KAIN FAQ - Guide for Blood Omen: Legacy of Kain

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Everything You've Ever Wanted To Know about
Blood Omen: Legacy of Kain

Version: KAIN FAQ 1.0 
Revised: December 5, 1996 
Created By: Everyone at Silicon Knights 
Edited By: Doug Tooley ([email protected]) 

This guide is constantly being updated. If you have questions that you 
would like to see answered in the guide, or if you discover (horrors!) a 
mistake, feel free to email Kain ([email protected]) and 
let us know.

Table of Contents

The Plot 
The Players 
Items and Spells 
Common Locations 
More to come! 


This file originated as a FAQ (Frequently Asked Questions) List about 
Blood Omen: Legacy of Kain. We quickly realized that you, the player, 
wanted to know much more than a quick Q&A page could provide.

Therefore, we bring you the complete guide to Blood Omen: Legacy of 

In here, you'll find out about the Weapons, the Armour, the Spells, the 
Objects, the Blood Fountains, and much more. But you'll also get a 
detailed rundown of the plot, and the main characters that bring Kain to 

The information has been broken down into broad categories such as 
"Plot" and "Players", which will contain all the juicy tidbits, in the 
order that they occur in the game. By giving you the facts in game-
order, players who don't wish to find out about areas they haven't 
visited, can stop reading when they find the information they're looking 
for, without fear of giving away future levels.

We will also be including a Behind-the-Scenes look at how Legacy of Kain 
was created, and quick look at our company, Silicon Knights.

We hope you enjoy The Complete Guide to Blood Omen: Legacy of Kain. If 
you have any questions that aren't already answered, feel free to mail 
Kain at [email protected] , and we'll consider including 
it in future versions of this guide.

Enjoy the Game!

--- Everyone at Silicon Knights.

Legacy of Kain: The Plot

The Intro

A young nobleman stops at a bar to sate his thirst. To his dismay the 
barkeep is quite reluctant to serve him, noting the time and the looming 
danger the night brings. Disheartened, the young nobleman, Kain, resumes 
his journey. On the streets of the small town of Ziegturl our 
unfortunate Kain is attacked and slain. He awakens in the underworld 
where the Necromancer, Mortanius, offers Kain the chance to kill his 
assassins. Kain accepts the offer without considering the cost, which 
was the loss of his mortality in trade for an existence as a vampire. 

The Cemetery

Kain will begin his odyssey in a crypt. This will introduce you to the 
things to look out for. Kain's first spell, his first artifact, and the 
other powerups to watch for. Each item will give a description of what 
it is the first time you pick them up. The only exception to this is the 
magic orb. These will replenish Kain's magic level. The most difficult 
puzzle is figuring out how to open the doors. Look for the lights on the 
wall. They will point out buttons that will open the doors. Once Kain 
has left his mausoleum, he will be in the cemetery. Kain should not 
discount this place. It holds many secrets that can be exploited 
throughout the game. To exit the cemetery Kain must proceed through the 
next mausoleum. Make note of places you couldn't go. With added 
abilities these no longer remain barriers.

The Brigand Encounter

Once Kain leaves the cemetery he will want to seek vengeance from those 
who killed him. After killing the brigands Mortanius will give you the 
first indication as to the complexity of your quest.

The Pillars

Kain will encounter the Pillars of Nosgoth on his Journey. There, Ariel, 
the representative of the pillar of balance will inform Kain that the 
salvation of Nosgoth will would be in his best interest. After leaving 
the pillars Kain will come upon a bat beacon. These will allow him to 
fly around Nosgoth. To progress on to Nupraptor's Retreat, Kain must get 
the Wolf form which is in a cave to the west of the Pillars. There is 
also a mausoleum along the path which contains the light spell. This 
spell is very useful in dark areas to reveal hidden enemies and 


Nupraptor represents the pillar of the mind. His madness was caused by 
the murder of his beloved Ariel. To negotiate Nupraptors retreat Kain 
will require several items. To actually gain entrance to the retreat, 
Kain will require the Disguise form which can be found in the Gypsy camp 
to the south of Wasserbund. Kain will also require the energy bolt spell 
to trigger buttons that are out of his reach. The spell can be found in 
a mausoleum to the south of Nactholm. 

When confronting Nupraptor, look for the purple orbs that fade in and 
out and allow Kain passage. After defeating Nupraptor Kain will receive 
the mace, an excellent weapon against humans but fairly ineffectual 
against the undead.


After the head of Nupraptor has been returned to the Pillars, Kain must 
go home to the city of Coorhagen. The city has been infested with the 
plague since his departure. Kain must navigate the narrow alleys of the 
city to reach Malek. In the city Kain will find the Bone Armour and The 
Repel Shield. If Kain is observant he will also find the Hate spell 
before he leaves the city.

Malek's Bastion

Before Kain can kill the remaining members of the circle of nine he must 
defeat their protector. Malek was cursed to be the protector of the 
circle of nine for all eternity as well as the representative of the 
pillar of conflict. The Repel Shield is very useful here since the 
supply of blood is almost non-existent. Kain should budget his magic and 
step lightly to avoid depleting his blood supply. When fighting Malek 
Kain must hit him with a full combination swing. If Kain is successful, 
Malek will fall apart. Repeat this until Malek rushes to the north end 
of his battle room. He will cast a wall of magical force at Kain, which 
means Kain should run to the teleporter at the south of the room. Once 
out of harms way Kain will find Havoc and Malice. When used properly 
these axes can be very powerful weapons.

The Oracle of Nosgoth

From all across Nosgoth, people seek audience with the Oracle of 
Nosgoth. He is said to have knowledge of past and future, and many seek 
to find answers to their questions from him. Indeed, he is a wise and 
benevolent man, proficient in the arts of divination and prophecy. He 
will answer many of Kain's questions about the key players are, and 
introduce Kain to future encounters. Along the path to the Oracle Kain 
can find the Stun spell. Inside the crystal caves of the Oracle, Kain 
will encounter odd creatures. Use your mace to break through some of the 
barriers. They will reveal powerups. Also, keep the Energy Bolt equipped 
to pursuade your enemies to let you pass. The crystal caves are a 
labyrinth. Just proceed forward and try not to go backward. Kains' path 
will cross over itself. If he constantly proceeds forward the path will 
lead him to the Oracle.


Vorador is a proud, arrogant, and long lived vampire. He has lived since 
ancient times, and seen the world grow from being young and vibrant to 
sour and corrupt. He has feasted upon the teeming human cattle of 
Nosgoth and learned everything there is to know about the world, reading 
his victims thoughts as he preyed upon their blood. The great vampire 
purges, brought to the world by the Sarafan, caused much suffering to 
Vorador. The Sarafan murdered his friends, lovers, and his vampire 
children and gave him a valid reason to hate the living. He fought back 
once, destroying part of the Circle who supported the Sarafan, but it 
was not enough. The purges eventually drove him into hiding, and so he 
became lost to the world of Nosgoth. 

To navigate the mansion Kain will require several items. He will require 
mist form which is hidden in a keep in the north near the caves of the 
Oracle. He will need the Control Mind spell, the Flame Sword and the 
Blood Gout spell all of which are in the swamp to the west of the 
mansion. There are also two Spirit Forges in the swamp that could prove 
useful. The swamp and mansion are infested with the lower forms of 
undead. The Bone Armour will keep those enemies at bay. Kain should stay 
alert because there are plenty of hidden areas in the mansion. Also, 
keep in mind that Vorador is a vampire and his mansion is built to 
exploit the powers at a vampires disposal. Use the mind control spell on 
the few humans inside - their bodies will help you progress through the 


East of Vorador's Mansion is the small town of Uschtenhiem. It is 
rumored that eons ago a powerful vampire known as Janos Audron once 
lived here. It may require going to a place of the dead to reveal the 
secrets of the dead.

The Dark Eden

At the northern end of Nosgoth, there are three wizards who plan to 
reshape Nosgoth. Anacrothe, Bane and Dejoule preside over the Dark Eden. 
Along the road from Uschtenhiem there is a blood fountain that Kain will 
need to visit. Once inside the Dark Eden Cathedral, Kain should keep his 
antitoxin artifacts handy. Remember that poison blood is very useful if 
cured. Also there are several doors that may seem impenetrable but can 
be passed through using the Mist form. Kain will also find the Spirit 
Death spell and the Flesh Amour. Use the Flesh Armour and the Axes to 
fill your blood vile before you proceed to meet the wizards. Anacrothe 
will flee and call Malek. Kain will in turn call Vorador (with Vorador's 
ring) to deal with Malek and give chase to the remaining wizards. Use 
the Flame Sword against Bane but make sure Kain has his Repel Shield on. 
Once Bane is dead, Kain should turn his attention to Dejoule. Fire the 
Energy Bolt her way to penetrate her shields. Keep those Energy Bank 
artifacts handy.


Azimuth is an explorer of alien realms. Her magic opens portals and 
doorways to other dimensions. After the insanity struck, her magic was 
left intact, but her mind was blasted into obscurity. She is now a 
raving lunatic that revels in the pain and misfortune of others. The 
magic she indiscriminately conjures has left the city of Avernus at the 
mercy of inhuman demons and creatures that delight in spreading pain.

Along the path from the Dark Eden Kain may be fortunate enough to find 
the Lightning spell. Once inside the gates of Avernus, there will be a 
house to the east of the main gate. There will be a save point in that 
house. Kain's goal is to get to the Cathedral and destroy Azimuth. The 
Spirit Wrack spell is quite useful against the demons and if Kain has 
enough Antitoxins, the Flesh Armour and the Axes will keep Kain's blood 
vile full. 

The cathedral exists in two planes of existence. Kain must travel back 
and forth between these planes to navigate to the altar. Once at the 
altar, Kain must rise to heaven to obtain the Soul Reaver and then 
descend to Hell to obtain the Wraith Armour. When facing off against 
Azimuth try to get behind her. One blow with the Soul Reaver should 
eliminate her.


King Ottmar, the ruler of Willendorf, resides in this sombre area. For 
his daughter's birthday he held a contest to find the greatest toy in 
the land. The contest was won by Elzevir the Dollmaker. Elzevir asked 
only for a lock of the princess' hair which, unbeknownst to the king, 
would be used to imprison the princess' soul. Kain needs to retrieve the 
princess' soul so that Ottmar will mobilise his army against the 
approaching army of the Nemesis. The path will lead Kain to the 
Provincial mines which will give him the ability to beguile the guards 
of Willendorf and gain access to the city. Also, the last of the Blood 
Fountains and a Spirit Forge are south of the city and will prove quite 
useful later on. To pass on to the land of the Nemesis, where Elzevir 
resides, Kain must use the underground passage in Willendorf castle. In 
the foyer of the castle, there is a door on the west wall. In that room 
Kain will find the passage.

Elzevir the Dollmaker

Elzevir imprisoned the soul of the daughter of King Ottmar. His reasons 
are unknown and open for speculation. The Spirit Wrack spell is 
necessary to gain entrance to the Dollmaker's house. The spell can be 
found to the North of Willendorf . There is a bat beacon next to a group 
of tents, the spell is in a cave near there. Kain will exit the 
underground passage next to a Nemesis keep. Use this area to practice 
with the Spirit Wrack spell but be warned the Nemesis soldiers are not 
as easily fooled as the armies of King Ottmar. Inside the Dollmaker's 
house there are several areas where the Spirit Wrack spell comes in 
handy, specifically, it can be used to control dolls that will flip 
levers for Kain. The Chaos Armour can be useful here as the dolls will 
fall apart when they hit Kain. The dolls will reconstitute if not 
completely destroyed so the Energy Bolt spell and the Flame Sword are 
quite handy. A warning for Kain, be careful with the Spirit Wrack spell, 
it does not destroy the dolls' bodies. As well, Kain's enemies are not 
fooled by the spell , they will attack the character that Kain is 
controlling. When fighting Elzevir, bring out the big guns. Providing 
you have enough magic, the Soul Reaver is best. When leaving the 
Dollmaker's, you may want to visit the Nemesis stronghold. The last 
Spirit Forge lies to the north as well.

The Battle of the Last Stand

Once the Kain returns to Willendorf with the princess' soul, King Ottmar 
will prepare for war with the Army of the Nemesis. During the Last 
Battle, it is in Kain's best interest to try to constantly proceed 
north. As far as what is the best weapon armour combination, you have to 
remember that the nemesis army is human. The Flesh Armour and the Axes 
will keep Kain well stocked with blood if used properly. However, if 
spells are more to your taste use the Chaos Armour and the Mace in 
conjunction with Blood shower is quite a powerful combination. If you 
tend to keep spells as a last resort and prefer to go mano a mano with 
the Nemesis army then use the Wraith armour and the Mace keep the Stun 
spell handy for those tight squeezes.

The Past Nosgoth

After the Battle of the Last Stand, Kain will use the Time Streaming 
Device. The device transports Kain to the past. After killing a brigand, 
Kain receives a vision. Soon Kain will realise where in time he is. He 
also realises that he can save Nosgoth by eliminating King William the 
Just who would, in time, become the Nemesis of Nosgoth. The Stronghold 
of William the Just lies to the North. Save points are scarce in this 
area so it's best to know exactly where they are. There is one in the 
keep where Kain arrives in the past. There is a door on the North wall 
of the keep just to the west of the main gate. In the city of Stahlberg, 
there is a second save point. On the west side of the city there is a 
gate. There is a house directly to the east of the gate with an open 
door. In that house Kain will find another save point. The best guards 
protect the stronghold so use similar tactics as with the Last Battle. 
Be warned, the castle is not as wide open as a battle field and Kain can 
get backed into a corner. Do not begin feeling omnipotent. Take each 
attacker on as the come and do not rush into anything. The mace is a 
very powerful weapon here. Also save up those Energy Bank artifacts, 
Kain will need them when squaring off against King William.

The New Nosgoth

After defeating King William, Kain will once again be transported in 
time. He has changed the progression of time and so things are no longer 
the way they were when he left. With the death of their beloved King the 
people have sworn to eliminate the land of vampires. A groups of vampire 
hunters has been formed to accomplish this task. Kain should backtrack 
to reach his ultimate goal. He should treat the vampire hunters with the 
same care as the Nemesis army. Once out of the stronghold Kain should 
continue to head south keeping in mind that the people have changed but 
the places have not. Once Kain reaches the keep where Moebius is 
executing Vorador he will have to face off against enemies from the past 
the present and the future. The Repel Shield is your best bet here. The 
last enemy Kain will encounter is the future version of himself. He will 
continually attempt to attack you from behind so stay in the middle and 
try to anticipated his next move.

The Final Encounter with Mortanius

When Moebius is killed, Kain will be called back to the pillars. There 
he will witness the death of Anacrothe at the hands of Mortanius, thus 
confirming that Mortanius is not as friendly as he had originally 
presented himself to be. With the rest of the pillars restored, 
Mortanius is the only enemy left. The Flame Sword and the Repel Shield 
will aid Kain in killing Mortanius. After defeating Mortanius, the Dark 
Entity (Hash'ak'gik) rises from his body. When Kain faces the Dark 
Entity he should use his Mist form for protection. When the Entity dives 
below ground, change to mist to avoid being hit when the Entity pops 
back up. When the Entity surfaces change back to Kain and attack the 
Entity with either the Soul Reaver or the Flame sword. After Defeating 
the Dark Entity the balance pillar is left to restore.

Kain has two choices, he must decide to either sacrifice himself to 
restore balance to the world and save Nosgoth, or sacrifice Nosgoth to 
maintain his afterlife as the (new) most powerful entity in the land.

Legacy of Kain: Character Biographies


An ambitious young noble whose lust for vengeance overrides his sense of 
judgment. Kain is resurrected from the dead by the Necromancer 
Mortanius, for whom he must perform a task of great importance, although 
what and why it is not revealed to him. Kain's quest leads him on a 
torturous journey of self- discovery as his curse of vampirism takes 
irrevocable hold on his soul. The once righteous Kain must slaughter the 
innocent to survive. As all vampires know - the blood is the life... 

The Circle of Nine - The Protectors and "Destroyers" of Hope


Anarcrothe the Alchemist is a tinkerer. He fools around with chemicals, 
alien substances and strange machinery. He concocts, explores, 
experiments, and dabbles with forces he only partially understands. Long 
ago, he became scarred in an accident resulting in one of his more 
ambitious experiments. The left side of his face was burned away by 
acidic energies, melding skin and bone in an unsightly writhing tangle. 
This mutilation he keeps hidden beneath the hood of his robes, so that 
only the unscarred side of his face is visible. He wears robes of dark, 
imperial purple, embroidered with the arcane symbology of his craft. 


Ariel was the last incarnation of "Balance". Her magic influenced the 
regulation of the other magic in Nosgoth. Her prowess in magic and 
enchantment rivaled that of her beauty, and it was these factors which 
Nupraptor the Mentalist loved her for. Unfortunately, their love was 
short lived. The Dark Entity exercised its power and had Ariel murdered 
at the hands of Mortanius. Now, Ariel is a disembodied spirit "tied" to 
the Pillars, which she haunts, trying to find someone who will carry out 
her duties. 

Azimuth - The Planer

Azimuth is an explorer of alien realms. Her magic opens portals and 
doorways to other dimensions, allowing the creatures within to escape... 
After the insanity struck, her magic was left intact, but her mind was 
blasted into obscurity. She is now a raving lunatic that revels in the 
pain and misfortune of others. The magic she indiscriminately conjures 
has left numerous cities at the mercy of inhuman demons and creatures 
that delight in spreading pain. In many ways, Azimuth is an analogy to 
Nero, who played a fiddle while Rome burned... She revels in the 
destruction she has wrought with sadistic glee, a trait that was present 
even before she was driven insane by Nupraptor's magic. 


Bane is a wizard of Nature. He manipulates the behavior of life and the 
elements. Through his magic he can change the nature of life itself, 
animating plants and influencing animals, creating new and weird life 
forms for his own purposes. The weather itself is at his behest. Bane is 
dressed in the trappings of a priest of nature - somewhat druidic in 
essence. Animal skins and hides clothe his body, a deer skull functions 
as a hat. 


Dejoule is a woman of duplicity. Her field of magical specialty is the 
harnessing and manipulation of energy. This practice has, over the 
years, altered her physical makeup somewhat. Her body glows with an 
intense blue light, constantly caressed by tongues of flickering energy. 
This magical aura has an insidious effect on anybody standing nearby - 
sapping their energy and blistering their skin, sterilizing cells, etc. 
Because of this, Dejoule wears a heavy robe lined with insulating fabric 
which contains her magic. When forced to fight, she'll rip her robe off 
and let the energy shine through... In this form, she is nothing more 
than a glowing humanoid female shape, with sparks and arcs of energy 
whipping around her. 


Malek, fanatical warrior-priest of the Sarafan, is Ward of the Circle. 
He is the defender and paladin to the Circle of Nine, and as so, has 
vowed allegiance to their protection. Long ago, his inaction allowed 
several members of the Circle to be murdered by a vicious vampire; and 
for his crime his soul was fused to the metal of his own armor, which he 
has inhabited ever since, and will do for eternity. In "life"(picture 
left), Malek was known as a ruthless and cold blooded murderer by enemy 
generals and, particularly, by the vampires who he and his Sarafan 
cohorts hunted relentlessly. Vampire purges continues under Malek's 
direction for hundreds of years. In "unlife", Malek stands defiant in 
battered rune covered armor, his helmet's plume braided from the 
bloodied scalps of his many victims. Purged of his humanity by the 
Circle's sorcery, Malek's hate has been entirely focused on exacting 
revenge upon the vampire that caused him to be damned for eternity. 


Moebius is an intensely devious and conniving sorceror. Not many of the 
Circle trust him, despite the fact that he has maintained his post for 
many years. His power stems from his control over time travel, and its 
use in forecasting history. He constantly abuses this power to further 
his own plans and situation. In the Nosgoth before the Decline, Moebius 
passed himself off as a wise hermit called "The Oracle" giving 
benevolent and kind advice to anyone who sought it. Now, after his mind 
has been tainted by Nupraptor's magic, he causes trouble and torment by 
predicting omens and horrific events, exploiting them to his own ends. 


Mortanius is an ancient sorcerer skilled in the arts of manipulating 
death. His power has accumulated over the centuries, arguably making him 
the most potent wizard in all of Nosgoth. His power is tempered with 
mercy and judgment, however, since he is one of the Circle of Nine ("the 
Protectors of Hope") - the magicians whose magic preserve the order of 
magical power in the world. The toils of his magical practices with the 
dead have made Mortanius little more than a skin and bone husk whose 
fragility belies his ultimate power. 


A magician of phenomenal mental and psychic ability, Nupraptor is 
hypersensitive to peoples' emotions and thoughts. This constant exposure 
has made him extremely unstable - prone to rash action and sometimes 
unpredictable and illogical decision making. He is a passionate man, 
however, and very loyal to those who are special to him. And so it was 
with Ariel, the original Balance wizard. When Nupraptor discovers that 
Mortanius, under the malevolent control of the Dark Entity, Hash'ak'gik, 
has murdered Ariel, he goes over the edge. He vows vengeance upon 
Mortanius and the fates that have caused this event, and turns his 
powerful magic to bear on the other members of the Circle of Nine. All 
across Nosgoth, the minds of the sensitive and intellectual are blasted 
by relentless waves of hatred. There is no stopping the assault. When 
the enchantment ends, the entire Circle is quite insane, some raving 
like madmen, others maliciously in control of their actions... And now, 
Nosgoth is at their mercy. 

Other Characters

Elzevir - The Dollmaker

The "Dollmaker" is a magician of little note and unknown origin. His 
sphere of power, if you will, is the soul of mankind. He is a collector 
of souls, and in particular he covets King Ottmar's daughter. His mode 
of magic involves making an effigy of his target person, and then 
attaching a personal item to it - in the case of the king's daughter, it 
is a lock of hair. This enabled him to target his enchantments on her, 
and draw her soul into the effigy. With the effigies he is able to exert 
power of the person in whose likeness it is carved... Over the years, 
the Dollmaker has collected many and varied souls for his own twisted 

The Oracle of Nosgoth

From all across Nosgoth, people seek audience with the Oracle of 
Nosgoth. He is said to have knowledge of past and future, and many seek 
tofind answers to their questions from him. Indeed, he is a wise and 
benevolent man, proficient in the arts of divination and prophecy. 
Pilgrims must first find him in his mountain home, and conquer the 
pitfalls of the labyrinths behind which he hides, and even then, he 
might not be there. The Oracle is a wise and mysterious man - and works 
in devious ways... 

King Ottmar, the Lion of Willendorf

King Ottmar is a valiant warrior and wise ruler. His armies have united 
most of Nosgoth and is the only thing which is halfway capable of 
stopping the advancing Legions of the Nemesis. Unfortunately, Ottmar is 
melancholic. His faith in his ability to lead and fight has been 
undermined by the abduction of his daughter's soul. Until his daughter's 
soul is returned to her body, the future of Nosgoth is grim indeed. 
Ottmar's court is open to everybody - anyone of his domain is free to 
enter and converse with the king. He is willing to allow anyone to 
attempt to retrieve his daughter's soul. 


Vorador is a proud, arrogant and long lived vampire. He has lived since 
ancient times, and seen the world grow from being young and vibrant to 
sour and corrupt. He has feasted upon the teeming human cattle of 
Nosgoth and learned everything there is to know about the world, reading 
his victims thoughts as he preyed upon their blood. The great vampire 
purges, brought to the world by the Sarafan, caused much suffering to 
Vorador. The Sarafan murdered his friends, lovers, and his vampire 
children and gave him a valid reason to hate the living. He fought back 
once, destroying part of the Circle who supported the Sarafan, but it 
was not enough. The purges eventually drove him into hiding, and so he 
became lost to the world of Nosgoth. 

William the Just / The Nemesis

In a previous timeline, William the Just was exactly as his title 
suggested. A kind, fair and just ruler. Through the insidious designs of 
Moebius, the Time Streamer, William has become a sadistic despot and 
tyrant, vying for global domination and the slavery of right thinking 
folk. For forty years, William conspires with Moebius, creating a 
fanatically loyal and ruthless army that crushes all in its path, 
including the Last Hope of Nosgoth, the Lion of Willendorf himself - 
King Ottmar. William, now known as the Nemesis, tortures and executes 
those who oppose him. Beheading, disembowelling, impaling peasants and 
warriors alike in their very own villages. The Nemesis brings with him 
death and strife, pain and misery, and it will never end... 

The Legions of the Nemesis

An ancient seer once prophesied the march of an enormous army that would 
lay waste to the last havens of peace in Nosgoth and bring about the end 
of civilization. The seer said little of its origin, but noted that it 
would gather in the wastes of northern Nosgoth, and crush all who 
opposes its expansion, and that the people would name it the Legion of 
the Nemesis. The prophesy foretold rape and torture, death and 
destruction on cataclysmic levels, and that it cannot be stopped. The 
peaceful pastoral land of Nosgoth WILL be massacred. 

Items, Spells, and Forms


All weapons have trade offs between their effects, and the consequences 
of using them, in increasing order of strength.

The Iron Sword: Powerful sword, lets you bloodsuck if you don't get too 
carried away. 
The Spiked Mace: Excellent against humans and some mutants in that it 
will stun them every time (wielded proprely), but useless against most 
more powerful creatures. 
The Axes: Particularly useful in combination with the Flesh Armour, but 
beware of tainted blood. 
The Flame Sword: Incinerates opponents, but leaves you without the 
option of drinking their blood. 
The Soul Reaver: The most powerful sword while you have magic 
available, but little more than a club after your magic is exhausted. 

The two handed weapons (Axes,SoulR), while equipped, prevent Kain from 
using his magic/objects.


In increasing order of magical strength.

Iron Armour: Good all-around protection. No disadvantages. 
Flesh Armour: Sucks up any blood that sprays from Kain's victims. Will 
also suck Poison(green) and Black blood. 
Bone Armour: Lower undead ignore you unless attacked. Offers less 
protection than Iron Armour. 
Chaos Armour: Inflicts the same amount of damage to an attacker as has 
been inflicted on Kain. Player should always be aware of Kain's blood 
level, because it's easy to get in (to battle) over your head. 
Wraith Armour: Kain only receives half damage, as long as you have 
magic. Useless if you run out of magic. 


Sanctuary: When hurt, use this to get out of trouble and return home. 
When your health is restored fly back to where you were. 
Light: Illuminates map for limited time. 
Energy Bolt: Direct fire magic missile, good for keeping your distance. 
Reconnaissance by fire, and triggering distant switches are two uses of 
this most helpful spell. 
Repel: Shields from physical, and repels magical attacks for limited 
time. Spend magic instead of taking damage. 
Hate (Secret): Sets enemies against each other, leaving you with the 
lone survivor to deal with. Try it on (regenerating) zombies. 
Stun: Homing magic missile stuns human opponents so that you may feed. 
Tough humans fall just as easy as townsfolk. 
Incapacitate: Homing magic missile that stops an enemy for a limited 
time. Stationary enemies that don't fight back are easy targets. 
Control Mind: Direct fire magic missile that takes control of a human 
subject. Why fight when your enemy can do the work for you? 
Blood Gout: Direct fire magic missile that will draw blood from an 
opponent. When you need a drink but you can't reach the fountain... 
Blood Shower: Will draw blood from multiple opponents. Overrun by 
humans? Surprise them! 
Spirit Death: Direct fire magic missile with excellent power. Like 
Energy Bolt only much, much stronger. 
Lightning (Secret): Death from above attacks multiple opponents. Makes 
those overland treks more entertaining. 
Spirit Wrack: Take control of any subject. Let them run the gauntlet in 
your place. 


Heart of Darkness: Restores unlife, or pulls you back from the brink of 
oblivion. The more the merrier. 
Flay: Homing magic missile distributes a grizzly death. Press the panic 
button and let them fly. 
Implode: Direct fire magic missile with area effect. Great for crowd 
Energy Bank: Gives near-unlimited magical power for limited time. Be 
wary, it will leave you drained of magic. 
Slow Time: Time slows for everyone but yourself. Need some time to 
Putrescence: Homing magic projectile that leaves a nasty residue. Enemy 
in pursuit? Hit and run. 
Anti-Toxin: Turns green blood red; cures poisoning. Green is just as 
good as red, if used quickly. 
The Pentalich Tarot: ("The deck of five deaths") Kills five opponents 
in different ways. Variety is the spice of life. 


Kain is a Vampire who can transform himself into four forms. Kain must 
expend magic to maintain each form, if he runs out of magic, his form 
reverts to his normal state.

Werewolf: Half Man, Half Wolf. The wolf form is very fast, able to leap 
over streams, pits, and onto small ledges. Kain's attack while in wolf 
form is exceptionally powerful during a full moon. 
Mist: In mist form Kain can travel through cracks in walls, over water, 
and avoid non-magical attacks. Very useful for getting out of (and 
into!) those tight places. 
Disguise: In disguise form Kain appears as a common villager, and is 
able to pass by guards, and talk to "fellow" villagers. Kain cannot 
attack while in Disguise form. 
Beguile: Beguile is a magic that makes others see Kain not as a 
vampire, but as a young noble. Unlike Disguise, Kain's form has not 
changed, but merely alters other's perception of him. If Kain attacks 
while in this state, the spell is broken, and others will see him for 
what he is. 

Common Locations

The Blood Fountains

The Blood Fountains are places where Kain can gain more strength, faster 
magic regeneration, the Beguile Form, resistance to rain, and resistance 
to snow. Each Blood Fountain can be used once, and woe to the vampire 
who becomes greedy, and tries drinking a second time.

The locations of the Blood Fountains can be found along Kain's path, 
generally in caves located just off the beaten path. Check out The Plot 
for descriptions of their locations.

Tip: If you're walking along, and you notice a path breaking away from 
the main path, try Zooming out, if you see a cave entrance, it's 
possibly a Blood Fountain. (or a dungeon, or a bandit hideout, or...)

The Spirit Forges

The Spirit Forges let you sacrifice blood for objects.

Yes, there is indeed one Spirit Forge for each object. The Spirit Forges 
are often hidden behind stone doors that only open during full moons. 
Some of the Spirit Forges, especially ones that give Kain more powerful 
objects, are more concealed, and require a bit of searching to find.

Check out The Plot for descriptions of their locations.

Each of the Spirit Forges also has a secret back door which lets Kain 
gain access to it from a distant location. This is particularly useful 
when Kain gains the Mind Control spell. (Nothings says that is must be 
Kain's blood that is sacrificed!)

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