards
grab the balance emblem's first piece. Marked with a skull it will empower
the reaver to perform its first violent spell and increase it's attack power.
Kill the four sarafan with this new blade.
Head to the right to destroy the barrier and proceed through.
You will see a familiar courtyard again either toss the sarafan off the wall or
fight them by drawing them forward. Now move to where they were and jump up to
the catwalk. Head left and up the stairs for the next TK Rune.
Destroy the pillar highlighted in green with a TK blast and climb up. Phase
through the gate.
Jump down and walk up to the first dummy highlighted in red. Wait a couple
seconds for a hint to come up. Follow these hints. Eventually the dummy
will disappear and you will have to do this with each dummy as they are
highlighted in red. A curtain will burn away to reveal a cracked wall. Smash
it down and get the second Health Talisman. Go through the door. Feed form
the victims if necessary and scale the left wall to destroy the bridge break.
It will be under the gear.
Head out of the room across the bridge kill the guards and head to the blessed
barrier. Strike it and go through it. Jump off the stairs to the ground to
make your descent quicker. Climb out of the hole and head through the doorway.
Hold the jump button over the red marker for a few seconds to leap to the
next ledge. manually TK the stone structures in front of you and then leap
form one to the other onto the next ledge. There jump to the left to the
next ledge and continue in that direction to pick up another Health
Now jump into the backgrounds cliff on the right hand side of that ledge
to proceed. Jump to the ground on the other side past the gondola. Now TK
The red spiral switch above the stone door. These will now be called
A major cinematic will begin and you will be faced with a host of lesser
shades. Kill them all.
- Items: -
1) NE in Malek's Courtyard.
2) Before the iron gate on the right hand side of the Grande Hallway.
1) The first large cell in the prison area.
2) The Dummy Test.
3) On the second ledge past the two broken columns in the catacombs.
1) Above the water zone on the wooden portion of the highest catwalk.
2) The courtyard after the grande hall. Climb the far wall and walk
- Enemies: -
Sarafan Warriors: They vary slightly form one another with pole weapons
swords and axes but remain relatively similar.
Basic combos work effectively but popping them in the
air with a few strikes and an Arial slash followed
by a combo will significantly weaken one. The axe
Sarafan can combo you so watch for them.
Sarafan Archers: They are pestering form a distance but easy prey
close by. Keep them near you and you will have no
Sarafan sorcerers: This caste is weak comparatively to the others but
pose the greatest threat to your person by
spell casting. Eliminate them with basic combos
before any other enemies.
Shades: These will be a common occurence in Nosgoth. TK's
inflict little damage but stun them. use only the
basic three hit combos because they will not pop up
or yield to diverse attacks.
II - T H E U N D E R W O R L D - R A Z I E L
Fall from the ledge to the back ground to find your first Tome for Raziel.
Now head left and up the stairs following the wall, climb up to the ledge and
glide to the next one. Then use a running jump/glide to get to the ledge
across the room. Move to the next room.
Glide across the first two ledges and then to the one to the right. There you
will be presented with a test. Eat six souls.
1) On the same ledge.
2) consume form the left hand side of that ledge for another.
3) Jump to the ledge to the right and consume the one there.
4) suck up the one near the middle of the high point of the ledge.
5) Glide across to the roof of the ledge across the room to get the next.
6) Drop to the left to get the last one.
Now go to the next room.
Jump to the ledge there you will find another test. Kill six sluagh and
consume them. Proceed to the next area.
Jump to the first ledge there you will have to race to avoid the mist. Walk
around to the right side and jump to the next ledge. A tentacle will drop to
destroy part of the ledge. You will see this coming as this happens more.
Jump the gap and then glide to the scalable wall across the room. Climb up
and jump to the right hand side. Then glide to the far right. Jump the gap
and scale the next wall. Jump right and to the far right ledge. Jump up
and make a desperate leap towards the high ledge to the right of the end of
the one your standing on.
You will escape; now head to the adjacent room before doing more ledge
jumping. There a small voice over will take place and you can grab the
Now head back and climb the stair part and the ledge right by it. Jump to
the ledge to the left and keep moving until the camera angle changes. Glide
to the next ledge across the screen. Now jump on the wall and to the alcove
where the statue is. See it? Now glide and stagger to the scalable wall.
Climb it and jump to the ledge to the right and then to the next one. Head
through to the next room. Watch the little cinematic and then jump up to the
barred window to phase through it. Kill the archons and your mission is
- Items: -
1) Right in the beginning on the foreground wall form the first camera.
2) After the race test in the adjacent chamber.
- Enemies: -
Sluagh: These scavengers are easy to kill but tend to swarm
you in packs. They use lunging attacks so be
careful. Try to keep them separated. Use standard
Archon: These baddies will swoop down to attack you and try
to draw your life force away with a band of energy.
To prevent/stop this activity use a TK blast and
jump up using a the three hit standard combo. TK
it again and follow it up with another combo.
This will kill it.
6 - W A L K T H R O U G H - P A R T 2
P A R T 2: Is where most of the game takes place. For Kain that means his
era and Raziel his own. Once the story shifts again it will be
the last time you will be forced to progress so SAVE your
III - S A R A F A N S T R O N G H O L D - 2 - K A I N
Grab the Falcon Insignia form the door and proceed through it.
TK the cracked wall and scale it. Blast the next wall and head across the
bridge. Kill the shades in the next room and go to the top of the stairs of
the prison room. Go through the door. Go through the second cell on the right
to get a TK rune.
blast the wall and climb up then blast the next wall and head to the south
exit. Kill the enemies there and head through the hallway. Go west and kill
the enemies. Scale the wall and phase through the gate. Head to the door
below and kill the few sarafan there. Now place the Falcon Insignia in its
Follow the hallway to the Super Jump point. Jump across and look to your
left. Grab the Health Talisman. Hit the TK switch and go through the door.
Grab the tome in this room and drag the stone over the depressed switch. The
statue of Malek will revolve so you can take his shield. Kill the shades in
there and leave.
Fall to the first floor rather than jumping across and head to the door on the
right. You will have to kill some sarafan first. Do so and proceed.
Place Malek's shield in its proper place and head to the door on the right
that has become unsealed. Go to the next door and along the catwalk. Kill
any sarafan that pose to great an annoyance. Go past the opened door along
your path to get another TK rune. Go through the door and head along the
catwalk and to the right to the statue holding Malek's Sword. Now proceed
along the catwalk to get yet another Health Talisman.
Now just head back to the Courtyard and place the sword where it belongs.
The other sealed door will open. Go through it.
Now you will see a room with a large blocked way and a scalable wall, climb
it and destroy the wooden break below the gear. The bridge will lower.
Now head along the bridge and kill the sarafan waiting for you there. Super
Jump to the next scalable wall. Once up the wall destroy that bridge break
in the room and TK the wall. There will be another cracked wall behind it,
destroy the break beyond it. The bridge will lower so head between the two
rooms in the hallway and drop through the whole in the wall. Head into the
room rather than jumping across the bridge. Look for the glittery
FIRE EMBLEM (FLAME REAVER)
Take it up and kill the sarafan. Head across the bridge to the other bridge
room and place the sword in the wall that has one like it. The wall will
open up to reveal a doorway. There at the end of the room you will see a
stone structure, rotate it twice to open up the farthest wall and get the
second upgrade to the balance emblem. This one is endowed with fire and red
The fires will exhaust. Use manual telekinesis to burn the two braziers on the
right to get a tome. Now extinguish the north flame and ignite the other
brazier on the bottom. The doorway will reopen. Kill the sarafan and head
across the bridge again. Go through the door in the other bridge room. Use
the manual camera angles and TKs to hit the two flames on the pillars. A set
of stones will appear for a walkway to the next ledge. There hit the TK
switch and follow this new walkway; jumping over the gap. Hit the next TK
switch and Jump to the first and then the second stone. form there jump to
the next landing; again do NOT use floating, it will hinder your jumping
Follow the hallway to the door for another major cinematic. Grab the Health
Talisman there and bat flight out of this mission.
- Items: -
1) To the left of the first TK door.
2) Past Malek's Sword on the catwalk.
3) The last room after the cinematic.
1) After the prison room, the second cell on the right. Phase through
2) The catwalk above Malek's Courtyard immediately before entering the
door to the bridge area. It is past this door.
1) In the room with Malek's shield.
2) Ignite the two fires on the right in the room with the fire emblem.
- TOTAL ITEMS -
IV - T H E C E M E T E R Y - R A Z I E L
Escape the Spectral Realm
Follow along the wall to a doorway and along the path (not an open path) until
you reach a room with a large door and grated windows. Kill the shades that
will appear and phase through the window. Rematerialize through the conduit
there. Open the doors and head out of the passageway. You will encounter your
first vampire hunters kill them to continue.
Now go back to where you started the level. Jump into the window where you
begin to claim a health talisman. (Left window as seen form the outside.)
Now head back through that doorway and through the set of doors heading to the
water. Kill the revenants and go through. The gates will lock.
Now dive into the water and head to the bottom to the adjacent chamber (where
you got the second tome in the Underworld level.) Now swim up and out and
grab the tower with the grab ring. Pull it back a step and climb up to the
ledge above it to get the Decorative shield. Now head back to the other room
on the surface and place the shield in the similar looking statue.
Head to the round room and kill the revenants. Go through the hallway and
shift before the grated door. Phase though it and jump on the center column;
then jump to the other hallway. Rematerialize through the conduit outside.
Kill the hunters and go through the door in the south of this scene. Kill
the few revenants there and go through the next door. Glide to the platform
hanging over the cemetery and get the TK rune in the middle of it. Head
through the doorway to the right and glide across to the next Ledge. Kill
or TK any hunters who get in your way. Now open the door.
Jump the circular stone structures and shift into spectral. Glide across
to the ledge with the door on it. Rematerialize with the conduit. Open
In this room jump to the floor below and kill the shades. Now head through
- i Dark Reaver -
Go down the hallway and shift into the spectral realm. Now phase through the
gate. Drop down to the first level and look for a conduit in one of the
Imbue the reaver and break the wall on the first floor for a health talisman.
On the left hand side of the room there are two orbs filled with light; go
darken them with the reaver blade. The gate to the real world will now
open once more. Find the scalable wall and climb up. Then head to the
transporter and leave. Now kill the shades that will appear and then hit the
charge stone until your reaver is powered up. Use the Dark Reaver spell and
pass the gollum securities. Change your reaver and leave.
- Cemetery -
Look for the door down below and head out. Now go back to where you first
entered the physical world (the room with the broken coffin.) charge the
reaver with the stone in that room. Use the dark reaver spell again and pass
the gollum security.
KAIN'S FAMILY CREST
Once you get to a grated passage shift again and phase through the gate.
Look for the conduit in the room then climb the stairs. At the top glide
to the first column platform then shift again. Now go to the next platform
and to the next hall. There a short cinematic will begin. Rematerialize
and take Kain's Family Crest. Walk through the broken gate and head up the
stairs again; this time placing the crest in the door at the top of the
Overlooking the outside again, push the moveable stone tower off the ledge.
Now drag it to be centered with the light shrine but don't push it into the
foreground or background. Now climb the circular stone structure and glide
to the tower you moved. Once there jump to the ledge and open the door
with the dark reaver.
Inside the light shrine, walk to where the steps are heading down and move
as close to the edge as possible. Now using manual TK and camera angles
blast the stone wall that is cracked with the light symbol on it. The room
will fill with light. Now use the scalable wall to the right of the
transporter and climb it. Claim the Faceted Orb and place it where the sun
is shining down. The transporter will now activate.
- Light Reaver -
Once through the transporter, shift into spectral realm and head down the
hallway. form there phase through the gate and head down below. Use the
conduit in the center of the main room. Now imbue the blade. A gollum will
march through; kill it to proceed.
There is a tome in one of the open doorways.
Now look for the cracked wall. Behind it is a scalable wall climb out and
head out of this room. In the rooms nearby, light the orbs to open the
transporter. Then shift into the spectral realm and phase
through the grated door and look for the conduit.
Now transport out of the shrine.
- cemetery -
Kill the shades within the shrine.
Jump down and drag the stone tower four paces to the right (ONLY). Jump up
the stone columns and glide to the tower you dragged. Jump and glide to the
right landing and back into the mausoleum. Use the door to the SE of this
room. Go through the hallway with the stone head back to the crypt with the
large painting in it. To the right of the painting of Kain there is a ledge
to climb up on the wall. Climb up and head right to the door with the dark
orb in it. Use the Light Reaver to open it. There is another TK rune
there. (-Thanks to Nelo Angelo of Nosgothic Realm for that.)
Now head out of the shrine using the dark reaver. Now go back to where you
began the level again and through the door nearby. Go through it (where
you met the first revenants.) Go down the hall until you see a scalable
wall and jump to the ledge to the right. You will see a door with a
blackened orb in it. Use the light reaver to fill the orb with light and
open the door. Beyond it is a health talisman.
Now go back to the beginning of the level AGAIN. There is a pathway (not a
doorway) and follow it to the end to see a large gate and two orbs to each
side of it. Change the dark orb to a light one. Then the light one dark.
- Items: -
1) The left window of the doorway looming over Raziel right at the
beginning. You must be in the physical world.
2) Behind the cracked wall in the Dark Reaver forge. (Post imbue.)
3) The hallway between the first set of revenants and the water
zone there is a scalable wall. Climb it and jump to the next
ledge. Use the light reaver to open the door.
1) On the platform above the cemetery. It is along the way to the
dark reaver. Before Kain's Mausoleum.
2) Behind the dark orbed door to the right of Kain's Crypt in the
mausoleum. Must have the Light Reaver.
1) Open doorway in the light imbument room.
- Enemies: -
V. Hunters (fem): These enemies use pole weapons. The female
portion of the caste are very much like the
sarafan types of this kind except they cannot
block. (The wraith blade cannot really be
V. Hunters (male): The males attack like the females except they
throw molotov cocktails form a distance. These
enemies accuracy is lower however. Use the same
techniques as you do on the female version.
Sorceress Hunters: These hunters can empower their allies with
stronger attacks, regeneration and higher
defense. What separates them form their sarafan
counterparts is they can teleport and create a
barrier that will only be destroyed if attacked
with telekinesis first. They can also create
magical barriers that will encase Raziel in a
-(Use the same techniques on the hunters as you
would the sarafan.)-
revenants: Regular caste revenants are actually very easy.
They can throw projectile vomit which is slow
and can be cut. As long as you keep attacking
they cannot hurt you badly. Their only strong
point is their stamina. These guys take a
Gollums: These stone monsters provide quite a challenge
in the beginning. Wait for one to strike when
your close then dodge away. Dodge towards them
and slash them with a three hit combo. You can
usually pull off one more combo before they
come out of their dazed state.
Their attacks are all nearly close range.
When in groups get them to kill each other by
dodging between them when they swing.
- TOTAL ITEMS: -
V - T H E P I L L A R S O F N O S G O T H -
In the Age of the Sarafan K A I N
Walk down the steps heading east. Fight the Sarafan if you so choose but it's
not necessary. Watch the short cinematic and head North of the Pillars for a
Health Talisman. Go west of the Pillars and phase through the gate.
Head to the ruins and there you will find a pillar that can be destroyed with
TK. Climb up the broken stub and the to the ledge above for a tome. Jump
across the ledge to the other part. Kill any sarafan with TK tosses or
Slashing them to bits. Follow the pathway beyond here to the pedestal with
the stone disk lying on it.
Head back to the beginning of the level and place the disk by the stone
platform on the ground. Burn the two braziers on the wall and rotate the tower
that comes out of the ground for few times. A passage will open up in the
wall. Continue down the path until you see a wall with a bizarre statue
growing out of it.
Destroy the Head with TK and then hit the TK switch behind it. Jump the
stone ledges on the left side to climb these new ledges to get the Reaver
Now go to the ledges to the right of the statue and grab the Health Talisman.
Now go all the way back to where you got the Stone Disk and touch the Diamond
symbol on the statue. Now Bat Flight to the next location.
- Items: -
1) To the right of the odd looking statue.
1) North of the Pillars.
1) The ledge above the ruins to the West of the Pillars.
- TOTAL ITEMS: -
V I - T H E P I L L A R S O F N O S G O T H -
500 Years Later R A Z I E L
Head down to the encampment below. Kill the hunters and then get the Health
Talisman and then proceed further. Kill the next set of enemies and scale the
wall to the right of the screw like pillar. Walk along to the Fire Shrine.
Scale the wall next to the transporter and move the stone dial so that there is
nothing blocking the large stone on the left. Now head down and drag it to
the center and then to the wall with the TK switch above it. Scale the wall
again and rotate the dial so that you can press the stone block to the wall.
Now press it towards the wall and hit the TK switch. The stones gases will
light on fire. Now drag it to the center of the room.
- i Fire Reaver -
Follow the hallway form the transport and out the doorway. Drop to the first
floor and shift into spectral realm. Visit both fenced in rooms to fight a
Head back to the main room and look for the room to rematerialize. Once you
have; head back to the forge and imbue the reaver with Fire.
Go back to the room you rematerialized in and burn the two braziers there.
Find a room with chairs lining the wall. You can jump up here to the second
floor. There in the adjacent chamber is a Tome.
Head out and to the door to the left. Kill the shades and jump on the pillar.
Now use the camera and TK functions to hit the switch. Quickly light both
fires. The one closest to you and then the one on the other side up the
scalable wall. Go out of this room and to the one to the left. Follow the
Hall out; with the four fires lit the transporter will activate. Leave the
- The Pillars of Nosgoth -
Follow left to the stone dial and the braziers from Kain's level. Now burn the
braziers with the reaver and rotate the stone tower until the passage is opened.
Head to the pillars and search the area to the east. You will have to kill a
few hunters but a TK rune is lying there. Now head North and jump up the
ledge. Grab the tome and kill the Hunters protecting The Bronze Disc (a
barrier will envelope it.) Grab the disc and head West. Place the disc in
the grated gate and head to the ruins.
Jump the center pillars and shift on the second one. Jump to the right and
rematerialize. Now follow the path outside of it and look to your immediate
right. (Before you fall off of any ledges.) You can see the shrine. Glide
across to the ledge and open the door with the Fire Reaver.
Slide the stone on the left hand side of the shrine room to the right. Lock it
in place by hitting the TK switch while standing in front of it.
Now head to the other side of the room and drag that stone over the other jet
(to the left.) Hit the Air Jet in the center of the room and float to the high
ledge. Grab the Howling Heartstone. Now head back down and hit the TK switch
again. The air will move the stone and then go to the other end of the room
and move that one out of
the way. Place the Howling Heartstone in its place. The transporter will now
- Air Reaver -
Drop through the whole in the floor and head towards the fenced area. There you
will fight a guardian. Afterwards head through the pathway still in the tomb.
Scale the wall and head northward. Pass the next scalable wall instead of
going down and phase through the next gate. There is a conduit there.
Rematerialize and head down the hall. Grab the Health Talisman. Now go back
to the last scalable wall you didn't go down and fight the next guardian.
After he is beaten go back to the imbument room and rematerialize. Kill the
tentacle creatures and go imbue the reaver with the element of air. Head left
of the switch door. Scale the wall to the left of the broken air jet and jump
up to the ledge. Burn the brazier. Now head to the other side of the TK switch
door and activate the air jet. Glide to the ledge and burn the brazier.
Now go to the center of the room and activate that air jet. Glide to the next
room and turn the stone on the left to the Light Reaver symbol. Now rotate the
stone on the right to the Dark Reaver. Hit the TK switch and turn the dark orb
light and the light orb dark.
Now head to the open room on the first floor and scale the wall. The
transporter will activate for your passage.
- The Pillars of Nosgoth -
Head out of the shrine. form the ledge overlooking the water jump left. Kill
the enemies that cross your path and then follow through the ruins all the way
to the pillars. Go north of the pillars and activate the air jet near where
you got the bronze disc. Now glide to the ledge above and head into the
- Items: -
1) At the beginning near the camp
2) In the Air Reaver Forge, follow the path instead of
going to fight the second guardian. Phase through the
grated door way. Rematerialize and head down the hall.