![]() The door that the prisoner passed to the ladder is timed, but Kain can easily make a run for it from the second switch at the end of the catwalk. ![]() Charm the bookkeeper to release a prisoner then use the prisoner to lower the ladder for Kain. Ride the elevator at the end of the maze and deal with the lone merc in the smuggler's den. Thought you got rid of that didn't you?Ĭheckpoint (35% Complete) Stealth kill the mercenary and smuggler and navigate the maze on ground level any lore available is on ground level. Jump in the hole in the smugglers' den if you go. Continue around the side of the mountain and to the mine entrance. Mist can be used to stealth kill the look-outs. Pounce the smuggler and keep on going.Ĭheckpoint (30% Complete) After dealing with the skirmish, climb the truck's ladder to long jump the rocks up to the side of the smuggler's base. However, you are now a full-fledged vampire lord, not a one-armed, one-eyed beefcake with a retarded flesh toy in tow. Keep going and this may look familiar to some veterans of Sword of the Berserk. A lore coffer is by the side of the road where Kain starts this section. Guess he won't be going back that way will he? Make like a vulture and kill the winners of the skirmish and feed. Ĭheckpoint (20% Complete) Pass the area of falling rocks quickly and Kain will jump to the end. If the alarm is set off again, another Sarafan Knight comes out to combat Kain (also useful in Lore respects). Trace the Glyph power line and use the switch lever to re-route it to the door, not the nearby lightpost (actually a Sarafan alarm post). The Sarafan Knight who so boldly ran off can be stealth killed (the alarm does not activate on my version for some reason) and the interior of the building he guards holds the Glyph needed to go on. Decap the two Nuns and relish as their bodies contort and twist as Kain sucks them dry (I wonder, if it could also be the other way around? Huhuhuhu). Hit rock bottom at the other watch-tower save Kain's progress.Ĭheckpoint (15% Complete) The Glyph will open the gates and lead Kain to an ambush of sorts. Be sure to refresh the Giant Sword while there. The basement of this tower has a Sarafan Nun and a lore coffer, but the true way onwards is on the upper level through the jail. The hole has not been repaired - lucky you. Charm the housekeeper again to open the way forward via lift and now jammed open gate.Ĭheckpoint (10% Complete) You'll be back atop the main gate where Kain slew the first Sarafan Knight. Use Kain to head up the stairs and jam open the gate with a movable box. Charm the housekeeper past the window into man-handling the switches for Kain. Follow the tunnel to the water-wheel control house. Cross the wooden bridge to the next checkpoint and assess the situation.Ĭheckpoint (5% Complete) Kill the thief ahead and jump the ledges. Kain will be returning to this area shortly.Ĭheckpoint (1% Complete) Stealth kill the smugglers (just one word chica, chafe ) and beware of dark corners, as there is a river nearby. Slay the lone Sarafan Knight by the main gate, take the weapon and look for a upward sloping path to a crack in the canyon wall. The Canyons The caftan will protect Kain from the harsh outdoor sun.
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