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 BloodRayne walkthrough (GC)

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PostSubject: BloodRayne walkthrough (GC)   Fri May 08, 2009 6:30 am



Part 1: Brimstone in the Bayou - Mortton, Louisiana

#L0# - Training
#L1# - Sanctuary
#L2# - City of the Dead
#L3# - Ghetto
#L4# - Town Hall
#L5# - The Hill
#L6# - The Beauregard House
#L7# - Colonial Power
#L8# - City of the Dead(Again)
#L9# - Old Town
#L10# - Queen of the Underworld

Part 2: The Skull of Beliar - Unrevealed location, Argentina

#A1# - Infiltration and Execution
#A2# - The Docks
#A3# - Communications Breakdown
#A4# - Thule Chapel
#A5# - Communications Breakdown(Again)
#A6# - The Barracks
#A7# - Lurking Underground
#A8# - Death's Quarters
#A9# - Hell Hall
#A10# - The Laboratory
#A11# - Hell Hall(Revised)
#A12# - The Mill Mile
#A13# - Deep
#A14# - Deeper
#A15# - The Temple
#A16# - Temple Internal
#A17# - Temple Guardians
#A18# - Daemite Chamber
#A19# - Dante's Inferno
#A20# - Walls of Jericho

Part 3: Final Showdown - Castle Gaustadt, Germany.

#G1# - Emden U-Boat Station
#G2# - Red Summit
#G3# - Old Gaustadt
#G4# - Unholy Mecha
#G5# - Teachers and Traitors
#G6# - Nightfall
#G7# - Courtyard
#G8# - The Windmill
#G9# - The Bridge
#G10# - Doppelganger
#G11# - Of Wulfs and Demons

Game Sundries(attack techniques and such)

Easter Eggs/More Fun Stuff



Version History



This stage is easy, shouldn't require much help. One thing to be
careful about is not to do much exploring. If you run 'out of
bounds'(you'd have to go out of your way through water to do this),
you die instantly like you fell off a cliff. Just follow Mynce and
her instructions, and there won't be any trouble.


The same exploration note applies - don't go out of bounds. Not
too tough otherwise though. This applies for all the swamp levels
really, so this'll be the last warning about it.

There are lots of weapons in the church, so load up. You can usually
get the jump on the guys out front, by going out the backdoor and
sneaking up on them, although there may or may not be someone there
as well. Just kill as you please, and follow the blue glow to the
Wall. After the cutscene, hop on the phone wires and follow the new
glow to the next stage.

Fun Stuff:

Jump on top of the steeple and slash the bat out of the air.
Break the cross on top of the steeple(Eeek!)
Destroy Mynce's reading material.


This graveyard's about to become a lot more populated. Jump off
the phone wires to the gate, kill the goon and grab his shotgun if
you want it. Whenever you want or run out of fresh meat, head out
towards the middle, carefully hopping from tombstone to tombstone,
and kill the Maraisreq's instead(A shotgun is good for this, since
they're clustered togather, but it's not neccesary). After they're
dead, it's a lot more jumping to get to the biomass(monster nest)
at the end.

If you're not confident in your jumping abilities, and/or you're low
on health and don't want to chance it and the encounters on the way,
there's a phone line running outside the left fence that you can use,
that will save you /some/ of the trouble if you use it, but not
all. You can also run and jump along the fence itself almost as
far as you need to(farther then the phone line), but it's a little
tricky(if you take it slow, less tricky then the water jumps though).

At the end is the biomass/nest. Killing it is easy if you use
Bloodrage. If not, it may take a bit of work. I recommend using
Bloodrage. Charge it and wiggle around a little to hack its 'arms'
off so it can't hurt you any(it won't hurt you much to begin with),
and hack it to pieces.

After the cutscene, exit through the door in the wall, in the
direction of the blue glow. There's a handy mutant nearby to
harpoon if you want to test it or need life. If you stand around,
Mynce will offer the occassional bit of advice.

Fun Stuff:

Nothing I know of, unless you want to abuse Mynce and get her
mad(you can also do this in the Sanctuary or Training). Note
however that you can harpoon her all day and not get her angry.
She'll just make pained groans, some of which are vaguely lewd


Pretty straightforward - make your way through the small amount
of swamp, towards the houses with the blue glows. There's four
of them, and you'll want to start on the far right.

Note that a second type of Maraisreq shows up here, one that's
bigger and orange-shaded. They fight about the same as the
regular ones, but they take more hits to take down, so be aware.

Starting on the right, the first house you enter by going in the
back door. There are three ways to get onto the back steps:
Go through the water. Go to the edge of the ground on the
right side of the second house and jump(you can make it with a
rebound kick). Or jump onto the roof and drop down from above,
which you can do easily by jumping and rebound-kicking from the
phone lines in front. Kill and break stuff, and you'll find
a survivor to rescue. Then you're finished here.

Head to the next house over. There's a wall on the right side
that you break down with your rebound-kick to enter through.
Inside the back of it is another nest, so Bloodrage and hellmurder
it to death. When you're finished, you'll gain a third attack to
your normal combos.

The third house has two methods of approach. The first is to
run in the front door, but you have to go through a lot of water
and some enemies. The second is to jump onto the upper 'porch',
jump over to the roof of the fourth house, and then jump back
and attack a window on the second floor to get in. The first
window towards the front will put you right in the room with the
next survivor, so I recommend doing it that way.

Once you've destroyed the nest and rescued both survivors you're
technically finished here, but you can enter the fourth house if
you want. You have no choice but to go through water(you can
break through windows on the left side, but you'll still probably
touch water), but inside is Dynamite, and a nearly-full M1918 GAR
auto rifle(one of only two you get during the Louisiana mission,
and the other you probably won't get as much ammo for).

Once you're finished either way, jump on the phone line and
follow the blue glow to the next stage.

Fun Stuff:

Nothing really, unless you count getting dynamite and a belt-fed
rifle to use.


The phone lines will take you onto the roof of your first
objective, but don't jump down to the ground on the other side
just yet. A mutate and a Maraisreq will start having a little
'disagreement', so wait until one of them kills the other one
first(The mutate will probably win.) After that, jump down or
run along the smaller phone lines in front to the ground, kill
whatever you need to, and enter the building.

You're going to be running through water here no matter what you
do, but there is a way to minimize your contact. First thing,
jump on top of the barrels outside the double-doors, and then
drop off them and run straight inside. You should end up
going straight up the stairs, where there may or may not be
someone to kill. Jump off the stairs onto the drums next to them,
then jump to the door, run through, and run to the left as soon as
you get inside, to run up another set of stairs. There'll be a
nest on the far side of the room, so Bloodrage and jump down to it,
or jump down to it and Bloodrage(whichever you prefer), and carve
it up.

Alternatively, if you still have the Dynamite from the last stage,
you can throw it at the nest from the upper platform and kill it
easily with two sticks. A stray Maraisreq or two might come
upstairs to attack you while you're doing this, but it'll keep you
out of the water.

Once you're finished, exit the building and run to the Town Hall,
killing as you go. If you want, there is another set of phone lines
which leads right onto the roof of the town hall, so you can avoid
most of the enemies and drop down in the back where you need to go.
There will still be one or two gun-toting mutates to deal with,
but less then there might be otherwise(approaching from the left
side or the right, causes an extra enemy to appear in the back
for each side).

To get in, jump up to the boarded-up window and attack it(there's
a guy inside, and he might shoot it out for you if he sees you
first) Kill the guy, and exit the room(wandering around the room
will cause extra Maraisreqs to appear). Take care of the jerks
at the top and bottom of the stairs. When you attempt to walk
down the hallway, two Maraisreqs(a big and little one) will drop
down from the ceiling, so be ready.

In the room on the left, there's another Big Maraisreq and a guy
with a shotgun. Kill them if you want, then rebound-kick through
the breakable wall on the right side of the hallway, and chat up
the Deputy. He'll open the cell door before he leaves, so head
into the office and stock up on guns and Dynamite before leaving.

Once you're done, head down the path, hop on the power lines,
and run to the blue glow.

Fun Stuff:

Nada. Bah, Humbug.


This is an optional level, accessable only by entering the
cheat code BRIMSTONEINTHEBAYOU before you get to it. The Hill
is basically More Of The Same, and not very fun, so I reccomend
skipping it and not entering the code, unless you want to see
it at least once. I think it was a 'prototype' version of the
Ghetto that they left in for people who wanted to see it.

You're presented with more houses to break, enter, and search.
Despite the fact that three of the four houses are two-story,
there's a more then passing simularity to the houses in the
Ghetto. Starting from the far-right:

The easiest way in, is to jump onto the second floor porch,
either by jumping on the lamp or the railing, and entering
through the doors(break a window and jump in if you need a
dramatic entrance). You can also enter through the back door
on the first floor if you want, but you have to run through
water, or jump down from the roof(And if you want to go up
through the roof, just go in from the second floor and save
some time). The blue glow is revealed as....nothing! So
move on to the next house to search.

Same deal here - jump onto the second floor. Or you can
break through a damaged wall on the right side of the first
floor. There's a sniper on the porch of this house, so
jumping up will take you right into his sneaking little face.
Again, nothing in the room with the glow, so move on once
you're done.

The third house you have to go to the left-side wall, and
jump up a little ways to rebound-kick the wall open. Inside
again is a great, wonderous nothing(except for the usual
monsters), so clear the glow and move on.

The final house, you can either go in the back door, or you
can jump on top of the tree on the left side, and leap into
a second-floor window(The Dramatic Approach). In this house
is a monster nest(finally!), so Bloodrage out to kill it, and
you're finished here. Run the powerlines and exit.

Fun Stuff:

REALLY nothing. Even this stage isn't fun.


It starts raining on this stage. Before you go anywhere, wait
awhile for the carnage to stop, as a mutate and a Maraisreq will
have another 'lover's quarrel' off to the right and ahead.

Once they're finished, run along the path to the house. You
can either go straight for it(take out the two snipers on the
second floor), or run the powerlines to the roof and skip them
for the time being. I reccomend going to take out the snipers
first, then clearing out the upper and lower parts of the
Garage(there's dynamite upstairs if you need it).

Either way, your goal is the chimney on top of the roof, where
smoke is coming out. Jump down it, break through the wall,
and Kill Stuff. There's two ways to go here, but I reccommend
going upstairs through the pool room(the room you dropped in
through) first.

Head upstairs and kill stuff, but be careful when you enter the
hallway, as there's a dork with an M1918 GAR who'll open up on
you. Kill him and take it if you need it(hopefully you get a
good amount of ammo), and enter the door on the right. There's
a guy with a shotgun in here, along with some dynamite on the
floor if you want it. Do the killing thang, then break through
the wall on the left side of the room with your rebound-kick.
Watch one of the survivors get murdered. Kill Mutate. Then
head back down to the first floor.

Enter the room at the end of the hall, kill stuff, and go into
the bathroom. Kill some more(A Maraisreq will jump right out
of the toilet!). Next room is an elevator. Hit the switch
with your blade, and you'll find out it needs a battery, so
head back to the garage and get it(it's on the floor in the
room where the car is parked). Head back and put the battery
in, and the lift will lower to a water-filled level with a nest
in back. The elevator can sometimes be a little annoying to get
off of, so don't use your Bloodrage until you're actually in the
water(or else you might end up going back upstairs and wasting
some of your meter).

Take care of business as fast as possible, and get back to the
lift(you can either hit it to go up again, or just jump up to
the main floor.

After that, you're done, so head down the pier on the left side
of the house, and run the power lines to the next stage.

Fun Stuff:

Watching a Maraisreq explode a toilet bowl is kinda funny, but
otherwise nothing.


Here, you can either run straight for the main building, killing
as you go, or you can hop on the power lines to the right, and run
straight onto the roof. Less encounters the second way. On the
roof is a couple'a dorks and some dynamite(if you need it, take it.
It's useful shortly).

Your entrance is the double-doors in front. Proceed inside and
kill everything you run into on your way upstairs. Upstairs,
break into the power room and hit the red switch with your blade.
The water level will lower, revealing a nest. Exit and head back
downstairs, killing as you go.

The easiest way to kill the nest is to jump out on top of the oil
drum like thing, and throw your dynamite at it(two sticks will
kill it). If you used all the dynamite, or you don't want to do
that for some reason, you can jump down and Bloodrage it, but be
careful not to get hit by the electricity sparking around.

After you kill it, you'll gain a fourth attack for your normal
combos, and automatically move on.

Fun Stuff:

Take a guess. Nothing.
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PostSubject: Re: BloodRayne walkthrough (GC)   Fri May 08, 2009 6:33 am


After watching a VERY gratuitous cutscene of Mynce, Mynce getting
eaten, and EVERYONE in the masoleum getting eaten as well(one of
the guys makes a really funny scream), head into the masoleum,
kill all the Maraisreqs, and stock up on weapons. It's your last
chance. Once you have what you want, head through the crack in
the wall.


This stage can be VERY annoying. The goal is to follow the little
jerkweed running home to his nest, but you can't let him get too
far ahead or behind you, or you'll lose track of him, and have to
do the stage over.

Use the 'radar' in the corner to track him(the brighter the glow
of the blue, the closer you are to him. The glow represents him),
and make your way carefully, but quickly, across the roofs and power
lines. Don't stop to attack or feed unless you have no choice, and
stick as close to the little running bugger as you can. Jump in the
water to shortcut if you have to. He'll more or less follow a path
that parallels the one you run on the roof, but he diverges once or

Once you reach the end of the path(a short power line that leads
nowhere), you'll see a cutscene and move on to the next stage.

Fun Stuff:

I don't know about anyone else, but I find that little noser to be
pretty amusing as he runs along. Very Happy Nothing else interesting
though - you don't have much time to see the sights.


The final Louisiana stage - make sure you have your Bloodlust filled.
If it's not, hack the mutates you find to fill it - it's more
important then full health right now.

Continue along until you find the boat where the ritual was held,
and then the Boss Momma will come out to attack you. Eek!

She's pretty easy, IF you Bloodrage. Let her get close enough
first(dodge her attacks until she does), then rage, and hack off
one of her long front legs. She'll drop down to the ground, so
you can charge and hack away at her exposed body. If she doesn't
die before she gets back up, hack a leg off again and repeat.
Hopefully your Bloodrage lasts that long. If it doesn't, do your
best to attack with your weapons - she should almost be dead
anyway(The GAR is useful for this, if you kept it this long).

If you have no Bloodrage, your job is harder. Unloading all
your weapons WILL cause signifigant damage, but not enough to
kill her. Attack her large front legs to knock her down, then
hack away at her belly. She'll recover faster(Because time
isn't slowed down like it is in Bloodrage), but it'll fill your
meter, so if you can't kill her this way, you should be able to
get a Bloodrage to use soon. She occassionally spits out
Maraisreqs, so be careful of them.

Once you kill her, you'll gain a third attack for your Bloodrage
combos, see an important cutscene, and move on. Congratulations,
you're done with the dull part of the game. Now the fun stuff

Fun Stuff:


After a cutscene, you'll skip to another cutscene five years
later. You are now in....

-~-~-~-~-~-~-~-~-~-~ -~-~-~-~-~ -~-~-~-~-~ -~-~-~-~-~ -~-~-~-~-~ -~-~


Your first objective here is to axe Braun Mekay. The layout can
be a little confusing until you get used to it, so I've included
handmade maps to hopefully help you out. I suck as an artist,
no mistake, but crappy maps are better then no maps, I /hope/.
These maps should, theoretically, be available from the same place
you're reading this(GameFAQS, presently) If they are not, they
can be found at:


The game is faster and more dangerous(and more fun) from this point
on, as Nazi soldiers are nicely-armed in general, and put up more
of a fight then anything in Louisiana did. Your new Dilated
perception(slow motion) will help you out immensely here. Things
to watch out for:

Elite Soldiers can block your harpoon/slash attacks from the front,
using either their guns, or knives if they're unarmed. They also
do some dirty tricks like jumping and rolling now and again,
usually only when they have no weapons. Shoot them, or attack them
from behind to kill or feed.

Alarm switches are everywhere. If someone runs away(usually when
they're badly hurt), the first thing they'll try to do is hit one.
When an alarm is activated, many troops will soon come rushing into
the room, so unless you want Maximum Carnage, it's in your best
interest to destroy every alarm switch you see with normal attacks.
Gunfire will also destroy them, but they're harder to hit that way.

A1 - Your starting point.
A2 - Two-story room.
A3 - Three-story room.
A4 - Target Range
A5 - Lounge
A6 - Garage/Sentry Station
A7 - Sentry Station
A8 - Two-story Room
A9 - Sentry Station

E1 - Communication Center
E2 - Submarine Docks
E3 - Barracks

Braun Mekay is hanging around in the lounge, listening to his
men tell dirty jokes, so that's your objective. You can go
straight there, or run through the level killing people and
collecting guns, however you feel like doing it. If you're
after weapons, rooms A8 and A3-A4 are your prime choices.

A8 is a very large room with many guards. At the far end is a
a guy sniping at you with an MG06 machine-gun. When you approach
him, he'll drop it and run for the alarm without a fight. There's
a weapons cache in the security room nearby the machinegunner,
including the only grenades to be found on this level.

A3 is a three-story room with LOTS of guards coming in from various
places. There's a weapon's cache in the security room on the third
floor, and more guns in the target range(Including your first rocket
launcher, a Panzerfaust. Yaaay!)

When Mekay is dead, you have your choice of where to go next, E1,
E2, or E3. I would reccommend going to the Sub Dock, then the Comm
Center, and the Barracks last.

Fun Stuff:

Pause outside the Lounge door before breaking it down, and you can
hear the troops exchanging a really stupid joke.


The Sub Dock is a very large level, but fortunatly fairly linear in
most places. The entire level more or less runs in a circle, so
you can start in one place, do everything you need to do, and end
up back at the start without going out of your way any. Plenty of
Cool Firepower is available here for the pickin's, so take your
time and shop around for what you like.

It doesn't really matter which direction you go or who you chase
down first, so do whatever feels good. When you kill your first
officer here, you'll gain you fifth(and last) normal attack.

When you've killed all three officers, and collected whatever
you wanted, you're finished here, so head back to the start,
and you'll return to 'Infiltration and Execution' to pick another
location to go.

A1 - Garage(Start)
A2 - Submarine Bay(Nicholaus Reinhardt)
A3 - Three-story room(Stefan Gustafson)
A4 - Relay room.
A5 - Mess hall
A6 - Two-story Boiler room
A7 - Bathroom(Timitheus Tischier)
B - Barracks Rooms
S1 - The 'S1' entryways connect a section of the map that almost
completely overlaps the rest of it, and couldn't really be drawn
even slightly inaccurately, without really screwing the map up
worse then it is. The 'S1' points are where you enter/exit on
the 'big' map, and the little section off to the left is what

Fun Stuff:

Catching Tischier on the hop(Prime target for a rocket launcher or a
grenade over the top of the stall door)

Soldiers in the Mess Hall will kick over a table in a panic when you
come busting into the room.

For giggles, shoot a rocket up at Gustafson, and you can collapse the
third floor catwalk system. Very Happy


This level is pretty straightforwards. It also has some fairly
good weapons laying around as you go, so shop 'till you drop.

When you reach the large two-story room, J.A. Cotter will go down an
elevator and instruct a soldier to disconnect the battery so he can't
be followed. This guy will then run away /with/ the battery, so
chasing the little punk down is your first objective.

You'll eventually find him in a storeroom nearby the communications
center. Kill him, and the battery's yours(note he's carrying an
assault rifle, which you usually only see Elites and Officers doing
normally). Don't miss the Armory here(get in by breaking down a
weak wall in the hallway) - you can pick up a Panzershrek. You'll
come here later anyway, but it'll 'respawn', so this way you can
get two.

Go back to the elevator, plug in the battery, and down you go.
Go through the door, through another door immediately ahead of you,
proceed to stab generalSTABsinformationen to pieces, and you're
ready to move on. Head back towards the communications center,
and enter the sliding door at the end of the hall....

Fun Stuff:

Don't miss the Ark of the Covenant in the large room with the
elevator. Indiana Jones wouldn't.

Pause outside the room J.A. Cotter is in, to hear him having an
annoyed-sounding conversation with a soldier in the Laboratory.
o/~ Something's Going On Down There...

You can hear snippets of a Nazi speech repeating itself in the
communications center. Rarely, you might hear something more


Easy enough level. Proceed and kill until you reach the Chapel.
After a short cutscene, you'll enter your first Character(boss)
Battle. Very Happy

VON BLUT - Master of the Shovel of Spanking

Von Blut is a coward. That much is obvious by the fact he keeps
a Kaxik MG08 machine gun and armor plating behind his pulpit.
Attacking him head-on is futile(and a good way to get shot up

The only way to hurt him is to attack his exposed backside(Well,
Rayne DID want to spank him with that shovel. Guns work just
as well.) Hide behind nearby pillars until he stops shooting to
reload, then get behind him and SPANK that preacher!

Physical attacks don't work very well because he'll just roll to
the other side of the room before you get too many hits in, so
use your guns(save your rockets if you have a launcher, they're
not too useful here.)

Soldiers will occassionally run into the chapel, so watch for them
in case you start getting shot and it's not coming from Von Blut.
If you get low on life or firepower, they'll give you a fresh
supply of both.

He shouldn't take very much punishment, although it can take some
time if you have trouble hitting him often. Once he dies, he'll
drop his MG08. Grab it if you want, investigate his body for
papers, and head out the way you came.

Fun Stuff:

The chapel usually gets DEMOLISHED by the time you're done fighting
Von Blut, with all that gunfire going around. If you feel bored,
try attacking one of the pillars yourself. You can whittle them
down with a lot of attacks, until there's barely anything left of


Enter the communications center to your immediate left, and contact
Darkman on the radio equipment. He'll tell you to blow up the
equipment after you're finished, so the Nazi's can't call out for
pizza anymore. Duck in the side-room for grenades and guns if
you want, then head out and down the hall to the armory.

The explosives will be on one of the shelves, so grab 'em, return
to the radio, and get out of the way before they blow. Once the
radio's reduced to scrap, you're finished here, so head allll the
way back to where you started, and return to Infiltration and
Execution for your third, and final destination choice....


Almost immediatly upon entering the level, you'll encounter a
locked door which you need a keycard for. If you took the same
order this FAQ uses, that card will be on the next officer. If
not, it will be on the last officer you kill in the other two

This area is fairly straightforwards as well. Go down the hall.
The first door is a supply room which you can search if you want.
A damaged wall you can break with your rebound-kick will lead
into a security area that's normally locked. I reccomend going
this way, as you can pick up good guns and another full
Panzershrek here. Either go through the security area, or
take the second door outside in the main hallway, and you end
up in the barracks.

Enter and commence the slaughter. You can go down into the
locker/shower rooms and get guns by wrecking the lockers if you
need them.

When you enter the barrack's mess, two guys will run for it into
the next room(the kitchen) where Ruprecht Reiner lays into them
for being chickens. Kill everyone, get the keycard(if this is
your last officer between the three areas), and head back to the
card-locked door.

When you open the door and head down the stairs, you'll find
yourself in a large parking garage, with loadsa weapons. Don't
hesitate to abuse the machineguns here - there's four MG08s,
and two MG06s. There's also a Granatewulf grenade launcher
in one of the crates - your first of these little beauties.

Head through the wide archway into a smaller garage, and you'll
see an officer driving away. His driver tries to dissaude him,
but he just tells him to keep going. You have to give this guy
credit for guts, given what he's going into. In the room are
more enemies(naturally), and three more MG08 machine-guns,

Before you head through the garage door, make sure you have
the weapons you want. You won't be coming back this way

Fun Stuff:

Crushing the three guys under the vehicle lift in the garage. Very Happy
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PostSubject: Re: BloodRayne walkthrough (GC)   Fri May 08, 2009 6:35 am


First thing you'll see is the officer driving down the hallway.
Follow him, and things'll start getting weird very shortly.
Smash an alarm to turn it off if it gets annoying(notice no
soldiers'll come running while it's on though).

The second garage door is locked, and the controls have been
destroyed(intentionally?), so break some windows and go through
the sentry station into the next room.

Things get even stranger here. You'll soon see an explosion go
off, so head in its direction(jump up and go through the upper

This room has good weapons in it, so search it if you want. You
may need them shortly if you're not already stocked. You'll see
a sentry room with three dead guys in it, and another sliding
door at the end of the room. The door is locked, and the switch
is in the sentry station with the dead guys, so head back and
get in through a window. Then get ready to fight like mad.

The moment you enter, a horrible SCREAMING will break out, and the
dead guys will get up! Eek! Their heads will be pushed off and be
replaced by these disgusting, gibbering demon-head things, another
one of the 'possessed' soldiers will follow you through the window,
the music will change, and it's ON.

This is your first Daemite encounter, so get used to it now. You'll
be seeing lots more. There are four more of them outside the
sentry station, so you're fighting eight in total.

Daemite-possessed soldiers are /fast/, and aren't stopped by little
things like extreme pain, bloodloss, and dismemberment. They also
make disgusting noises, and /enjoy/ being hurt. You should always
have at least one at every party, but exterminate them all for now.

Be careful with them though, as they can be surprisingly tricky
because of their resiliance. They can do quite a bit of damage
hand-to-hand if they catch you, and they won't /stop/ attacking you,
even when they have no arms and legs(They'll hop after you on their
stumps and headbutt you or something).

Worse, after you kill them, you'll sometimes have to deal with a
'pure' Daemite that gets free from it. They can't do hardly any
damage to you, but they hit you easily, fake being dead sometimes,
and can 'paralyze' you with hitstun easily in large groups for
others to waste you.

If they give you a hard time, you /can/ catch a break. Jump out the
windows above the garage door you came through, and they can't
follow. If you have a rocket launcher, you can damage any that
run against the door by shooting it from this side.

Once they're dead go back, hit the switch in the sentry room to
open the door, kill more Daemites, and exit the level.

Fun Stuff:

This level's Fun Stuff cancelled on account of disgustingness.


You're now in the underground barracks. Grab a gun or two out of
the crates if you need them, and proceed into the level. Most of
the Daemites you encounter here are unarmed, so be wary - they do
more damage hand-to-hand then with guns.

It also pays to watch ventilation ducts from this point on, as
Pure Daemites have a tendency to bust out of them like second
rate Supermen.

You'll eventually come to a barracks room with a small door, and
a passageway leading into the bathroom/locker room. If you need
firepower, go into the bath area first - you'll find a shotgun in
one of the toilet stalls, and guns and grenades by the lockers.
After that, head into the small door.

When you attempt to go through, you'll see a small cutscene where
Rayne 'scientifically' observes her next target being possessed
by a Pure Daemite. Shortly afterwards, another fight begins.
There are more ooglies just one hallway over, so be careful -
the possessed officer and his men aren't all you'll have to cope
with here.

When you kill the officer, you'll discover him to have been
General Major R. Wauher, R.I.P. You'll also gain a new attack -
the ability to use your harpoon in midair.

The next few areas are nice and linear, so just head straight
through them, until you come to another door you need to rebound
kick to break down. If you've got weapons left that you'd like
to shoot off for kicks, do it now - you'll lose them shortly.

When you attempt to enter the watery area, the camera will pan
to the right passage to show you a blocked doorway. Go this way,
jumping out of the water as often as you can. There's nothing
useful down the center or to the left(just a flooded bathroom
and shower).

The door is blocked, but 'there must be a way through'. Walk back
across the rubble and onto the floor a little. The floor will
break, and you'll fall into a lower area which is also flooded.
Look off to the wall on your left, and you should see a damaged
section to break with your rebound-kick. Go through. If you
have any guns left, Rayne will complain that the water gunked
them up and drop them all, so you're now reduced to hand-to-hand.
Head up the stairs, down the hall, and exit the level on the

Fun Stuff

There are a lot of weird posters to look at scattered around.
I think some of them are on levels before this, but I don't
usually notice them until now.


This is very aptly named, and you'll see why shortly. Proceed
through, killing Daemites, and you'll soon see a cutscene with
the Butcheress outside on the rooftop, throwing poor saps into
a pit. Worry about her later - hit the nearby switch, and go
through the closest door. When you attempt to walk past the
elevator to go through the newly-opened passage, there'll be a
cutscene with a lot of screaming, where a ton of Pure Daemites
bust out of the elevator and start chasing you. Rayne will
attempt to barricade the next passage, but it doesn't hold.
Strategic Retreat time!

DON'T stay and try to fight. Bloodrage will only keep you alive
so long - when it runs out, you're as good as dead. The lady
says it's time to leg it, so get the heck outta there. Using
dilated perception is very helpful here, in avoiding getting 'hung
up' momentarily by the Daemites that fall out of the ceiling. If
you do wind up getting blocked, jump over them - don't try hacking
your way through.

When you run far enough, you'll see a cutscene where Rayne notices
a picture of the guy who brutalized her in Louisiana. Then some
Granitewulf-toting Daemite shows up. and starts going nuts with
the thing as he runs away.

The cutscene continues past two more DaemiteDorks manning a
machine-gun nest and blockading the hall to the elevator. If you
attempt to walk back towards it, Rayne will mentioned needing a
ranged weapon, 'preferably one that shoots around corners'. That
grenade launcher would be just the ticket, so get crackin'.

An important note: while you /can/ go down the machine-gun hall
now, and probably not die from the gunfire, the place will explode
automatically and kill you when you get far enough. So don't
bother. Simularly, if you attempt to go back the way you came,
you'll end up in an unlimitedly-respawning hall of Pure Daemites,
so it's not a good idea to do that either. Just move forward.

Hit the switch to stop the 'grinders' in the next room and run
across them. Our friend with the grenade launcher will probably
take another potshot at you when you reach the stairs, so take
care when heading up.

When you reach the top, you'll see the guy standing right next
to the meat grinder. If you want the grenade launcher(it's not
actually neccessary, but it is useful), feed on him and turn him
to one side, so neither his back nor yours(so YOU don't fall in)
is facing the grinder, and neither is the arm with the Granitewulf.
He's an Elite, so you might have to manuver a little to get behind
him for the bite.

When he dies either way, SantaDaemite's bag of goodies will fall
down the hole onto the floor below, so head down the stairs to get
them. When you try, a bunch of Daemites will chase you down the
stairs you came from, so IMMEDIATELY run across the room and hit
the switch for the grinders again, and you can turn them all into
pulp. Return back to the bag, grab the grenades, and it's time
to dispose of the HappyGunningMoronBrothers. One grenade down the
hall will do the trick.

The machine-gunners will leave their MG06's behind, so grab one
if you want, and take the elevator to the next level.

Fun Stuff:

Not much. I thought the cutscene when Mr. Grenade Launcher shows
up was REALLY cool though.


When you enter the first room, the doors will close, and some
jerk of a Daemite in the next room will start to fill your room
with poison gas, so break the windows to let the gas out. They
take four normal attacks(this is where one of the MG06's from
last level comes in handy - they shoot out the glass fast.)

When you do, the gas will flood back into the other room and
kill the Daemite's instead. Go inside, hit the switch, and
proceed onward.

The next room has a high number of Pure Daemites, and some
Daemites with guns, so kill them and stock up. When you're set,
head up the stairs, hit the switch to open the next door, and
move on.

There are more guns in the crates in the next room, and several
Pure Daemites in little containers. If you're careful, you can
sneak up alongside them and Assassin-gib them before they get

When you get a look into the next room, you'll see some new
soldiers - Red-Garbed Commandos, led by Kommando himself, firing
at a bunch of Pure Daemites from a makeshift gunnery nest.
Kommando will quickly order a retreat, and he and his men will
run away, leaving the poor regular soldier to a horrible fate.
Kill anyone who's left(including three unarmed Daemites in the
dark room. The door Kommando went through will be locked, so
head for the big garage-style door instead.

More Daemites With Guns in the next room. Kill them, filch
their stuff, and break down the damaged wall. Do the same
thing in the next room, where the imprisoned Pure Daemites are.
Head through the lab rooms using the big windows, killing as
you go, and break down another wall. More soldiers making a
last stand here, so help them out through mass homicide, check
your weapons, and move on - you're about to have another Character

After you head down the long hall and go through the cutscene,
you'll be up against...

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PostSubject: Re: BloodRayne walkthrough (GC)   Fri May 08, 2009 6:37 am


This fight can get /extremely/ manic and chaotic the first time
through, since you wind up in a large, three-story stage, with
Commandos, Pure Daemites, and Kommando himself, all lining up for
the next dance. Using dilated perception to slow things down is
almost a given.

If fighting on the ground floor from the start is too much of a
mess, head upstairs ASAP. Kill the stray Pure Daemites running
around, and Kommando, plus whatever Commandos aren't presently
having arguments with Pure Daemites, will head up after you
shortly. They'll have to scatter across the catwalks this way
though, so they're easier to avoid and take out. Once you've
killed everyone else, you can concentrate on Kommando himself.

Kommando isn't much harder then any other Elite or Officer is.
He's as fast as a weasel though, and takes a lot of punishment.
Attack him like you would any officer. Try not to fire your
weapons too much - you'll need everything you've got for the
fight coming up after this.

When you do a certain amount of damage, Kommando will throw
down a flashbomb and disappear. You'll be blinded momentarily,
and your senses will be screwed up(aura vision and dilated
perception won't function properly.). After the flash clears,
you can use your senses, but your aura-vision will be scrambled
for awhile longer, making it hard to find where Kommando is.
Rinse and repeat. Bloodrage isn't neccesary, and if you're
worried you might not have a full gage left by the time it's
over, don't use it. You'll need that too.

Once he's dead, take his turnkey, hit the switch on the second
floor, and head up to the third floor to go through the door.
Normal soldiers will be waiting, so have a couple for lunch if
you need to refuel.

When you go through the door at the end of the hall, Major P.
Eckstein will try the same poison gas trick that the dork at
the start of the level did. Deal with it the same way, and
get ready for the ugly fight coming up.

#A11# HELL HALL(Revised)

Same name, more hell. You get into another Character Battle
first thing here after the extremely gratuitous and innuendo
filled cutscene.


This fight will probably give you trouble the first time or
two. The Butcheress is /fast/, blocks frontal attacks, and
fights like a constantly Bloodraging Rayne. She can tear you
apart very fast, and it's hard to get away from her to
counterattack. Using dilated perception here is almost mandatory.

Because of this, I reccomend Bloodraging immediately, and
hacking it out with her. Do as much damage as you can as fast
as you can and as long as it lasts. Usually this will last long
enough for her to run away to one of the control consoles around
the pit, and give you a chance to put distance between the two of

Be careful when this happens, as all the blue-tile floors will
open up to reveal pits, and if you fall it's game over. Worse,
the crossbeams between them will electrify, and hurt you a lot
when you touch them. The safest place to go when this happens,
is to jump in slow motion to the side of the center-pit, and stand
on the little 'curb' between the ground and the glass. Be
careful that you don't fall in.

When you have some distance between you and her, fire like crazy
with everything you have, and you should be able to take down
what's left of her health, if you're careful about your aiming.
This is another place where the MG06 from earlier comes in handy.

Once the Butcheress is dead, you'll gain your fourth Bloodrage
attack. After the cutscene, jump down in the pit and continue.

There's not much to the rest of this level. Kill everything
you run into(you have to kill most of the Pure Daemites to move
on. They'll show up as blue glows on aura-vision), run to the
end of the morgue, kill more Pure Daemites, and jump through the
air duct.

Fun Stuff

Depends a lot on what you consider fun. The conversation with
the Butcheress is pretty entertaining if you like sexual innuendo
and breast footage that'd make Dead or Alive girls jealous. =P
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PostSubject: Re: BloodRayne walkthrough (GC)   Fri May 08, 2009 6:38 am


Don't go in the water. Go too far into the water and you'll
instantly die, just like the swamps in Louisiana. Head to the
right, and use the pipes to jump up to the window ledges. At the
end, you'll find one you can break and jump through.

You'll find yourself in a factory kind of place. Kill all the
enemies, and hit the switch on the far wall. This will start up
an obsticle tunnel(seen in hundreds of platformers and Star Wars
Episodes 1-2). Go through carefully, and work your way through
the next three rooms(You can pick up a grenade launcher, and a
Kaxik MG08 as you go). The doors are all locked, so you'll have
to use the conveyer belt holes in the wall and such. Hit the
switch in the third room, and go on to the fourth. Be careful of
the grinders(there's one by the MG08 guy), as they're instant death.

The fourth room is larger. Check the elevator, and you'll find
it's missing a battery. Kill stuff, find the battery(it's by a
forklift), and plug it in, then hit the switch to go down(there's
also some crates with a gun or two if you want).

Downstairs are more crates, including one with a hiding Pure
Daemite(from this point on, they can also hide in crates and
barrels, so be wary), and a Panzerfaust(Yaay!). You might
need the Panzerfaust shortly, so hold on to it.

Go through the next series of rooms, and you'll eventually see
a couple of Nazis running away, only to be confronted by a
Big Oooglie busting through the wall.

A rather crazy(and likely shortlived) firefight will break out
between the Nazis and the two Guardians, so let them slug it
out before interrupting. Unless you have the extra gibs
cheat turned on, the Guardians will surely win, so get ready
to fight them. They're the hardest non-boss enemies you've
seen yet.

Guardians aren't very smart, but they are Mean and Tough, and
take a lot of punishment. You may like to use your Panzerfaust
on them, or fire grenades down there if you still have a launcher.
Normal guns won't hurt them for squat though, so don't bother.
You'll have to do this the hard way.

Bloodrage will take care of them relatively quickly, but be sure
both of them are close enough togather to take on both with the
same Rage. If you run out, either hack at the Pure Daemites(if
there are any left) to refil your meter, or carefully engage
the remaining Guardian(s) until it is. Once both are dead, a
third Guardian will break through the door, but luckily you don't
have to kill it. Just run past it into the next room.

More Daemites here. Get up on the catwalks, and make your way
around to the little 'control' platform where the guy with the
MG08 is lurking. Grab it if you want(he'll drop it), and hit
the switch to open the lift below. Get on the lift, hit another
switch, and down, down you go.....

Fun Stuff

You can hit the little 'boiler' things in the first factory room
for nice explosions.

#A13# DEEP

This level might be in need of a map, but happily the Nazis
provide you in this case. You'll notice one posted here and
there, with handy red dots for 'you are here' marks.

The first thing you'll see here is a cutscene of a lot of Nazis
fighting it out with Pure Daemites. There is definitly a COMPLETE
lack of discipline down here now. Two soldiers will set up
a detonation charge, and J. Becker will order them to blow
it up to seal the tunnel. It'll trap the remaining men inside,
but as Becker points out, they're already dead. He and his
men will attempt to escape, see you coming down the elevator,
and make a run for it.

Here, you need explosive charges and a detonator to move on. You
can either head immediately to the right to get the explosives(but
you can pass this way anyway later from the other side), or head
straight ahead. So I reccomend going straight.

Attempting to go through the large door in the next room will turn
the camera to the damaged wall, so break it down and go through.
Destroy the crates blocking the door in the next room, break down
the door, and move on.

The next room has a good number of enemies, and leads into a
hallway. In the hall, the first door on the left goes into a
bathroom, where you'll be ambushed by Pure Daemites hopping out
of the toilets. There's nothing in here but them and a weak
gun, so don't bother unless you really need that gun. The two
doors on the right will lead into a barracks area that goes on,
but don't go here yet. Go down to the end of the hall and break
open the door.

You'll see J. Becker and his men running into the infirmary, where
they get ambushed by Pure Daemites and forced into a last stand.
Help them out by killing them, and pry the detonator from his
cold dead hands. Don't go into the double-doors to the morgue
unless you really need another weak gun, because you'll be
ambushed by several Pure Daemites. Do however check out the wall
just to the right of the entryway before you leave - there's
a weak section you can break through, to reach a Panzershrek.
Don't try to break open the ammo boxes - they'll explode.

Now return to the two doors and pass through the barracks, and
from the next room, into the barred security area. From here you
can see where you got the Panzershrek from. Enter the 'caged in'
area if you want to reach a storeroom, with some more good guns
and another Granitewulf grenade launcher(but you just got a
Panzershrek, so chances are you won't want it just yet.). You
can also get some grenades from the little boxes on the shelves

Continue on, and you'll notice a locked cell door, and an open one.
Go in the open one, hit the switch, and proceed through the other
doorway. The hallway will take you right into the room with the
explosives. Continue forwards through the various rooms until you
reach the place where you started the level. Be very careful of
what you break in this area - lots of stuff explodes on you.

Now go to the tunnel that was previously sealed up. You'll auto-
matically set the explosives so back up before it blows, then
proceed inside, and head down the rightmost track towards the door.
Go through, open the left door, and exit the level.

Fun Stuff:

Near the 'celled' area, there's a pipeline that has a valve you can
break. Breaking it will cause a gas leak, and it'll quickly set on
fire. Pursuing soldiers will get toasted, but notice the Pure
Daemites love it! They won't even chase you - they'll just dance in
the flames and enjoy the pain. =P
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PostSubject: Re: BloodRayne walkthrough (GC)   Fri May 08, 2009 6:40 am


This area is very linear, but also /extremely/ large. Far down
the tunnel you'll come across a branch to the right that's
barricaded by crates. This leads to one of the two Pump rooms.
You don't have to come here now, but you will later, so you may
as well pay it a visit while you're here. Smash through the
blockage, go through the small maintenance room, enter the pump
room, and hit the red switch. This does nothing noticiable now,
but lowers the water level in the route you'll go later.

Leave and keep going down the tunnel, until you reach a four
way intersection. The right fork is blocked, so you need to
hunt for explosives and a detonator again. Take either route
you choose - it doesn't really matter.

Keep going until you come across another blockaded tunnel on
the right, smash through, and head that way. You'll see an
officer running into the pump room, so chase after him. Dental
records(or whatever's left of him if his teeth are shattered)
will reveal the fresh corpse to be Otto Gottleib, and he had
the detanator you needed. Activate the pump in this room and

Keep moving through the tunnel, go through the door, and head
down the looooong passageway. You'll eventually end up in a wide
open area. Some dork on top of a building to the far left will
take potshots at you with a Panzershrek, so take that goon out
first before heading further into the area. When you reach
the small security room, break open a window and jump in. There's
a wonderful assortment of spare guns here if you need them, so
stock up and move on.

In the next area, you'll see two buildings, one of which has
smoke coming out the top. Kill anyone here you need to, hop on
top of that building, and jump down the hole. Keep going
until the flashbomb goes off, and look who it is! It's your
old buddy Kommando! Looking a little worse for wear, too.

The possessed Kommando can't really do a whole lot. He can
take a lot of punishment, in theory, but he tends to get
decapitated before much damage is done, ending the fight. Don't
forget about the guy on top of the shelves though - he's easy
to miss. Take Kommando's turnkey, hit the switch to open the
storage room, grab the explosives, and head out.

The way you came in will be blocked now, so go out the sliding
door. You'll end up in another large area, but before you go too
far, a large explosion will blast open a section of tunnel to the
far left. Take out the Daemite with the Panzershrek in the room
first so you don't get blown up by him, then head through the new
tunnel to find the source of the explosion - another Daemite with
a Panzerfaust and a twitchy trigger finger. You should
recoginize the room you end up in, so leave, head all the way
back to the four-way intersection, and head down the right

Blow up the blockage and head down the tunnel. Watch the floor -
there's a 'dented' section of it that collapses on you before
you go very far. Keep going, jumping your way across the
next two water pits, and go through the door. You'll be in
an odd looking tunnel, so head to the end of it, hit the gross
moving plant thing on the right, and you're off to the next

Fun Stuff:

Here and there in the mines, you'll notice doors you can break
down. Inside them are chicken soldiers hiding from the Daemites.
Very Happy Rayne occassionally says funny things when she finds them,
so they're worth poking at even if you don't need the free lunch.


This stage is a marked different to anything you've seen so far.
It /is/ a temple, but certainly not to any god you'd have heard
of. Pretty nasty place. Beat up the plant to open the
'sphincter' door, and head inside.

Your aura vision is very very useful in here, as the areas are
extremely large and confusing looking, and not easy to map, due
to their vertical nature. The blue glows will show you where to
head towards.

In the first chamber, you'll end up on wooden, broken catwalks,
getting shot at from all directions underneath. Head down the
stairs to the right, and then down again onto the 'ledge' from
there. Be careful when you get near one of the pore-looking
things on the walls - Pure Daemite come out of them. Follow
the narrow ledge into the next chamber, and jump on the branch
like thing when you come to it, It will lead near your
objective, so jump on the next branch that intersects, and
then jump again onto the 'tree trunk' looking thing that has
the door and the glowing light. You'll see another 'living
switch' just above the door, so hit it to open it, and drop
inside, down, down into the depths.

You'll end up by another set of doors at the bottom, so
open them, and exit the level.

Fun Stuff:

Not much fun about THIS place. Ew!


This place is even more disgusting then the last one. This time
your objective is VERY high up, so you've got some climbing to
do. There are two ways to go through this, so I'll describe
both: the easy and slow, and the tricky and fast(fast if you're
a good jumper):

For the easy and slow, jump over the water to the right, and
enter the passage you'll see a bit ahead of you in the wall.
Be careful when you come out the other side, as you'll be
facing a ledge where a dork with a Panzershrek is hanging out
at. Jump to that ledge, kill him and the other chump, then jump
to the next ledge to the UPPER-right(it's mostly red, and has
a path leading elsewhere across the chamber.

Head along the path to a tunnel going up, just like the last one.
When you leave, head along the ledge to the right, and go up
yet another tunnel. When you leave, jump up to the ledge to
the FAR UPPER left(you'll have to rebound-kick to get there),
continue along the path, and go through the next tunnel. Run
along the path at the end of it, up to the ledge. Then head
either direction, running along the ledge until you reach
a LARGE tunnel. Go through it, jump to the bottom, open the
doors, and leave.

Fun Stuff

Too busy washing the EWWWW from my hands. ;_;


As the name suggests, you've got some fighting to do here
later, but don't worry about it for now. Circle the ledge to
the other side of the room, until you see a ledge with a light
on it slightly higher up. Jump to that ledge(you'll probably
have to use rebound-kick again), and hit the living switch.
The camera will cut to the bottom of the pit and show you what
door opened(you'll also probably see a Guardian inside, but don't
worry about it either). Make your way down to the bottom, kill
what you need to, and go through the doorway. Don't miss the guy
with the Panzershrek if you don't have one - you may need it.

This next room is annoying. You'll see a ledge above you.
Jump to it before the Guardian can mess with you. Kill the guy
on it, then jump to the next ledge you see. Repeat ad nauseum.
Feed on jerks on your way up if you need health. The lights
in the wall can hinder you and make you fall if you accidently
jump into one, so be careful and use dilated perception to
minimize the chances of accidents.

Once you reach the top you'll see a short camera-panning, and
your new objective will flash - eliminate the Guardians! There's
one right near you to the left, so be careful.

How you do this is pretty much up to you, but it mostly comes
down to Bloodraging - you won't have enough explosives to kill
all three, no matter what you do. Luckily you don't have
to stay down there and take their beating.

There are places on the walls that are sloped enough for you to
climb to the next ledge 'level', and the Guardians can't follow
you. Daemites and Pure Daemites that haven't already jumped/fallen
down, can be found up there, to either replenish health, or hack
up to build Bloodrage.

Just like the last time you fought Guardians, make the most of your
Bloodrage meter - don't use it until you can lure at least two, if
not all three, nearby eachother.

Once all three are dead, the camera will pan up to show something
disgusting opening at the top of the room. This next part is
a /little/ tricky. Head up to the upper ledge, and walk around
until you see a 'path' that heads from one side, to the other
and up to the next ledge(it's a little weird to notice, but pay
close attention and you'll see it) It's /very/ narrow, so you'll
probably want to use dilated perception when you jump to it. Run
across to the other side(be careful if you're very low on
health - there's poison gas in the middle), and up to the ledge.
From here, /carefully/ jump out to the thing in the middle - be
extra cautious, because if you fall, you'll have to get up here
again. And you might even fall ALL the way down to the very

Jump to the top of the disgusting thing and look around and up -
you'll eventually notice a passageway to jump to. Get to it,
go through the doors, and you're almost finished with Hell's
version of Disneyland.

Fun Stuff:

I don't call Guardians fun. Do you?
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PostSubject: Re: BloodRayne walkthrough (GC)   Fri May 08, 2009 6:42 am


The last El Disgustmento stage. The music changes here, so you
know something's up. Enter, and you'll find yourself in an
EXTREMELY large chamber, with poison gas clouds visible
everywhere. Your aura vision will show you that you need to
go to the 'heart' of the room(it's obvious to look at), but
there's a couple ways to get there.

To the right is a LOT of poison gas, so don't go that way.
At the very bottom of the place is a lot of water, so obviously
you don't want to go that way either.

The first way involves going through gas, and was suggested
by the excellent fellow BR faq writer zoips. It works very well,
so I see no reason not to include it and give him his due credit.
This is the easier route, but isn't recommended if you're either
low health, or not confident enough to move quickly on narrow
ground, since you can die easily if you stay in the gas for too

Look left from the ledge you start out on, and you should see
another one, with a 'branch' heading out across the chamber just
above it. Jump and rebound-kick for it, and hug the wall while
you do so, so if you miss, the wall will save you. You go
through a little bit of gas here, but not much.

Again to the left, and slightly up this time, you'll see another
'branch' sticking out of the wall, which leads right to the heart.
Unfortunatly, it's also right in front of a gas flow. Step on
the 'raised' part of the wall underneath it, turn on dilated
perception, and jump up to it. Once you're on, run straight
along it(using dilated perception to help stay on if you need),
and enter the heart.

The second way involves some funny jumping, but is completely
gas-free. Directly above where you start, you'll see a path
leading out across the chamber. Jump onto it and run most of
the way across, until you pass underneath a 'wishbone' like
arch. Then turn around and look up. You'll see it's a path
that leads close to the ceiling, near one of the ribs of
the backbone that crosses it. Head all the way up it, using
dilated perception and the occassional small jump to stay on.

At the top, walk off onto the rib, and jump from rib to rib
using your rebound-kick. You can either hop off early, onto
the narrow branch you'll see which leads to the heart, or keep
going and drop onto the heart from above the last rib.

No matter how you reach the heart, enter the top of it,
and you'll see a long cutscene(and gain Extruded View, but this
isn't the time to play with it).

Getting out isn't very /hard/, but make sure you do it right the
first time, so you don't have to do all that over again. Run
along the path leading up(towards the hole the nazis made),
and jump down to it. There's another 'branch' lower down
that you can jump to to help. Hit the switch on the explosives-
loaded driller, watch it fall and go boom, then leave, quickly.

Fun Stuff:

Although the stage is disgusting, hearing the nazis yelling about
needing more explosives was pretty darned funny. Very Happy


You're almost done with Argentina! Hang in there!

This stage is a dash for your life, literally. Explosions will be
chasing right at your heels, and if they catch up to you, you die,
no questions, no debate. Use dilated perception to help see where
to go earlier, and DON'T STOP RUNNING. You may have to do this
two or three times before you get all the way through. At the
end of the tunnel, do as the lady says - jump on top of the truck,
jump again, and you'll clear the mine shaft shortly before the
flames do.

Fun Stuff:

You're running too fast to have fun.


This is it, the last Argentina mission. You still have two officers,
both actual GGG officers, unaccounted for, so you know you're going to
see at least one of them. Head through the short area, and see the
cutscene. Guess which one it is?


D. Mauler is a BRUTE, and quite, quite scary. The very ground trembles
as he runs, so obviously getting hit by him isn't a good idea. You
can jump up onto the catwalk for cover if you want, but that'll just
give Mauler a chance to show off what a powerful bruiser he is. This
guy is so frightening, he'll DESTROY THE FREAKIN' LEVEL to get at you.

There are exactly two 'safe' places in this room. The first is the
ledge right in front of the upper doorway(Mauler can destroy everything
but the walls, which the ledge is a part of). If you stand here,
Nazis won't come out of the door to bother you. The other is a set of
ledges on the far side of the room, which are simply too high for him
to reach(although stray nazis can fire at you.)

Hiding from Mauler will only give you a rest though - guns do diddly,
so you're going to have to get down there and slug it out with him.
Fortunatly he's very slow, so you should have no trouble getting
behind him and slicing him up.

You can't kill him with one Bloodrage and still dodge his attacks,
so use it right away, then hack at him normally until he's either
dead, or you have another Bloodrage to use.

Once he's dead, head out the upper door, and you'll be in a familiar
looking hallway(this whole level is part of The Docks from way
earlier, but you probably won't recoginize it at first with all
the damage). The hall will take you back to the Sub Dock, and you'll
see Wulf departing on one of the subs in the cutscene. You sneak
aboard the other, and you're now finished with Argentina. On to

Fun Stuff

Watching Mauler wreck havoc. Very Happy
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PostSubject: Re: BloodRayne walkthrough (GC)   Fri May 08, 2009 6:44 am

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Just a cutscene. When the sub pulls in, everyone'll be dead(guess
Rayne got hungry on her way here). The GGG Second-in-command
will order the sub to be unloaded anyway, you'll see a familiar
looking pair of boots, and then an FMV movie.

The movie has an unfortunate tendency to choke at the end of it,
so as reccommended by many, view it once, then reset the PS2,
and skip it using the start button the second time.


After the cutscene introduction to where you are now, head to the
right. D. Von Haber will be up on the cliff with a machine-gunner
and another solider, so kill all three of them. Be careful of
the Jetpackers that show up though. This is your first encounter
with them, and you'll soon grow to hate them. You can harpoon
and drag them out of the air to feed and kill them safely, or
you can shoot/slice them down normally, but then their jetpacks
will detonate when they're dead.

Jump through the hole in the tower wall on the left, or break the
door down on either side with rebound-kicks. There's a grenade
at the bottom of the stairs, and two snipers you'll want to kill
on top of them. This little 'snipe room' is a safe place to try
out your Extruded-view, so give it a whirl(although you probably
won't see anyone to shoot just yet).

From here, there's two ways to go. I reccomend jumping up on top
of where Von Haber was, and taking the far-left path, down across
the broken bridge to the other side(you'll face less enemies in
the long run doing it this way). There's a guy with a Panzerfaust
on the other side of the bridge, so be careful. Kill the Elite
troops, axe Andreas Zahl, and you'll gain your fifth, and last
Bloodrage attack.

Now head away and to the left, careful not to fall in the water.
There's dynamite on the lower level if you want it. Jump up to
the path, and follow it to the left to run into some tanks,
Commandos, a regular soldier, and Heinrich Eberhard. You /know/
what to do to /him/.

Once Eberhard's dead, you're done here. Kill the new soldiers
and exit the level.

Fun Stuff

The return of officer conversations! You can catch one about
the 'decline of german culture' nearly right at the start.

Another plays a bit later, past the right side of the broken
castle wall(between officers up on the cliff), and is much,
much funnier, but you basically have to sneak out carefully to
get to listen to it. If you take the officers in the order I
reccommend, you probably won't hear it.

If you approach the area Andreas Zahl is at from the /right/ side,
coming up along the path, the parked vehicle from earlier will
have rolled down the path and dropped off some extra troops,
including an Elite and one or two Jetpackers.


This level is a little confusing, due to its maze-like nature.
A map wouldn't help much either. You can take officers here
in any order you want, but naturally I have a suggested one.

First head off far to the left, and then up towards the damaged
'house'. You'll see your first Feral Vampires rush in, and one
of the jerks absconds with Hans Eldrich over its shoulder! You're
left to deal with the remaining soldiers and vampires. You can
watch them fight it out if you want(there's a decent chance the
soldiers will actually win, or just jump up and mix in the rumble.
Be cautious - Feral Vampires are /very/ dangerous and very fast.

The route I'm going to suggest from here is a little out of the
way, but will stock your weapons supply nicely. Jump on top of
the broken house's roof, then jump again over to the castle. You'll
be on a damaged roof area, with stairs going down, and a supply
room. Enter the supply room, get guns and grenades if you need
them, then head down the stairs. A Feral Vampire and two nazis
(one elite) will be fighting, so either let them finish, or kill
all of them, and continue on.

Jump over the water and kill the unarmed soldier fast - he
might pick up the Panzershrek that's lying on the floor on the
far end. Kill more soliders and keep going. You'll end up in
a room with stairs going up, and a lot of soliders. Kill the
soliders and head up the stairs cautiously, as there's another
Feral Vampire at the top.

At the top of the stairs, head left through the door and
into the dining room. At the far end of the room, you'll
see an archway with crates blockading it. Smash them, and
some nazis will start arguing with Feral Vampires again.
Let them fight or kill them yourself(they're just begging
for a rocket if you ask me). Either way, make sure Demetrius
Klaus(who's running around over here) dies hard.

Exit back to the upstairs area, and new soldiers will be
hanging around. Kill them, and head further upstairs to the

There are lot of people to kill on the roof, but for expediency,
head to the left, jump on the 'snowpile', and jump onto the next
highest roof after you kill the closest soldiers. There are
lots of people to kill up here too, sure make sure you get
everyone. When you're done, walk up one of the two sets of stairs
on the immediate left, and jump up to the balcony. You may or
may not see your first Vampire Bats up here, depending on whether
or not the nazi snipers killed them first. Either way, rebound kick
the steeple bell(or shoot it. That shotgun you got down there will
blow it off). The bell will fall and smash through the floor. Drop
down the hole to the next floor, then down the newly-made hole. Hug
the wall so you don't fall /too/ far - you'll want to land on the
remains of the 'grid' thing.

When you enter the room through the broken wall, you'll see a locked
door and a damaged wall. Rebound-kick the wall, and you'll find...
another damaged wall. It takes four rebound-kicks to get through to
the other side. Beyond, you'll find various soldiers in bedrooms,
and G. Saxon. Kill him, of course. You'll see a cutscene in a
familiar rooftop. Drop back through the hole the bell made, and
head to the right from there. You want to head back up onto the
roof again. Once there, this time head to the right, up the short
stairs, If you didn't kill anyone here earlier, you'll have quite
a few people to kill, so kill them, and go through the door to exit
the level.

Fun Stuff

Nothing I'm aware of really.


Here you will face off first against one SuperTank in the enclosed
space. After destroying it and entering the chapel(the fight doesn't
start until you break down the gates), you will fight against three
more SuperTanks, followed by a fourth piloted by G. Gosler. This can
either be very easy or very hard, depending on how you handle it.

The main problem with fighting in the SuperTank is that it takes
some getting used to the way it walks. To maximize your mobility,
never try to move /just/ side to side. Always be heading somewhere
when you're turning, and you'll move faster.

If you're caught out in the open, try to generally move towards
the right whenever possible. The rocket launchers will have a
slightly harder time hitting you(Although grenades and gatling fire
will still be just as effective). Above all though, never stand
still in the open - always be a moving target.

Taking all three in the main chapel is quite doable, but if you
find it to be too rough, retreat back into the little alcove you
started the level in. You can lure enemies down the hall one at a
time, and they're easier prey this way.

Once all three are gone, new music will play and Gosler will
stomp his way onto the scene. Fight him the same way you did the
others, and it should be over fairly quickly.

Once Gosler is dead, /don't/ head for the blue light at the end of
the chapel unless you have no health left. Stay in your tank, and
use the gatling and rockets to take out the jetpackers who fly in
with ease. Once they're disposed of, it's time to move on.

Head to the scaffolding to the left(watch out for Feral Vampires)
and climb it. After a bit of careful jumping, you'll get to the
top. Climb the stairs, see the cutscene, and continue on to the
right to leave the level

Funny Stuff

All the radio chatter going on, especially when Rayne teases
the tank jockeys. Very Happy
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PostSubject: Re: BloodRayne walkthrough (GC)   Fri May 08, 2009 6:46 am


Bust the window and you'll see a cutscene, in which good ol'
Mynce is revealed to be alive. After it's over, you've got
a dangerous descent ahead. Kill the two nazis on either side
of you, and climb down the stairs until you reach the level
where the sniper is. Jump off and kill him, then jump down
to the bottom.

Kill all the remaining soldiers. When you do, three Jetpackers
will fly in. Be very cautious, as one of them carries a
Panzerfaust, possibly making him the most deadly putz in the game.
After they're dead, the last guy will probably run right into
the cliff and fall. If he doesn't, jump over and kill him,
then proceed through the doors, see the cutscene, and prepare to


Mynce isn't really very dangerous, although she fights like the
Butcheress. Stay out of her way and unload all your guns into
her until she runs for it. Don't use your Bloodrage yet.
Chase her up the stairs, attacking as you get the chance. When
you finally reach the top and go down the hall, you'll fight
for 'real'. Use your Bloodrage here to finish her off easily.

Head through the newly created hole in the wall, gather fresh
guns, move down the hall, and exit the level.

Fun Stuff

You get to abuse Mynce again! Yay!


At the start of the level, you'll pan the camera around outside
to see the sights, including four Feral Vampires(one of them
strangely colored) kidnapping another Officer. What's that
about, anyway? Better go find out.

The route to take is pretty straightforward until you get outside.
The problem is, now that Night has fallen, the Feral Vampires are
out in full force, and they love to ambush you from on ceilings
and behind corners, so take extreme caution on your way.

Once outside, you'll see Feral Vampires clawing at the barred
windows, trying to get in and have an Officer for lunch. You'll
need to get in there too, but how? Turn around, hop on top of
the door you just came out of, and jump in the window.

Head up the stairs to the left(the stairs on the right just take
you to a shotgun, but get it if you need it), and continue going
until you reach a small, narrow passageway with Vampire Bats in it.
Go through the passage, hit the switch, and head downstairs. Taunt
the chicken, hit the second switch, and climb down to kill him
while the Feral Vampires watch on with envy. The unfortunate
meatbag was C. Reichard. Return the way you came, and be
VERY careful. There's a two-Vampire ambush that killed me
before I realized what happened the first time I did this.

Your next target is in the church you see across the ledge, but
head down the stairs first. You'll be able to loot a Panzershrek
/and/ a Panzerfaust over this way. When you're done, go back
and carefully jump over to the church, and go inside. After
the cutscene, you'll find out what happened to poor Hans Eldrich
from earlier. Then an air raid begins!

Don't let it rush you - it's easy to make a mistake and fall.
Be /careful/ in making your way back to normal ground, and go
through the door you saw the soldiers going into to exit the
level(it's off to the left)

Fun Stuff

That guy hiding in the steeple is hysterical. Very Happy But not
much else I know about, aside from breaking all the object


This is a pretty evil level. The music had me constantly
jumping at shadows, thanks to that bestial growl in it. >.<

Your target is way over on the opposite side of the level.
There's no 'one' way to get over there, other then heading
in that direction, so nose around as you see fit. The nazis
here are few, but the ones outdoors are all packing some nice
firepower, so take care when you're on the ground - you saw
what they did to the Feral Vampires in the opening cutscene.

Be very careful however, because there's a big bottomless
gorge you'll have to jump over, and it's harder to see then
usual, thanks to the shading on this level, espectially when
you're higher up.

If you're not confident of your Vampire-killing abilities,
the best advice is to stay off the ground - on the other side
of the gorge, Feral Vampires are hiding everywhere.

It's probably in your best interest to take out the guy with
the Panzerfaust post-haste, so head over there and axe him.
If you're not sure where he is, wander around a little - it
won't be long before he reveals himself by firing at you.

When you get across, you'll see a large door on the second
floor wall. Smash it open and proceed up the tower. It's
blessedly vampire-free, but there are some Commandos and regular
soldiers in here.

When you waste Arno Samsa(He's at the top with a bunch of guards),
another air strike will be called in, so get out of the tower.
Once you exit, the cutscene will show the bombs blowing a hole
in the wall near where you started, so head back across and
into said hole. Kill the two soldiers at the foot of the
stairs, and head up(going down only leads you to a shotgun).
At the top you'll see a broken window, so go through it and
jump towards the windmill in the distance...

Fun Stuff

Nothing I'm aware of.


You'll see another cutscene here, and then you'll be up against...

HEDROX(The Infinite)

Hedrox can be a little dangerous if you don't watch your attacks.
During the opening cutscene, the camera will pan around and show
areas beneath you that you can't get to yet. This is a clue for
what you have to do to win.

You start off against three Hedroxes. Attacking them normally
will only cause dismembered body parts to grow into more
Hedroxes(up to six at any given time), so it's futile trying
to kill him this way.

What you need to do is give him a bath in the water you saw at
the start. Down on the bottom floor, you'll see six slanted
'supports' - three on one side, three on the other. Break all
of them. Each takes about 3-4 attacks to break, or one of
Hedroxes(he can break them by accident).

When they're all broken, the floor will collapse, and you'll
fall into the lower area you saw during the cutscene. Repeat
the support-breaking. When this floor collapse, all but one
of the Hedroxes will fall into the water and burn to death.
Follow the last one out after the cutscene, and the level's

Fun Stuff

Rayne's remarks to Hedrox after she wins the battle. THAT'S
cocky. Very Happy
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PostSubject: Re: BloodRayne walkthrough (GC)   Fri May 08, 2009 6:48 am


Right at the start, a Nazi will blow himself up trying to back
away from you over a minefield. Idiot. But he did do you the
service of pointing out you're IN a minefield, so don't try to
walk over the ground here.

Make your way across by jumping on the stalled vehicles and scenary.
After you go a bit, you'll notice nazis with Panzershreks in the
distance(noticed by them firing at you, of course), so take care.
Three Commandos are in the tower. Kill them if you want(or if you
need to feed), but the Panzershreks can hit you if you're on the
side nearest to them, so again, take care.

Keep jumping on dead vehicles to make your way to the rocket
nest and kill everyone. There's now three fresh Panzershreks on
the ground, and they might come in handy, so take at least one
and head up the stairs for a nasty surprise.

When you near the top of the stairs, a SuperTank will turn the
corner. Eeek! There's still one left! You can either run past
it, lure it down the stairs and run past it(longer but arguably
safer), or blow it to hell. The SuperTank will take four rockets
to annihilate, so hopefully one of the PanzerShreks had at least 2
shots in it.

Also at the top of the stairs is a Commando and two regular
soldiers. Kill them if the SuperTank isn't around, otherwise run
for it across the bridge.

When you get out a bit, you'll see Jurgen Wulf come up behind you
on the bridge. What was looking to be a prime assassination moment
suddenly changes into a 'WTF?' moment as he breaths flames, sets
the bridge on fire, then hauls a$$ across it, taking a swipe at you
as he goes. The fire will proceed pretty fast, so don't just stand
there, start running!

After the short cutscene, take care, but move quickly. Two sections
of the bridge ahead of you will likely blow out(they don't always),
and if you fall, you're dead. Jetpackers will also start gunning
at you from behind, and you can't deal with them until you're on the
other side.

Once you make it across, kill everyone, including the unfortunatly
placed general D. Traugott, and head into the door to exit the

Fun Stuff

Taking down a SuperTank on foot. Very Happy


Right at the start of the level, you'll see a MOB of Feral Vampires
attacking somebody. Nothing to do about for now, so head around
the short level until you reach the interior entrance and enter the
cutscene. You will then face off against...


These two have charm and charisma up the wazoo. *_* It's no wonder
Rayne likes them. Not very good fighters though. Right from the
start, they'll both hide behind the two columns in the room and
throw GGG-shaped boomerangs at you. They don't do much damage, but
they are annoying and it does add up over time. Choose either twin
you want and go after him.

The hardest part about fighting these guys, is getting them to stay
still long enough to attack one. They'll constantly play keep-away
using the columns. There's two ways to approach the matter:

1) Chase one around and around until you catch him. If you use
dilated perception to corner closely, you can do this. It also
helps if he threw a boomerang, as he'll have to pause and stand
still when he catches it. Once you catch up, let him have it.
Occassionally, the other twin will come across to attack you
when you're doing this, so be careful.

2) Break the columns down. A single column will take thirteen
rebound-kicks to destroy, so it's not exactly easy work. When
you destroy one, the twin behind it will run to the other one.
When you destroy the /second/, their hiding places will be gone,
and both twins will come out to fight you head-on. Their attacks,
again, don't do much damage, but you will be fighting two at once,
so don't get cocky.

Either way, you only have to kill one, and both will die. Depending
on which one you kill first, you'll get a slightly different cut-
scene afterwards. Killing Simon(so Sigmund dies first) seems more
suited to the dynamic between the three, but it doesn't matter much.

After it's over, ascend the ladder, and look who's still alive!
Not for long though. Mynce will give you the nameplates for
officers K. Kephardt and N. Rausch(either she killed them or
someone else did). After it's over, follow Mynce, and Wulf will
show up to kill her and taunt you.

Once he leaves, break down the gate with rebound-kicks, and exit
the level.

Fun Stuff

Use your Extruded view at the start, to watch Simon and Sigmund
fight the vampires if you like. It's mostly pointless, but
they CAN kill one or two eventually(I watched for five-ten
minutes before they managed it. Your mileage might vary).

Drag out the fight against the twins to listen to the dialogue.
Very Happy Rayne and the two of them have a LOT to say to one-another.

After Mynce dies, use Extruded view to zoom in on her corpse.
She died with one heck of a frightened look on her face.


Final stage. Head down the hall and kill the Nazis with normal
attacks, You'll need your guns for what's coming up. After
the cutscene, the final battle.


This is a two-part battle. Kill either one you like first, but
only do Wulf if you're CONFIDENT you can do it quickly(You
can, but it's no easy task). The better choice is to take out
Beliar, although Wulf's interference makes this a little tricky.

Beliar is immune to practically everything except getting shot
in the heart. Hitting the heart is difficult though. Rockets
and grenades will hit it easily, but you have limited shots
of those(unless you get lucky, and can 'convince' Wulf to keep
picking up the spent rocket launcher to replenish it), so you'll
have to do it the hard way - using Extruded view.

Most people reccomend doing this after the second 'growth' cycle,
but I find it harder that way personally. At the start of the
fight, Wulf will be more interested in shooting Beliar then you,
and you have to scroll across a bigger target in general to aim
at the heart. But you'll find out what works for you - expect to
have to try this several times.

Your last resort is to wait for Beliar to get so darned big(he
keeps growing), that the heart is an impossible to miss target,
but by that point, he'll be so big that you can't get away from
him. And shortly after that, he'll be too big to fight. You'll
see an FMV where he kills Rayne and escapes, and game over. So
if you wait this long, you better do what you have to do /fast/.

Assuming you take him out, you're left with just you and Wulf.
Wulf isn't as hard as Beliar, but he IS dangerous and takes a lot
of damage, so don't get too cocky.

The first time you hit him, Wulf will drop his MG32. After that
point, he'll spend most of the time either scrounging for fresh
guns, running away, or shooting at you.

He's most dangerous up close though, because his hand to hand
attacks are VERY damaging. His fire slashes do good damage, and
his fire 'breath' does a /lot/, so take care. One or two Bloodrages
(hack at him to refill the meter) will take him down though. After
that, you're done. Very Happy

Fun Stuff

Poor, poor Hedrox. ;_;
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PostSubject: Re: BloodRayne walkthrough (GC)   Fri May 08, 2009 6:50 am



I don't need to quote you the instruction manual here - you should
have that already. I just want to go over some things that may not
be immediately obvious from reading it or playing.

Jumps can be extended somewhat through two means. The first, and
most obvious is using a rebound-kick(if you don't realize this soon
after you start playing, you'll see Mynce do it at the end of City of
the Dead). This will propel you forwards some extra distance, and
is essential for a few jumps in the game.

The second is by mid-air(normal or harpoon) /attacking/. The
distance you gain isn't very much(a fraction of what the rebound-kick
gives you), and doesn't keep you in the air longer, but for those
jumps where you're just about to miss by a /fraction/ of an inch, it
can make the difference between landing on your feet, and falling
down into water and poison gas.

Mid-air, non-harpoon attacking has another nice use, in that it lets
you land in a run, instead of a roll, if you're still moving in one
direction. Rolling is seldom useful, and during tricky jumps, often
a problem.

The game also has an extra attack, which I'll term 'assassin
gibbing'. This is triggered whenever you're up-close to an enemy
who, by the game's standards, doesn't presently notice you. The
game can get pretty screwy about this sometimes though - before I
first learned what the trigger for it was, I most frequently saw
it done in the middle of fights. And if someone isn't alerted to
danger when they're in the middle of a HAIL OF GUNFIRE, I don't know
when they're supposed to.

Assassin gibbing auto-homes on its target to an extent as well,
which can be awkward - once you do it, you can't move, except in
the direction the targeted enemy moves.

When someone is hit by the assassin gib, it's usually instant
death. Feral vampires and Officers will /sometimes/ survive it,
but even then it takes off so much health, that they're nearly
dead anyway.

Normal attacks have varying degrees of 'dismemberment' potential,
which you'll probably notice fairly quickly.

1) Basic blade slash. Not much chance.

2) Jumping kick. This might take someone's head off, but it
isn't likely.

3) Dual-blade scissor - this has a good chance to chop something

4) Flip-kick - Not much dismemberment chance, but it has a good
chance of knocking someone down. It also hits SEVERAL times,
so it's good for taking out large numbers of crates/lockers.

5) Jumping Slash - High chance of dismemberment, but it hits
low, so the likely chop point is the legs.

You also have an extra basic attack against low targets/enemies
on the ground - a kick attack. It's kind-of funny to punt someone
in the ribs, but it's slow and holds you in place, so try to avoid
doing this in heated fights as much as you can.

Enemies have a LOT of stuff you can hack off. It varies somewhat
depending on the enemy, but take the average Nazi. To him, you

Knock off his hat(if he's wearing one).
Tear his face off, leaving only the skull.
Take his head clean off.
Remove a hand.
Remove an entire arm.
Remove a foot.
Chop off a leg.
Chop him in two.
Dice him to unidentifiable pieces.
Detach something he's carrying(different soldiers carry different
stuff, like the black bag on the back of a belt, a bedroll across
the back, etc)

Most of this is hard to do intentionally until you get Extruded
view. Then the sky's the limit when it comes to nazi torture.



Kill the programmers!!!

Did you notice many of the target officers are staff/programmers?
DarkPriest@GameFAQS sure did. Here's a list of which possibilities
I noted myself. Send word if you notice any more!

P. Eckstein(Paul Eckstein - Quality Assurance Manager)

Nicholaus Reinhardt(Nathan Reinhardt - Character Art)

J.A. Cotter(Josh Ashworth/J.A. - Internal Tester/Voice Actor)
(Or Jeff Arthur - Character Art)

Timitheus Tischler(Tim Tischler - Quality Assurance Supervisor)

K. Kephardt(Possibly Kevin Kurdes, a tester(K.K.))

C. Reichard(Craig Reichard - Additional Programming)

G. Saxon(Greg Saxon - Voice Actor/Sets(Set design?))

C. Bogue(Clint Bogue - Scripting)

G. Gosler(Grant Gosler - Additional Art)

I swear I heard that guy before...

Wondering a little about some of the VAs(Voice Actors?) I did, so
I looked them up. This information may or may not be completely
accurate - I used a wide variety of sources. It should at least
be /partly/ accurate, but almost certainly incomplete.


No known VA credits, although looking up his name on google gets
you some amusing results....

LAURA BAILEY(http://www.lizardlaura.com/)

BloodRayne - Rayne

Blue Gender - Marlene Angel

DragonBall - Chi-Chi

DragonBall Z - Chibi Trunks(Young Trunks), Dende, Erasah

Fruits Basket - Tohru Honda

Reboot - Backup

Yuu Yuu Hakusho - Keiko Yukimura


No known VA credits.


She apparently did work in Nocturne(Another Terminal Reality game),
but I'm not sure what character(s).


BloodRayne - Narrator(?), Hedrox, Daemites

Blue Gender - Dice Quaid

DragonBall Z - Cell, Son Gohan, Kaiou-sama of the South

Yuu Yuu Hakusho - Togura(Younger)


This guy's name turned up quite a pedigree, but very little of it
for work any of you probably care about, if it was the same guy.
Look him up if you're curious for the non game/anime/cartoon stuff.

Balls of Steel - Male Space Marine, Scientist


No known VA credits.


No known VA credits.


Blue Gender - 'Additional voices'(Unknown)

DragonBall Z - Majin Buu

Lupin the Third - 'Additional voices'(Unknown)


Francesco's Friendly World - Armando


No known VA credits, but if it's the same person, her name
turned up quite the number of TV roles.

CHRIS RAGER(This guy evidently also does comedy on the side)

Blue Gender - 'Additional voices'

DragonBall - Bacterium, Major Metallitron

DragonBall Z - Mr. Satan/Hercule, 'Additional voices(King Yama for one)'

Lupin the Third - 'Additional voices'

Yuu Yuu Hakusho - Kibano


With the insane number of DBZ voices this guy did, he's probably done
more work then this, but I don't know what at the moment, if anything.

Blue Gender - Keith Bean

DragonBall Z - Angila, Guru, Geiuse, Kakuja, Kami-sama, Mr. Popo,
Nappa, Piccolo, Porunga, Radditz, Recoome, Shen Long,
Vejita, Yamucha, Zarbon, Zeeun.

Lupin the Third - Jigen

Yuu Yuu Hakusho - Kuwabara


No known VA credits.


No known VA credits of the kind you'd likely care about, but
again, if it's the same guy, he has a strong resume of other


No known VA credits.


No known VA credits.


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PostSubject: Re: BloodRayne walkthrough (GC)   Fri May 08, 2009 6:52 am

The purpose of thiz thread wuz juzz 4 the walkthrough itself...

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