Games PC Blood Omen 2
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Blood Omen 2 [PC Game]Developed by Crystal Dynamics - Eidos Interactive (2002) - Third-Person 3D Action - Rated Mature
Players resume the role of the noble vampire Kain in this release of Blood Omen 2. The action adventure offers an assortment of challenges that will require fighting skills, puzzle solving, and a keen awareness of the hero's surroundings at all times. As Kain defeats his enemies and overcomes the obstacles that keep him from his goal, he is granted new supernatural powers to help him face greater challenges as he journeys ahead. The detailed, gothic 3D environments are designed to immerse th... Read more
Details
Platform: PC
Developer: Crystal Dynamics
Publisher: Eidos Interactive
Release Date: March 29, 2002
Controls: Joystick/Gamepad, Keyboard, Mouse
UPC: 788687100137
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Preview of first few manual pages (at low quality). Check before download. Click to enlarge.
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In the upper city cathedral at the end of Chapter 4.
When Marcus turns invisible again, you'll need to locate him. Attack a Priest near one of the two bells upstairs, but don't kill him. Instead, grab the Priest and throw him into the bell to make them ring again. Look for Marcus to appear on one of the four balconies. If he is close, attack him. If he is on the opposite side, jump attack him.
Stay in the very center of the room and block his attacks. He attacks in sets of five, sometimes followed by a devastating attack (when he glows red) that you must dodge. When your Rage Meter is full, use your Fury attack to knock him backwards into the steam. In the alternative, grab him when he tires and throw him against the back wall into the steam. When he gets burned, he'll let out a yell. Keep him auto-targeted, as he is about to charge you. Dodge by jumping left or right at the last second, then return to the battle: alternating between blocks and the Fury attack.
In the industrial quarter at the end of Chapter 6.
Fury; Charm
Get off the center platform and look for a safe spot in between the two jets of steam as they travel counterclockwise around the room. Move with them. Marcus will run around the top of the room clockwise. When he stops, he'll yell that he is coming for you. The steam will stop, allowing you time to get on the other side of the electricity in the center of the room. Don't auto-target him! If he is behind you, run quickly behind the electricity. Sebastian will come into contact with the beam and take damage. Repeat this process until he finally jumps up on top of the platform.
Berserk
Sebastian starts attacking the Nexus Stone directly. If you let him destroy it, you will both die. Take a step back and jump towards the raised platform. He'll jump off before you can attack him. Use your Charm power on the human seen through the window. Move him to the lever on the far side of the room and pull it. The lower area will fill with steam, causing Sebastian to leap back on the platform. Attack him or pick him up and throw him back into the steam until he is dead.
Immediately run for cover behind one of the statues surrounding the fountain where Magnus is standing. The sky will turn red. You'll be safe if you stay in the shadow of the statue. If you start to smolder, you are vulnerable and will be killed. As soon as the statue explodes, step out from behind it and target him with your Telekinesis to knock him off his pedestal. Run to the next statue and hide again. Repeat this process until he runs away.
If you are playing the game with assisted blocking activated, holding the Block button will block her attacks. If you are playing the game with skilled blocking, you must press the Block button before each of her attacks. Get used to the timing, as blocking is one of the skills you will need throughout the rest of the game.
Now it's your turn! Hold the Auto-target button to enter the battle mode, and press the Attack button rapidly to attack her with your claws. Send her flying to the ground three times.
When an enemy is dazed, you can grab them. You can also grab unarmed villagers at any time. With the Auto-target button held down, press the Grab/Bloodsuck button and Kain will lift Umah into the air. While holding her, he can perform two types of attacks or a throw.
Attack an enemy you are holding by pressing the Attack button. Pushing forward on the left stick at the same time as the Attack button performs a more damaging attack. You can also throw an enemy by pushing forward and the Grab/Bloodsuck button simultaneously. Throw Umah in order to continue.
As you head down the sewer passageway, you'll be informed that blocking attacks as you did with Umah will increase your Rage Bar. When the Rage Bar is full, you will be able to activate certain Dark Gifts such as Fury. You'll learn how to do this momentarily.
There's water ahead, and you can't jump across. Fortunately, you'll spot a valve to the right of the railing. Stand in front of it and press the Action button to turn the valve and drain the water.
With the water gone, you can float down to the basin. Jump up towards the opposite side and Kain will automatically grab hold of the ledge. Now move forward and he'll pull himself up.
Inside the next room, Umah will meet up with Kain once again. She warns you of a gang of thieves camped out ahead. Unlike your battle with her, this one will be for real! Don't forget to press and hold the Auto-target button to lock on an enemy before either blocking or attacking them.
Now might be a good time to learn about Dark Gifts. They can be accessed by holding the Dark Gift Menu button and then using the right stick to select the desired gift. For now, you have only two: Mist and Fury. Select Fury and then release the menu button to return to the game.
The icon in the top corner of your H.U.D. lets you know which Dark Gift is selected. To use the gift, press the Dark Gift button. Kain will glow red when your Rage Bar is full (as it is now) to let you know that Fury can be used. You've only got one shot, so use it well.
With the Auto-target button held, press the Dark Gift button for a Fury attack or else press the Attack button repeatedly. A few quick blows will send him to the ground. Go ahead and kick him while he's down. When he dies, stand over him and drink his blood by pressing the Bloodsuck/Grab button.
Now that you've turned on the power, head back through the fog and take a left turn back at the main courtyard. It's time to head up those stairs you ignored earlier.
At the far end of the passageway, you'll come to a metal door. Now that the Glyph energy is flowing, you can pull the switch and open it. Head on inside and walk over the checkpoint.
Although fog covers the ground, that's not fog coming from the pipe! It's steam, which will injure Kain if it touches him. Turn the valve on the wall to stop the steam from flowing.
With the steam gone, use your Mist gift. The Thief up ahead is oblivious to his impending doom. Sneak up behind him, auto-target him, and press the Attack button when you see the skull icon. He'll never know what hit him!
Your Mist gift will automatically turn off as you exit the fog and walk down the stairs. The courtyard contains a Relic, but you'll have to deal with two club-wielding Thieves first.
After dispatching the thieves, catch up with Umah at the far end of the street. She promises to lead you to sanctuary, the heart of the vampire Cabal, so that you can meet the leader of the vampire resistance. Before you can follow Umah, a Sarafan closes a Ward Gate in your path.
Make your way through the city on your own.
Separated from your only ally, you'll have to put all your skills to use as you make your own way through the slums, searching for sanctuary.
Umah can take care of herself, but you'll need to find another way around the Ward Gate. The open doorway behind the flame is a good start.
Inside the courtyard, you'll be attacked by another Thief. Don't these guys ever learn? Kill him and then climb the ladder on the wall. Whenever you spot a ladder, Kain will automatically start to climb if you walk or jump into it.
The door ahead is sealed, but you can open the Relic and take its energy. Now jump up onto the top of the shack, and then jump again to the roof.
Jump the gap to the next rooftop with the broken chairs. Use the Right Stick to glance over the edge ahead. It looks safe, so jump or float down to the roof below.
Go back down the stairs and float down through the hole you just made. Follow your way through the corridors and pass through the checkpoint. Continue on up a flight of stairs until you encounter two more Thieves.
CRATE DROP
After eliminating the Thieves, look for a room on the other side of the walkway that contains a crate. Pull the lever on the left side to open the door, then push the crate through until it drops down on the metal slide. Now head back outside and across the walkway.
Push or pull the crate all the way across the metal slide until it stops. Look for the lever on the side of the machinery. Pulling it will activate a lift that raises the crate to the upper level.
Before going up there after it, stand to the side of the metal slide. It will glow, letting you know that Kain can interact with it. Push it away from the lift towards the ladder.
Hop over the metal slide and climb the ladder to the top level. There are two Thieves up here to deal with. When they've been eliminated, walk to the other side of the room and push the crate off the lift. It will miss the slide and break a hole in the floor.
Float down into the sewer area and walk through the checkpoint. Jump over the wreckage blocking the end of the passageway. Two Sarafan Archers wait for you in the next room. Kill them, then open the Relic before moving on.
When you come to the room with the ladder leading down, ignore it. Turn the valve on the left side to fill the area with water. Now use your Jump gift and leap across the water to a platform floating in a corner on the other side. It's directly beneath another ladder you must climb.
You'll exit the sewer near a Ward Gate. Take a left and walk towards the guillotine in the courtyard where you'll battle another Thief.
A Weapon Box can be found in a back room by entering the door underneath the sign with a sword and axe on it. There is also a Relic in a shop with a glass window on the main street.
At the far end of the street is a Glyph box. Two Sarafan Guards stand watch in front of it. They'll attack if you attempt to pull the lever, so draw your weapon and battle them first. When the coast is clear, follow the energy conduit back to the opposite end of town where a gate has now been opened.
FLOODED ROOM
The gate leads down to another part of the sewer. Walk through the checkpoint and prepare to fight the two Thieves who are lying in wait for you around the corner. They are no match for you, of course.
Jump over the debris and follow the passageway as it turns to the right. Continue moving forward until you come to a room filled with water. A metal door blocks your path. Could this be a dead end? Look for a ladder on the wall to your right and ascend.
The bodies strewn about appear to be the handiwork of a sloppy vampire. Still, you can feed on them if necessary. The doors here are locked, however. Use the right analog stick to glance up at the roof of the building. It looks like something is up there.
Jump up to the edge of the building and pull yourself to the roof. After eliminating the Thief, push the crate into the hole where it lands below. Don't follow it down!
Carefully make your way back to the lower room by floating down to the wall with the ladder on it. Walk across the bridge and look for a lever on the other side. Pulling it will raise the metal door, but only temporarily.
Hurry back across the bridge and push the crate as far as it will go. When the metal door begins to close, it will hit the crate and stay open. Now return to the passageway where you first entered this area and look for a room to your right.
As you can see through the window, turning the valve lowers the water level in the next room. It, too, is only temporary. Hurry out of this room and back towards the water.
Hop over the edge to a walkway below and quickly run across it and up a flight of stairs on the other side of the metal door. The water will quickly flood the room again, killing you if you don't get off the walkway as soon as possible.
Pass through the checkpoint to the next area. Looks like you've interrupted some sort of gang fight between Thieves. You can join the melee, or you can ignore them and proceed to pull the lever and open the door to the left.
A cut-scene shows a Sarafan Guard being alerted to your presence, thanks to his vampire detecting armor. Before you can react, two more Sarafan Guards are dispatched to stop you. Hold the R1 button and press the L1 button during the scene, because you'll be under attack the second that control is returned to you.
After battling these two to the death, pass by the Glyph generator and look for a low rooftop you can jump and pull yourself up to. From here, you can jump up to a higher roof and then over to a longer roof.
In order to make the long jump to the parapet, you must use your Jump gift. Open the Relic before floating down to the courtyard beyond. If the lights below are flashing green, you've set off the Sarafan's alarm.
There are two Sarafan Guards ready to fight, so oblige them. Select Fury from your Dark Gift menu so that your Rage meter will fill as you block their attacks. As usual, target each Guard in turn and don't feed on one's blood until both are dead.
A single Sarafan Guard is here, but he can detect your presence. When he is slain, another Guard will emerge from the gate straight ahead. Take him down as you did his companion and pass through the gate to the graveyard area.
WALL SWITCHES
You'll encounter a Sarafan Priest under Marcus' control. Your vampire foe must be nearby. After dealing with this threat, look for a stone block that is covering a hole in the wall. Pull it out of the way and enter the next area.
More crypts and tombs litter the landscape, along with three or four Sarafan Priests. The fog can hide your presence if you activate Mist and hide in it, but you are better off just bringing the fight to them. When they've all been taken care of, enter the open crypt.
From the entrance of the crypt, push the stone walls on the far left, straight ahead behind the flame, and on the far right. The large door in the center of the left wall will open, allowing you to enter.
Defeat Marcus to free the Bishop from his mind control.
The Bishop isn't going to be able to tell you anything in his current state of mind. Unless you defeat Marcus, the old man will remain forever silent.
Head outside to another portion of the graveyard, where you will fight a pair of Sarafan Priests. Look for steps leading down between two pillars. Open the door and walk through the checkpoint. From the opulent look of things, this must be the Bishop's quarters.
Sure enough, as you head down the red carpet, you'll come face to face with the Bishop of Meridian himself. The old guy doesn't seem to be in his right mind. No wonder! He's under the control of Marcus, who steps out from the side room.
When Marcus takes off running, leave the Bishop and head after him. Turn the valve to open the gate and head to the left after him. Pull the switch to open the door to the building he has entered.
Climb the ladders after him until you reach the rooftop, then use your Jump power to follow him across to the roof and to a tower. Eventually, you'll catch up to him on the stained-glass windows adorning the roof of the cathedral. Unfortunately, it looks like you both have exceeded the weight limit.
Marcus becomes invisible, making him hard to locate. After regaining control of Kain, look to either side of the cathedral where you'll spot sets of gears. The levers in front of them will activate the church bells. Go ahead and pull one of the levers to ring them.
Quickly turn around and run back to the center of the cathedral. The sound of the bells will cause Marcus to become visible again, but only temporarily. You'll have but a few seconds to locate him.
Depending upon how quickly you reach him, you will be able to knock him down once before he is up and ready to fight again. When he regains his senses, you won't be able to block his powerful kicks, so run away!
On the second floor, a Sarafan Knight will attack. Fight him in the intersection where you'll have more room to dodge his charge attacks. Down a short hallway to the right you'll find a Relic inside a small room.
When you reach the balcony with the broken railing, use your Jump gift to cross to the other side. A switch on the left lowers a ladder to the ground floor, which will help you get back in a hurry if you fall. For now, continue down the hall and use your Jump gift to cross the top of the mural room.
You'll find yourself on the balcony where you charmed the human to pull the switch earlier. The Knight may have ignored the human, but he won't ignore you. Kill him and follow the balcony around the edge of the next room until you reach a door controlled by a switch.
After you activate the checkpoint, a cut-scene will show several Knights leaving the room below. A Ward Gate blocks the doorway on the second level, so float down to the ground floor and battle the remaining Knight.
Look for a Glyph energy box with a valve next to the door. Pulling it will turn off the Ward Gate upstairs, but it will also sound the alarm down here. Why fight the guards if you don't have to? Turn around and run to the ladder, passing through the now-open door upstairs.
Down below you'll spot a Knight guarding an elevator, along with a couple of his buddies who responded to the alarm. There is no fog to hide in, so you've got to take the fight right to them. Trade weapons and feast on their blood, if necessary, before riding the elevator.
Take a right turn into the tower and run up the circular stairs. At the very top, you'll spot a lever. It opens the door in the fog-filled hallway below, but only temporarily. Float down to the floor to make it through the door before it closes.
Use your Mist gift to kill the Guard at the end of the hallway. A nobleman and Knight are discussing business in the room ahead. You can make your way up the stairs to the balcony without being noticed. Pull the switch at the far end to open the bookcase below, revealing a secret passage. Now you've got to battle the Knight.
The passage leads to a second tower, but the gate at the end is locked. Fortunately, there is a human on the other side. Use your Charm gift to control him, then have him find and pull the lever in the room behind him.
Before leaving, head to the top of the circular stairs to find a Relic. There is also a second Relic under the stairs. Continue along the ground floor passageway to find it before exiting the tower through the hallway.
Activate the checkpoint and do battle with a Sarafan guard before pulling the switch. It opens a pair of doors leading to a large, fog-filled courtyard. As usual, activate your Mist gift before heading outside.
A cut-scene shows the Glyph Knight ordering his two lackeys to search for you. They won't find you in this fog! Sneak up on the one coming towards you from the right, then take the long way around the circular dome in the middle.
You'll have to become visible to kill the second Guard, but if you stay near the side of the building your battle won't attract the attention of the Knight. The lever near the Glyph energy box will re-route the energy away from the Ward Gate blocking the door.
Now you've got no choice but to face the Knight. He's well-armored and has a powerful uppercut move, but you'll be able to block his attacks. Select the Fury gift so that each block will fill your Rage meter. He'll be easier to take down with a few Fury strikes.
DEACTIVATE WARD GATE
Pull the switch to open the door and enter the room. Umah is being held captive, behind a Ward Gate. She refuses to divulge her information until you first help her escape. Problem is, if you turn the lever in the courtyard to re-route the energy away from the room, the Ward Gate outside will prevent you from entering.
Take a closer look at the statues inside the room. The one to the right, while facing Umah's cage, will glow as you approach. You can therefore use your power to grab it and move it away from the wall. When you do, a secret door on the side of the wall will open to the courtyard.
Head around the building to the Glyph energy box and pull the switch. The Ward Gate protecting Umah's cage will deactivate. Although you cannot enter the main door, you can get back inside through the secret door on the side of the wall.
Umah tells you that she will be able to transport the two of you back to sanctuary as soon as she is outside of the enchanted walls of her prison. As the two of you make your escape, Kain comes face-to-face with the Sarafan Lord!
Pull the handle to open the next door and walk through the torch-lined tunnel to a checkpoint. Looks like you've reached the woods. Float down off the rocks and walk towards the wagon straight ahead.
A cut-scene shows a Knight being stalked and killed by a flying Demon. When control returns to you, block the Demon's attack. Pick up the Knight's axe if you need a weapon. If you see the Demon rear its head back, dodge left or right quickly. Its venom is deadly!
Continue down the road towards the next wagon. A Relic is here, but don't take the bait! A Demon will attack as you approach it. Dodge its venom and block its claws. Use Fury or Berserk attack when your Rage bar is full. Don't be squeamish about sucking the blood from its body after you've killed it.
There is a Weapon Box on a hill to the right of the path near a web, but there is another Demon nearby. Continue down the path until you reach the checkpoint in the tunnel. A gate will close behind you just as one opens up ahead. The shackled humans are here for you to feed on if needed.
Up ahead, two Sarafan Knights are on the losing end of a battle with two of the Demons. The bugs have saved you the trouble of killing the Knights yourself, but now you'll have to deal with them instead. Auto-target one and then the other.
Feel free to feast on any of the bodies you find, as you definitely need your full strength. Look for a Relic behind the web in the tree ahead on the left. Nothing you can do for the blokes caught there.
Another Demon attacks as you follow the path. As you come to the locked gate, you'll spot a Knight and Demon locked in mortal combat. They're too busy to bother with you, so enter the doorway on the left into the flame-filled room.
RIDE THE RAIL
Carefully jump and float across the gaps as you make your way up the stairs to the top. Open the door and cross the walkway into the next building. Inside, you'll want to head down to the very bottom and exit through the double doors to the outside.
Before figuring out how to activate the railroad, pass through the checkpoint and take care of the single Demon hovering nearby. Walk up the set of steps closest to the gate where you entered and turn the valve.
Head towards the shack on the right. Charm the human through the window, making him pull the lever on the machinery inside. This starts the train running around the loop.
THE CRANE GAME
Walk up the hill behind the shack and hop on top of the roof. From here, use your Jump gift to reach the windmill structure. Open the Relic and then turn the valve to redirect the train towards the tunnel. Float down to the ground and a cut-scene will show Kain climbing aboard.
Look for a ladder leading up from one of the cells, or else simply climb up on top of the containers and jump over to the second floor. Up here you'll find a series of cell doors, each with a lever on the outside to open them. Some house prisoners, others contain only discarded weapons.
There is a ladder leading up and out of the center cell on one side of the room. You'll be trapped behind the door when you climb to the cell above, so use Charm on the soul outside and get her to pull the lever and let you out.
One of the end cells on this next level contains a Relic. At the opposite end, you'll spot a ladder through the cell doors. Charm the soul inside, and when she pulls the lever to open the door for you, come on in and head up the ladder.
Leave the cell and look for a lever on an overlook. Pulling it will lower another set of containers. Move to the side of the balcony and float down to the balcony below. From the center walkway, jump to the suspended containers.
On the top of the containers, use your Jump gift to reach the balcony on the other side. Pass through the checkpoint and enter the open doorway beyond. Follow the passage around the corner and into the next room.
Make your way up the flights of stairs until you reach the top level. One side is open; use your Jump gift to reach a Relic. The other side has a locked gate. Charm the soul inside and have her pull the lever to open the gate. Take the doublebladed sword lying outside before entering the room.
As you enter, gates close off both exits. Worse, two Wardens materialize in front of you. Auto-target them and follow the movement of their glowing green eyes when they turn invisible. When they turn visible again, immediately begin to block their attacks and hit back when they pause.
Defeat the two Wardens and feast on their blood. If your Blood Meter is still a little short, kill and suck the blood of the human as well. You can only exit in one direction. Immediately ahead is a door that you'll need to open by using Telekinesis on the Glyph Seal above.
REBUILD THE BRIDGE
Pass through the checkpoint and be prepared to battle a Warden who appears ahead. At the water's edge, use Telekinesis on the Glyph Seal on the other side. This will create a warp that rebuilds the bridge, but one that also seals the exit.
Pull the switch before climbing the ladder back to the walkway: it will move the machine arm closer to the other Hylden.
Back on top of the walkway, pull the switch on the left. The machine arm knocks into the other switch, blowing it up and killing the Hylden in the process. Don't let its blood go to waste! Drink up before leaving.
As you turn the corner ahead, activate your Mist power when you reach the fog. A Hylden looking through the window is easy prey in your invisible state.
If you remain invisible, you should also be able to sneak up on a Warrior around the next corner. He might also come around to investigate on his own. Either way, he won't be long for this world. Perform a stealth kill or simply have it out with him.
Head down the passageway until you see a human behind a barrier. Use your Charm gift on him, and march him around the corner until you see a lever. Pull it to halt the assembly line and return to your own body.
The window in front of Kain has been broken, so hop through. A Relic is on the end of the balcony to the far right. Jump over the guardrail to get it. Head to the opposite side of the balcony and over the railing. Jump and float across the water to the platform.
THE WALKWAY
Enter the doorway and battle the Hylden Warrior inside. Look for a short passage leading to a checkpoint. Activate it on your way down to the left. You'll come to a large enclosure with glass walls and floors. Kill the Hylden who is standing there.
The door ahead is locked. Look down through the floor until you spot a human worker as well as a Glyph Seal. First, use Telekinesis on the Glyph Seal to activate a crane. The crane will move a set of crates out of the human's path.
Next, activate your Charm gift and take control of the human's body. Carefully maneuver him over the narrow walkway to the other side. The crates block his way, so return control back to Kain and use Telekinesis on the Glyph Seal once again.
DEACTIVATE THE BARRIERS
Now that the crates are out of the way, Charm the human one more time and walk him over to the lever on the other side. Pulling it will open the door where Kain is standing. Return to your body and pass through the doorway.
Activate the checkpoint. Up ahead, a Hylden sends a Demon your way before taking cover. Battle the creature in the hallway, blocking his attacks and fighting back with your claws, weapon, or (when charged) Immolate. The Hylden will be waiting for you.
Enter the passageway after the Hylden. Once you have killed it, look for the Glyph energy box on the wall high above. You can reach it using your Jump gift.
After pulling the lever at the box, float down to the floor below. Grab the discarded double-blade sword, and take care of the Hylden who is wandering around.
Use your Jump gift to cross the water. On the other side, a lever will drain the water. You can also jump and float to a Relic on a suspended platform.
Open the door and take a look around the next room. You'll notice that the floorboards don't seem too sturdy. You'll also notice a large crate in the back of the room. Grab it and push or pull it on top of the loose boards. The weight of the crate will send it crashing into the room below.
Drop down into the hole you just made, and then pull the crate towards the corner. Push it until it comes to rest on a floor pressure switch, unlocking the door to the outside.
Reposition the Lighthouse.
The drawbridge ahead won't open until a ship arrives, and that won't happen until you reposition the next lighthouse.
Follow the dock around the corner of the building. A Sarafan Knight is patrolling here. There isn't much room to maneuver, but you've got to avoid his charge. Block his attacks and strike back when he is winded until he eventually falls dead.
Continue around the corner of the next building and enter the open doorway on your right. Walk carefully around the piers until you come to the Weapon Box surrounded by water. At the far end, you'll meet a Cabal agent who gives you some helpful advice.
When the agent leaves, open the door behind him. Activate the checkpoint and head down the dock to the right. You can avoid the next Glyph Knight by climbing the ladder to another Relic. Wait for him to walk under the room, then jump and float out the window.
Two Archers guarding the drawbridge will fire arrows in your direction. You'll be out of their range when you enter the warehouse building straight ahead. You won't be out of danger, however, as there are two Knights inside.
Fight the Knights at the far end of the building where you will have more room to maneuver. Block their attacks and use your Immolate power on them as soon as you can. Look for a Relic on the upper balcony only after they are both out of the picture.
LIGHTHOUSE #3
Turn the valve on the far wall to redirect the Glyph energy to the gate on the left. When it opens, walk inside and pull the switch to turn off the power to the lighthouse.
Turn the valve on the wall to redirect the energy back to the gate on the right side. Enter it and turn the valve in front of the machine to rotate the lighthouse. It is still not lit, however.
Once again, turn the valve on the wall to redirect the energy to the left gate. Pull the switch to restore power to the lighthouse. When it is lit, a ship will dock and the drawbridge will be lowered.
Back outside, you'll have to deal with the Glyph Knight if you didn't take care of him earlier. Fight him out of range of the Archers, unless you enjoy being struck with flaming arrows.
With the Knight dead, run quickly across the drawbridge. The Archers won't be able to get a bead on you, and you'll take only a little damage if the arrows happen to find their mark. As you activate a checkpoint, the doors will lock behind you.
Now you've got to face two Glyph Knights. Walk down from the steps to give yourself more room to battle them. When you've killed them, the smaller door will open.
SUSPENDED CRATE
You're not much safer here. Both a Glyph Knight and a Sarafan Guard stand watch in the courtyard. Battle them to the death and then head towards the two Mercenaries as the gate on the other end is locked.
Before you can reach them, an errant crate drops on them from above. What a stroke of luck (for you, not them)! Take a weapon if you need one, and feast on their blood before entering the building.
Up the stairs in the rear of the building you'll come to a control panel with three levers on it. Pulling them will cause the suspended crate to move down the track on the ceiling. The center lever moves the crate forward, and the left and right levers move the crate sideways.
Study the track on the ceiling. The proper sequence to pull the levers is: center, right, center, left, left, center, right. When the crate reaches the front of the building, it will automatically drop to the ground, releasing the Demon inside.
Leave the loading area and pass through the gate that the Demon broke open. As you do so, a cutscene will show a wounded Umah cornered by a Knight. Kain comes to her aid.
In her weakened state, she cannot prevent Kain from taking back the Nexus Stone. Umah asks for Kain's help to restore her health, but instead he repays her for her betrayal.
DOOR STALEMATE
After bidding Umah farewell, take any weapons or blood you might need from the fallen Sarafan and continue around the next corner. The Demon you set lose is here. You'll have to destroy it.
Two Archers are also standing guard in the distance. As you approach, head directly between them to prevent them from hitting you with arrows from afar. Kill one and then the other.
A valve opens the gate ahead, but the Guard on the other side will close it before you can enter. It appears to be a stalemate, until you notice the human walking behind him.
Use your Charm gift on the human. When he is under your control, look for a control panel nearby. Press the action button and he will pull the switches. Have him pull the right switch first, followed by the left switch.
The crate will fall directly on top of the Guard, killing him (There seems to be a lot of that going around). You can now turn the valve and open the door without any resistance.
Activate the checkpoint and turn the corner to face off with two Glyph Knights in the street ahead. When the coast is clear, look for an open door into the building on the right.
Technical specifications
Full description
Players resume the role of the noble vampire Kain in this release of Blood Omen 2. The action adventure offers an assortment of challenges that will require fighting skills, puzzle solving, and a keen awareness of the hero's surroundings at all times. As Kain defeats his enemies and overcomes the obstacles that keep him from his goal, he is granted new supernatural powers to help him face greater challenges as he journeys ahead. The detailed, gothic 3D environments are designed to immerse the player in the game world and cinematic cut scenes move the story ahead as Kain continues his conquest of Nosgoth. ~ T.J. Deci, All Game Guide
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1. Blood Omen 2
2. Blood Omen 2
3. BLOOD OMEN 2 LEGACY OF KAIN
4. Legacy of Kain: Defiance
5. Hitman Trilogy (Includes Silent Assassins, Blood Money and Contracts)
6. PC Computer Laptop USB 2.0 Game Controller Pad Dual Shock