Bloodrayne Walkthrough :
This walkthrough for Bloodrayne [Playstation 2] has been posted at 29 May 2010 by anjomaudoido and is called "BloodRayne FAQ". If walkthrough is usable don't forgot thumbs up anjomaudoido and share this with your freinds. And most important we have 1 other walkthroughs for Bloodrayne, read them all!
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Walkthrough - BloodRayne FAQFAQ/Walkthrough for BloodRayne Version: 1.0.1 ------------------------------------------------------------------------------- Table of Contents ----------------- 1. About 1A. Introduction 1B. Version history 1C. Contact Information 1D. Copyright Information 2. General Information 2A. Story 2B. Controls 2C. Weapons 2D. Abilities 2E. Enemy Strategies 2F. Cheats 3. Bosses 3A. Queen of the Underworld 3B. Von Blut 3C. Kommando 3D. Dr. Bathory Mengele 3E. Daemite Kommando 3F. D. Mauler 3G. G. Gosler 3H. Mynce 3I. Hedrox 3J. Sigmund Kreiger and Simon Kreiger 3K. Beliar 3L. Jurgen Wulf 4. Act 1 - Louisiana 4A. Sanctuary 4B. City of the Dead 4C. Ghetto 4D. Town Hall 4E. The Hill *Secret Level* 4F. The Beauregard House 4G. Colonial Power 4H. City of the Dead 4I. Old Town 4J. Queen of the Underworld 5. Act 2 - Argentina 5A. Infiltration and Execution 5B. The Dock 5C. Communication Breakdown 5D. Thule Chapel 5E. The Barracks 5F. Lurking Underground 5G. Death's Quarters 5H. Hell Hall 5I. The Laboratory 5J. Hell Hall 5K. The Mill Mile 5L. Deep 5M. Deeper 5N. The Temple 5O. Temple Internal 5P. Temple Guardians 5Q. Daemite Chamber 5R. Dante's Inferno 5S. Walls of Jericho 6. Act 3 - Germany 6A. Emden U-Boat Station 6B. Red Summit 6C. Old Gaustadt 6D. Unholy Mecha 6E. Teachers and Traitors 6F. Nightfall 6G. Courtyard 6H. The Windmill 6I. The Bridge 6J. Doppleganger 6K. Of Wulfs and Demons ------------------------------------------------------------------------------- 1. About ------------------------------------------------------------------------------- 1A. Introduction: ----------------- This is a FAQ/Walkthrough for BloodRayne, PS2 version, though most of it will probably hold true for all other versions of the game as well. Keep in mind this is a FAQ/Walkthrough, so spoilers (mostly small, but some a tad big) abound. Most of the information here you won't need as the game is quite linear and it is typically quite easy to tell where you need to go. I've tried to be relatively thorough, or at least as much as needs to be considering you have a nice blue sphere to follow, about how to get from point A to point B, but I don't spend much time on exactly what is between those two points. I've included a small section on how I dealt with each enemy type, so just apply that to any of them you stumble across while running about. 1B. Version History: -------------------- Version: .7 Release Date: 22.11.2002 Initial release of the FAQ/Walkthrough. All of Act I and II has been completed, and most of Act III as well. Boss section completed, and various other sections done. Version: .8.5 Release Date: 22.11.2002 Fixed formatting issues that I forgot to deal with before sending the FAQ in (sorry CJayC...). Also some more added information (controls, another two levels for Act III). Version: .9.8 Release Date: 23.11.2002 Corrections to spelling, grammar, word misusage, and general fixing throughout. Finished up Act III and rewrote the section on Wulf (I was wrong about him being able to block your attacks; I thought he could...oh well...). Only thing left, really, is the Characters section. Meh...apathy... Version: 1.0 Release Date: 25.11.2002 Some rewrites, reformatting, and typo fixes. Added a missing cheat and enemy type. Added The Hill, the secret Louisiana level. Decided screw it and tossed the Character section. I'm sure CJayC is sick of seeing this in the FAQ submissions. Version: 1.0.1 Release Date: 26.11.2002 Blargh! Fixed a mistake in the ToC. 1C. Contact Information: ------------------------ If you have anything to add to the FAQ, corrections that should be made, or questions NOT ANSWERED in the walkthrough (key words there), email me at zoips@eesoft.org, or, better yet, ask on the BloodRayne board at GameFAQs (http://www.gamefaqs.com) for the respective system. 1D. Copyright Information: -------------------------- BloodRayne FAQ/Walkthrough Copyright (c) 2002 Matt "zoips" Eberts (zoips@eesoft.org) You may use this FAQ/Walkthrough, all or in part, for your own works, private or commercial, as long as the above copyright information is reproduced and displayed prominently, verbatim, in the derived work. As such, feel free to post this guide where ever and use it for whatever purpose, as long as the above requirement is met. Note that updated versions of this FAQ/Walkthrough will only be sent to CheatCC and GameFAQs (unless you request to have them sent to you), so check CheatCC or GameFAQs for the latest version every once in a while. ------------------------------------------------------------------------------- 2. General Information ------------------------------------------------------------------------------- 2A. Story: ---------- From the BloodRayne Manual (Copyright (c) 2002 Majesco Sales, Inc): In 1932 an American teenage girl was apprehended in Europe after carving a path of destruction trying to track down and kill her biological father. The girl's name was Rayne and she claimed the people she killed, and her father who was still at large, were vampires. Before more information was attained, the girl disappeared. The girl is a Dhampir; a product of her human mother's rape by a her vampire father. Born with powers of a vampire without all of the weaknesses. She was taken in by an underground organization calling themselves the Brimstone Society - a top-secret fraternity that hunts down and destroys supernatural threats. Agent BloodRayne, as she is now known, protects humanity from things that ordinary people shouldn't have to deal with. In the years between the World Wars, Agent BloodRayne works as a killing machine for The Brimstone Society. Two missions, five years apart, turn out to be connected by one man. For years, this man has been searching the world for powerful occult artifacts to bring Germany into a new age of domination. Agent BloodRayne must face this man's elite Nazi army to prevent them from releasing creatures of unfathomable terror onto the world in their unwavering quest for the artifacts. 2B. Controls: ------------- D-Pad Up: Normal View D-Pad Left: Aura Vision D-Pad Down: Dilated Perception D-Pad Right: Extruded View L1: Normal Attack R1: Fire weapons L2/R2: Cycle back/forward through weapons Triangle: Blood Rage Square: Harpoon/Feed X: Jump Circle: 180 degree turn Triangle+L1: Rage Attack Start: Pause The default analog controls are as follows: Left analog stick: Forward/Back, Strafe Left/Strafe Right Right analog stick: Look Up/Down, Turn Left/Right 2C. Weapons: ------------ From the BloodRayne Manual (Copyright (c) 2002 Majesco Sales, Inc): Act 1 - Louisiana: ----------------------------------------------------------------------------- Name Ammo ----------------------------------------------------------------------------- W&S M1917 Pistol 6 W&S Double-action pistol 6 Cole44 Pistol 6 Springbrook Rifle 5 Winkesler Rifle 16 Kennings Rifle 20 Breaning A5 Shotgun 5 Ethica 33 Shotgun 8 Double Barrel Shotgun 2 M1918GAR 40 Dynamite 1 Act 2 - Argentina, Act 3 - Germany: ----------------------------------------------------------------------------- Name Ammo ----------------------------------------------------------------------------- Walthurm PP Pistol 7 Mauz 9mm Pistol 10 Leug PO8 Pistol 8 Lueg PO8 Artil Pistol 8 Greaser Sub Machinegun 30 SMP34 Sub Machinegun 32 Greaser Artil Large Sub Machinegun 50 SMP34 Artil Large Sub Machinegun 32 Bergstein MP28 Large Sub Machinegun 50 Blitzgewehr32 Assault Rifle 20 ZZG33 Assault Rifle 30 G33 Sniper Rifle 10 Ethica 33 Shotgun 8 Kaxik Mgo8 Machinegun Belt MG32 Machinegun Belt MGO6 Machinegun Belt Granatewurf Grenade Launcher 10 Panzerfaust Rocket Launcher 1 Panzershrek Rocket Launcher 3 Tatermasher Grenade 1 2D. Abilities: -------------- 1. Aura Sense: Aura Sense allows Rayne to see enemy health and attitude. Enemies in a relaxed state (patrolling, standing guard, etc), appear with a red aura. Healthy unaware enemies have a bright red aura, whereas unhealthy unaware enemies have a very dim red aura. A healthy, alert enemy has a green aura. As it takes damage, the aura changes to yellow to orange to red, then dims. Objectives will also appear in Aura Sense as a blue sphere. 2. Extruded View: A first-person zoom/sniper view that Rayne obtains later in the game. Rayne cannot move using this view. 3. Dilated Perception: Dilated Perception expands Rayne's perception of time, making the world seem to move more slowly. Using this Rayne can more easily dodge bullets and enemy attacks. 4. Blood Rage: The world will take on a blood-red tinge, and everything will slow down a little, while Rayne will speed up. She has a new set of combo attacks in this mode, and she does far more damage. Your Bloodlust meter will slowly drain, and when it is empty, Rayne will drop out of Blood Rage. 5. Rage Attack: Rayne will consume about 1/3 of her Bloodlust meter and perform a strong attack. 6. Rebound kick: Rayne will jump at the target, then push off of it. If it is a breakable door or a weak spot in a wall, it will break. If it is an enemy, it will inflict damage and possibly knock it off of its feet. 7. Harpoon: Rayne will fire a harpoon (ala Scorpion in MK) and drag the enemy towards her, kicking them to the ground when they get to her. If it is an enemy you can feed on, she will jump onto them while they are on the ground and feed if you continue to hold down Square, otherwise they will be released. 2E. Enemy Strategies: --------------------- Louisiana: ---------- Mutate Shamblers: These guys are slow as molasses and not very tough. If you hit them with the harpoon and drag them to you, they won't be able to get up off the ground, so if you want, you can just ignore them. Armed Mutates: The armed mutates are quicker and stronger, but they are still easy pushovers. Feed on them, beat them up, or shoot them up, it's your choice. Maraisreq: I found that if you aren't in a hurry, the easiest way to take one out is to harpoon them and kick them. Just keep doing it until they die. If you don't want to do that, circle strafe to stay off to their side or back, and pound away on them. Argentina: ---------- Nazi soldiers: Three words: mobile feeding stations. Nazis by themselves are pushovers. In a group, they can hurt you, especially if you let them fan out and circle around you, but the chances of them actually being able to kill you are minimal. In large groups you may want to feed off a few of them to reduce their numbers, then take out the rest normally. They will also set off alarms, especially if you lop off an arm, so either kill the mortally wounded ones before they can set off the alarms, or take the time to destroy the alarms ahead of time so you can enjoy their screams of agony. GGG member: They can block your normal frontal attacks, so you either need to 1.)Shoot them to death, 2.)Use Dilated Perception to circle strafe behind them so that you can hit them with your blades, or 3.)Use Dilated Perception so you can circle strafe behind them and feed on them. They need to be standing, though; if they are kneeling, Rayne won't be able to jump on them. If they are kneeling, back up a bit so they stand up, then jump on them. GGG member in red (your targets): The Nazi soldiers on your target list can be treated the same as the GGG members. Bodiless Daemite: These guys are relatively easy to kill, though keep in mind that just because you've cut off their head or hacked off half of their body doesn't mean they are just going to lie down and die. Kill the little buggers, then back up so that they die before they can attack you again. Daemites with a body: Treat them the same as Nazi soldiers, and then once they are bodiless, the same as the above. Keep in mind that just because you lop off their head or both of their legs and/or arms that that doesn't mean they won't stop shooting you/attacking with their head (they are damn good shots without their heads...). Tentacle Demons: There are only two of these that you don't have to fight in the game, and I recommend running from them as they are an unneccesary waste of health, ammo, and your Bloodlust gauge. For the ones that you do have to fight, try to lure all of them together and then Blood Rage. Most of Rayne's attacks will hit all of them at once and do enough damage that you should be able to take them all out with a single Blood Rage. Heavy weapons, such as grenades and Panzershreks/Panzerfausts, are also useful. Germany: -------- Nazi soldiers: Same as before. Jetpack Nazi soldiers: The easiest way to take them out is to wait for one to come close enough, and then use the harpoon to drag him down to the ground. You can either beat the stuffing out of him while he's down on the ground, but you risk him getting away, or just feed on him (far easier). Be wary of the fact that they tend to explode after you kill them (if you didn't kill them via feeding). GGG members: Same as before. Vampire bats: If Nazis are pushovers, I don't know what to call these. One or two hits is enough to kill them. Vampires: These guys are easy enough to take out, but in a pack (or even alone) they can quickly waste you if you aren't careful because their attacks are extremely fast. I found it easiest to just feed on them rather than trying to take them out with normal attacks or with weapons. 2F. Cheats: ----------- These cheats are courtesy of GameWinners.com. http://www.gamewinners.com/playstation2/BloodRayne.htm There are two cheat menus: one in the pause menu and one at the main menu. To enter a cheat, scroll up/down to the word, and then either press right or press X. To delete a word, press left. Once all of the words have been entered, press start. Don't enter the last word, merely leave the selector over it. To active or deactivate a cheat once it has been unlocked, choose the cheat and, if applicable, choose "Yes" or "No" for the cheat (or in the case of Time Factor, choose the factor), and then press start. Note that cheats do not persist between game sessions. You will need to reenter the cheats if you turn off the system, reboot the system, or play a different game. TRIASSASSINDONTDIE: Unlocks God mode at cheat menu (Note: Doesn't work on Unholy Mecha level). LAMEYANKEEDONTFEED: Restore health. ANGRYXXXINSANEHOOKER: Fill Bloodlust gauge. NAKEDNASTYDISHWASHERDANCE: Unlocks Time Factor at cheat menu (can increase or decrease passage of time). ONTHELEVEL: Level select. Hold Circle and X at the main menu to display level selection screen (Note: Never gotten this to work). BRIMSTONEINTHEBAYOU: Unlock a Louisiana secret level. SHOWMEMYWEAPONS: Unlocks Show Weapons at cheat menu (weapons are visible on Rayne). INSANEGIBSMODEGOOD: Unlocks Gratuitous Dismemberment at cheat menu (more gibbing, enemies are easier to kill). JUGGYDANCESQUAD: Unlocks Juggy mode at cheat menu (Rayne's breasts are larger and jiggle more). DONTFARTONOSCAR: Unlocks Enemy Freeze at cheat menu. ------------------------------------------------------------------------------- 3. Bosses ------------------------------------------------------------------------------- 3A. Queen of the Underworld: ---------------------------- Despite its size, it's really quite easy to take out. Blood Rage and attack one of its legs, and it will fall over. Pound on the torso for a bit, and then take out another leg before it has a chance to get back up. Rinse, repeat. You can just ignore any Maraisreq meandering about because they're likely to get chopped to pieces while you are in Blood Rage without you even noticing. 3B. Von Blut: ------------- Hide behind the pillars about two or three away from him and wait until just before he has to reload. Run out, and run toward him and jump over his head, doing an aerial 180, and come down behind him firing. Follow him all the way to the other side (he won't spin around until then if you keep shooting him), then duck behind a pillar. Rinse, repeat. If you get hit, chomp down on one of the mobile feeding stations that pop in every once and a while. 3C. Kommando: ------------- Right in the beginning take out the GGG members and the Daemites so that they won't bother you while you are fighting Kommando. Don't worry about leaving some of the GGG members to feed on if you get hit, because they are more likely to hurt you than Kommando is. Kommando is pretty easy. The best way to kill him is to Blood Rage and attack using Dilated Perception. He can block frontal attacks, so circle strafe to stay behind or off to the side of him. Don't waste your ammo on him, you'll want it for the next boss fight which happens not too long after. After taking some damage he'll toss a flashbang, the room will go bright white, and your radar will go screwy. Just meander around until you can find him again, and beat him up some more. There will be some mobile feeding stations after killing him, so don't worry too much about taking damage, which, if you do take some, will likely be very little. 3D. Dr. Bathory Mengele: ------------------------ This fight was crazy difficult for me. She's essentially Rayne with a skin change and the added ability to block frontal attacks. Annoying. Right in the beginning dump everything you have into her (weapons wise) to try and keep her off balance, then Blood Rage and hope you can take out the rest. Every once in a while she'll run to one of the control consoles and open up the floor. You will want to be standing on one of the crossbars, but not directly in the center of it because an electrical spark runs along it. 3E. Daemite Kommando: --------------------- Barely worth mentioning because he's such a pushover. Blood Rage and pound on him; you're likely to knock his head off long before you bring his health down. Either way, piece of cake. 3F. D. Mauler: -------------- Despite his size and air of formidability, he's a pushover. Blood Rage and use Dilated Perception, and stay to his sides and back, which shouldn't be difficult because he's rather slow, and pound on him. He hits pretty damn hard, so try not to get in front of him. Mobile feeding stations pop in every once in a while, so if you do get hit, chomp down on them. 3G. G. Gosler: -------------- Ug. To be honest, I really don't have any advice. Take him on like you take on the other mecha: keep moving, keep shooting. Try and stay out of his line of fire, and especially try and dodge his rockets. Keep firing your chain gun, and launch grenades and rockets as fast as possible and hope that you hit him more and faster than he does you. 3H. Mynce: ---------- Don't waste your Blood Rage in the beginning. Instead, unload all of your weapons into her, and if you run out of ammo, just attack her normally. After a bit, she'll retreat up the stairs. Follow her up, hitting her if you get the chance. At the top there will be a short cutscene. Now use your Blood Rage. You should be able to waste her easily with just one Blood Rage. 3I. Hedrox: ----------- Key word for this fight: pacifism. Don't attack Hedrox, you'll only make things worse. If you look around the floor, you'll see wooden supports connected from the floor to the wall at an angle; you need to destroy those. This is easiest if you switch to Dilated Perception and run to each one and attack it; they usually take three hits to destroy. If you are lucky, Hedrox will hit one instead of you, speeding up the process. After taking out all of them on the first level, the floor will drop out and you'll fall down to the second level. Rinse, repeat. 3J. Sigmund Kreiger and Simon Kreiger: -------------------------------------- This battle isn't so much difficult as it is an exercise in frustration. There are two enemies, though you only need to focus on one (you'll see why when you kill one). So, pick one, either one. Essentially all they do is hide behind the two columns in the room and throw a boomerang type weapon at you. As long as you keep moving, your chances of getting hit are very minimal. What you need to do is wait for one of them to throw their weapon while they are out in the open. They wait for it to return before starting running again, so as soon as you can, start blazing away with your guns as you run at them. Hitting them with bullets should keep them from running again, and, if you can, use Blood Rage and pound as much as you can on them. Be prepared to do lots and lots of chasing of the bastards around the columns. Depending on which one you attack, the battle end cutscene will be different. I kind of prefer the one one you get for attacking Simon (and therefore killing Sigmund). Don't ask me how to tell them apart, I'm not sure. 3K. Beliar: ----------- To kill Beliar, you need to hit his heart, which is in the center of his chest. You'll need to use Extruded View to aim and hit it after his first growth. When you hit it, Beliar will freeze momentarily, so if you can keep hitting it, you can waste him really quickly. There is a limit on how much time you have to kill Beliar, so you really want to not waste time and ammo. 3L. Wulf: --------- Blood Rage and attack him. It helps if you can get him trapped between you and a column, which will prevent him from running away. If you can't take him out with one Blood Rage, use Dilated Perception and attack him (it'll be much easier to prevent him from running using Dilated Perception). Rinse, repeat. If you haven't killed Beliar, don't waste ammo on Wulf because the amount of damage it deals is insignificant, and the weapons are a requirement for taking out Beliar. ------------------------------------------------------------------------------- 4. Act 1 - Louisiana ------------------------------------------------------------------------------- 4A. Sanctuary: -------------- This level opens up with an in-game cutscene of Mynce and Rayne in a boat. After the cutscene, either go into the church or meander about a bit, though there are no enemies at the moment. After the next cutscene in the church, the mutates show up. Nothing difficult. Either take them out with your blades and/or guns, or go the easy route and just feed on all of them, or, even easier, ignore them. Once the mutates are dead (or otherwise), head to the glowing blue sphere on the radar and in aura vision. Another cutscene will follow. After the cutscene turn around and you'll see a powerline. Jump on it and head towards the sphere on the radar to advance to the next level. 4B. City of the Dead: --------------------- Hop down off the powerline and kill or ignore any mutates you encounter on the island. You'll reach the end of the island as you head towards the blue sphere. You need to hop from gravehead to gravehead to avoid the water (standard platformer fare). As you pass a building, a small cutscene will show you the first Maraisreq, three in total. You can either stop to beat them up, or just continue by. Continue on towards the glowing sphere. You'll encounter a couple more Maraisreq and some more mutates. As you reach the glowing sphere, a cutscene will show the biomass. Simply Blood Rage and waste it, ignoring any Maraisreq. Another cutscene, then go to the blue sphere to move onto the next level. 4C. Ghetto: ----------- Leap frog from the truck to the islands until you are at the one with houses. You'll encounter a couple mutates and some Maraisreq will pop out of the ground, nothing serious. The order in which you visit the different objectives doesn't really matter. There are four houses. The one second from the right, on the right side, has a weak wall that you can kick through. Inside is a shambling mutate, a Maraisreq, and a biomass to take out. To get to the biomass, enter the first room and you'll see a weak spot in the wall to kick out. Blood Rage and take out the biomass (piece of cake). There isn't anything but some Maraisreq in the far left house. Run through and kill them. The house second from the left has some Maraisreq and a survivor, Kazi, on the second floor who advances the story a bit. The house on the far right has another survivor. The easiest way to get to him with the least damage is to jump on the roof of the house on the far left, and then jump from roof to roof to the house on the far right. At the back-right corner you'll see some stairs if you look down. Hop off the roof and on to those. Kill the Maraisreq, bust through the walls, and watch the cutscene. If you head out the front, a Maraisreq will pop in through the wall. Out front there will be some more mutates, all easy pickings. Head to the next area. 4D. Town Hall: -------------- You'll probably want to skip the first blue sphere and move to the second one (you'll see why in a second). Head around the back of the next building, taking out the various mutates and Maraisreqs you see. On the back side you'll see a boarded up window on the second floor. Jump up and kick it out and enter the building. Head downstairs (more mutates, more Maraisreq). The door on the left has a Maraisreq and a mutate. On the right is a weak section in the wall you can kick out. Kick it out, watch the cutscene with Deputy Gorham, and then go pick up the weapons. You'll get two sticks of dynamite (ahh...). Now head back to the other building. No way about it, you'll have to walk through water to get in to the other building. Walk in through the double doors and into the other room. Hop up on the gantry, and take out the Maraisreqs and the mutate. Now toss the dynamite at the biomass, which should take out most of its life. You should easily be able to shoot it to death now. Or, conversely, you could just Blood Rage and waste it up-close and personal, but you are bound to lose a little more life this way since you have to stand in the water. Doesn't really matter, because outside you'll find some more mutates to munch on. Proceed to the next level. 4E. The Hill: ------------- This is the secret level that is unlocked by using the cheat BRIMSTONEINTTHEBOYOU. To get to this level, merely enter the cheat before finishing Town Hall. There's nothing special here. The first three houses hold Maraisreq and mutates, the last a nest. To get into the first two houses, jump up onto the second story balconies. To get into the third, there is a weak spot in the back left side, if you are facing the front of the house. The fourth house's back door is open, and the nest up on the second floor. 4F. The Beauregard House: ------------------------- Head straight, wasting Maraisreq and mutates as you find them. When you reach the house, jump up onto the second floor balcony and waste the two mutates. The door on the right is locked, but the door on the left isn't. If you go in the left door you'll find some shiny dynamite. Jump from the balcony up onto the roof. You'll see a chimney, into which you should drop down. Use your physical attack to break through the chimney once at the bottom and then slaughter Maraisreq and mutate to your hearts content. Upstairs you'll find two...err...one...survivor. There are four doors in the corridor: the one you came upstairs through, two on the left wall, and one at the far end of the hall. The first one on the left is locked, the far one at the end of the hall leads back outside. Enter the second one on the left and kick through the wall, watch the cutscene, etc. Downstairs you'll find a lift (beware the toilet monster!!) and hear some complaining about batteries and such. Head outside and go into the door on the ground floor of the other part of the house. Grab the battery (behind the car, next to the barrel). Take the battery back to the lift, and head downstairs, where you'll find another biomass. There really isn't a dry place to stand here, other than on the bricks right in front the biomass, so the dynamite isn't exactly helpful. Blood Rage and waste it. You'll find some easy-pickings mutates to munch on on the way to the next level. 4G. Colonial Power: ------------------- On the roof of the building you'll find some more (very useful) dynamite, if you don't have dynamite left over from the last mission. Head to and in through the front door, killing Maraisreq and mutates as you go. Once inside, Maraisreq will pop out of walls and barrels and possibly try and kill you (omg, really?). Head upstairs into the control room and hit the switch next to the now dead (or at least he will be in a minute) mutate. Now head out of the control room and hop down to the wheel thing nearest to the biomass, killing Maraisreq and mutates as you go. Toss the dynamite at it, and then shoot it up. Tada! Cue cutscene and gratuitous jiggles! 4H. City of the Dead: --------------------- Cutscene! You can kill the Maraisreq that are still hanging around and then pick up the leftover weapons inside the mausoleum, or you can head straight through the hole in the wall to the next level. Your choice. 4I. Old Town: ------------- This mission's basic premise is easy: follow the Maraisreq. It plays out a bit harder than that because you can't get too far behind or ahead of it or you lose it, and you need to stay on those damn powerlines! Jump from roof to roof, and run along the powerlines. Don't stop to feed and don't stop to beat stuff up or you'll lose the Maraisreq and have to start over. 4J. Queen of the Underworld: ---------------------------- Another easy mission: follow the blue dot. You'll find some mutates to munch on to restore any health you lost on the last mission, and on an island on the far side of where you started you'll find some dynamite (which isn't helpful). Jump from boat to boat until you get to the one with the objective. Cutscene, followed by a monster freaking boss that wants to have you for dinner. Cue cutscene and end of Act 1. ------------------------------------------------------------------------------- 5. Act II - Argentina ------------------------------------------------------------------------------- 5A. Infiltration and Execution: ------------------------------- Ah, the real start of the game, and now the fun begins! Head towards the blue dot, killing the mobile feeding stations as they come to be harvested. Take your time to meander and beat the Nazis up. Your target, Braun Mekay, can be found by heading out from the starting point and hugging the right wall. When you reach the open area, jump up to the third level and run to the door on the left side. You may want to pause before busting through the door to listen to the joke being told. You have three options for beating Braun (which are the same for all of the other targets): 1.)Blood Rage and waste him, 2.)Shoot and dice him up, 3.)Use Dilated Perception and feed on him. Rayne is the fastest being (pretty much) in the game; she can circle strafe far faster they anyone else can pivot, so it's a simple matter to get behind him and then feed on him. After you take out Mekay, you have three choices. Although you really don't have to do them in any order, you'll probably want to do The Barracks last, otherwise you'll miss a cutscene that only seems to happen there that, though not too terribly intrinsic, will make Rayne's line after killing the last target make sense. At some later date I'll give the paths to each area, but I'm as confused as you are about the exact path, I imagine. Just follow the blue spheres. 5B. The Dock: ------------- When you enter there will be a guard-station on your right with some Nazis in it. They may decide to set off the alarm, or they may just die quietly. If they do, feel free to bash it. You have your choice of targets and routes you can take from here, which I've (conveniently) given an arbitrary number system and a spiffy ASCII state diagram (0 is the starting point, and I know I've missed some connections, these are damn hard to do in ASCII...*is finished with the diagram*...odd...looks like an airplane...). 1.)Behind the guard-station is a door, and at the end of the hallway is another door you need to bust through. You'll get a short cutscene, and then you'll be in a wide open room. On the third floor gantry to your left will be Stefan Gustafson. Waste him. There is also a lovely Panzershrek here, and you might be able to get to it before that fool wastes all of the ammo! 2.)At the end of the room, next to a tank is a door. Take that out and you'll be at a sub dock, and in front of you will be Nicholaus Reinhardt. Waste him. 3.)In between where you entered and where you wasted Gustafson is a door you can bust through. Bust through it and you are in a hallway type area with doors and rooms off to the sides with plenty of Nazis to take out. At the end is a door leading out to the second level of the sub dock. Read 2.). 4.)Facing the water in the sub dock, there is a door to your right and a door behind you. If you take the door behind you, read 3.) backwards. If you take the door to your right, read 5.) 5.)You'll enter a hall that goes in either direction. If you go left, read 6.), otherwise read 7.). 6.)Long, long hallway that dead ends. At the end on your right is a door that leads to a second level gantry. Hop down to the first floor, and take the door on the other side and go up the stairs. Read 7.) backwards. 7.)Long hallway with room offshoots with on each side with plenty of Nazis to waste. Take a right at the next hallway and run into the bathroom at the end. If you don't raise much ruckus, Timitheus Tischler will be in on the pot, otherwise he'll be out running about the bathroom. Waste him. If you've taken out everyone, head back to where you started, otherwise, read 6.) backwards if you haven't dealt with 2.) yet. /--1 / | / | /----6 0-----3---5-| | \ | \----7 \ | \--2 5C. Communication Breakdown: ---------------------------- Pretty straightforward, just follow the blue sphere. After a bit you'll see a cutscene of your target going down on an elevator and a guy taking the battery. Enter that room, go in the door on the far end at your right, and up the stairs. Go through the next room and out into a hallway; take a right. Go in the door on the right, and the guy with the battery should be in there. Waste him, get the battery, and go back to the lift and take it down. Go through the door and straight through to the next one and you'll find J. A. Cotter too busy to pay attention to the fact that he is about to die. Waste him. For an interesting easter egg, if you haven't already been in there, after taking out Cotter, take the other door out, and then go in the door on the right and you'll be in a room with a crate and a shovel. Break open the crate to see the Ark of the Covenant. Now, head back upstairs and take a left at that hallway and enter the door at the end. Don't worry about the room on the right, you'll be coming back to that in a bit. For now, jump to 5D., then come back to here. Now go into that room. In the guard room on the other side is the communication center you can use to contact the Brimstone Society. After doing so, you are told to destroy it. Head back out and take a left in that hallway. Go all the way down to the end and you'll see a weak spot in the wall, kick it out. The dynamite is on the second shelf (easy enough to see by the blue sphere). Take it back and blow up the communication center, then head back. 5D. Thule Chapel: ----------------- Follow the blue sphere; it's a one way path to the chapel. Once finished with Von Blut, head back the way you came, and back to where you left off in 5C. 5E. The Barracks: ----------------- Run down to the end of the hall. There will be a quick cutscene, and afterwards, take a right. You'll see two doors. You can either take the left or the right door, though the right one is quicker. Assuming you take the right door, you'll enter another room with some Nazis. Down at the other end is a door on the right that leads to a hallway and at the end, a mess hall type area. You'll see two Nazis run in through a door on the right. You can go in either and inside you'll find Ruprecht Reiner. Waste him. If he is the last objective from Infiltration and Execution, you'll get a turnkey off of him for the door, otherwise you'll get it off one of the other guys. If you got the turnkey off him, go to the locked door, otherwise head back to where you came in. You'll be back here later. Once down in the basement, take a right and run down to the end of the room, then another right (two cutscenes in here). Follow the truck out. 5F. Lurking Underground: ------------------------ Follow the truck down the hall, and enter the room at the end. On your right will be some windows, bust one out and hop through. Do the same with the other set of windows in the room you end up in. As you walk out, there will be an explosion on your right, and some windows up above a door will shatter. Jump through them. As you enter, on your right will be a guard room with a locked door. One of the windows will be a type you can bust out and get through. Cue cutscene. After the cutscene, hit the switch, and go through the door that just opened, and then down the lift on your left. 5G. Death's Quarters: --------------------- If you are in need of some weapons, spend the time to bust open some of the boxes as some of them contain weapons. Now head down the hallway and bust through the door. Head down to the other end of the room (some Daemites will pop out of the vents), and take a right, and you'll be able to get the drop on a Daemite with a body. Head through the door and into the next room (more Daemites, with and without bodies). You can find some more weapons and some grenades in the locker area on the left at the end of the room, otherwise, head through the door. Cutscene! Now waste what was R. Wauher. Head down to the end of the room, take a right, then a left (it's all pretty linear, you can't miss it, and neither can you miss those pesky Daemites). Eventually you'll get to a door you need to bust through. You'll see a room in front of you filled with water, and if you walk up to it, it'll show you where you need to go. Go to the door it showed, cue another cutscene. Now walk into the water and the floor will fall through. At the bottom, off to your right, will be a gantry, and in front of it a weak spot in the wall. Bust through the weak spot and head up the stairs to your left and watch all of your pretty guns go bye-bye (*sob* goodbye Panzershrek with still three shots!! I barely knew thee!). Take a left at the top of the stairs and down to the lift and the end of this level. 5H. Hell Hall: -------------- After coming out of the lift, take a left, and then another left and go down to the end of the hall and through the door. Take a right, and then cue cutscene. Hit the switch, then go through the door to your right and into the door that just opened. Now, when she says time to run, she really means it. If you stay and try and fight, it'll turn into one big bloody mess, with most of the blood being yours. Don't stop to hit someone, don't stop to feed, just keep running. After the cutscene, follow the Daemite with the grenade launcher. DON'T go the other way, across the hallway, not because of the machinegun bullets (which probably won't even hit you), but because you'll end up in one giant Daemite tentacle demon mess, and as exciting as that may sound, it isn't. Hit the switch to stop the grinder (or whatever the heck it is), and go across and up the stairs. When you finally get to the Daemite, hit him, and he'll fall into the grinder, grenades and all, which conveniently somehow make it through undamaged. Head back down, and grab the grenades. As soon as you are across, hit the switch for the grinder thing again, and you'll waste some of the Daemites that came down the stairs after you. Head back to the hallway with the machinegun nest and toss one of the grenades into the hallway. After the explosive mess, head down the hallway and into the lift. 5I. The Laboratory: ------------------- As soon as you can, run to the windows and start pounding on one of them. It'll probably take three to four hits to destroy it. After the gas goes in, wait a moment for it to dissipate before jumping in to turn off the alarm (which, consequently, opens the door that closed earlier). Head through the door, and hop up onto the second level gantry. Hit the switch, and then head through the door it opened. At the end of this room, you'll see a cutscene. After the cutscene, head to the door on the left side of the room. On your right you'll see a weak spot in the wall, bust through it. Head straight into the room with the Daemites and on the right you'll see a weak spot in the wall, bust through it. At the end of the room on the right there will be some windows you can get through. Once through, head back up the hallway and on your left will be another set of windows you can get through. At the other end of that room will be a weak spot in the wall, bust through it. Head to the door on the left side of the room and go through it, and then go down the hallway. Cue cutscene and your fight with Kommando. After beating Kommando, jump up to the second level gantry (if you aren't already there) and hit the switch. Hop up to the third level gantry and go through the door. Go into the door at the end of the hallway, cue cutscene. Same as before, take out the glass and the gas will kill P. Eckstein. You'll move directly on to the fight with Dr. Bathory Mengele after this. 5J. Hell Hall: -------------- Yes, it's named the same thing. After beating Mengele, jump down into the pit. Head down the hall, and take a left in the room. At the end of the room some Daemites will pop out of a shaft. Hop down the shaft. 5K. The Mill Mile: ------------------ If you look up and to your right you'll see a little ledge up above you. Jump up to it (jump on the machinery next to you and then up to the ledge), and then head down to the end of it, where you'll find a window you can bust through. On the opposite side of the room, about the halfway point between the other two walls, you'll see a switch. Hit it, and it'll start the crushers on the conveyor. Run over to where the crushers are and hop up onto the conveyor. Switch to Dilated Perception so you can get through (you have to run underneath them). Hop down into the room, and up onto the first conveyor on your left, and head through the wall. Head through the conveyor hole on the left side of the room. At the end of the conveyors in this room there are drop bin type things. Unless you want to start the level over, don't fall/climb into them. On the right side of the room there is a switch, hit it, and head through the door it opened. Head to the lift in the next room, and Rayne will complain about a battery, which can be obtained from the fork lift at the back right of the room. Head down the lift. Follow the blue sphere, and at the end you'll find two nice, big tentacle demons (dunno what their actual name is...>_>). Blood Rage to take them out. After you kill the two you have to, another one will bust through the wall. I recommend just running from it, through the hole it just made in the wall. In the next room, on the opposite side on a third floor gantry is a switch. Hit it, and it'll bring the lift up. Jump down to the lift and to the next level. 5L. Deep: --------- Head straight ahead and into the room at the end. On the back wall, towards the right you'll see a weak spot in the wall, bust through it and go into the next room. Look to your right and you'll see two doors, one with boxes in front of it. Destroy the boxes and then bust through the door. Head across the room and into the hallway; go all the way to the end of the hallway and bust through the door on your left. Inside you'll find J. Ecker, waste him, and get the detonator off of him. Head back out and go back up the hallway. On the left you'll see two doors, go in either of them. Go through the double doors at the end of the room, and then go through the doors on your left. Take a right and head down to the end of the hallway. On your left you'll see a door, go through it, and at the back of this enclosure you'll find a switch. Hit it, and it'll open a door; go through the door and down the hallway. In the next room you'll find the dynamite. Now, you can either go back the way you came (if you want to avoid enemies for some bizarre reason), otherwise follow the blue sphere and it'll take you to where you need to use the dynamite. Set the dynamite, then head through the hole it opened. Head down the right side of the shaft, and through the doors to the next level. 5M. Deeper: ----------- Head down the shaft and take a right at the dead end. On your right you'll see a bunch of boxes and barrels stacked up. Destroy them and go down the hall into the next room. At the back right there is another door; go through it and, even though you have no reason to, hit the machine with the flashing red light (doing this now saves some backtracking later) to activate a water pump. Head back out into the mineshaft and continue down. When you come to the junction, head down either the left or the middle shaft; they both end at the same point (the left tunnel has fewer Daemites to deal with). As you head down, you'll see a hallway on your right blocked off with |
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Another Bloodrayne Walkthrough :
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