Bloodrayne

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the guide for winning the game

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BloodRayne FAQ by Rika([email protected]) Also rika@GameFAQS messageboards / neithird@GameFAQS ContribsIF YOU WISH TO USE THIS FAQ ELSEWHERE, feel free to as long as youA) post it in its entirity, B) include the imagemaps on yourown site for reference, and C) make NO money off its use asidefrom trivial things like advertising revenue on the site. Commercialreproduction in part or whole, without my express written consent,is strictly prohibited. TABLE OF CONTENTS------------------ Walkthrough: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 DemonsGame Sundries(attack techniques and such) Easter Eggs/More Fun StuffCheats Credits Version History===========================================================================#L0# TRAINING This stage is easy, shouldn't require much help. One thing to becareful about is not to do much exploring. If you run 'out ofbounds'(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 andher instructions, and there won't be any trouble.#L1# SANCTUARY The same exploration note applies - don't go out of bounds. Nottoo tough otherwise though. This applies for all the swamp levelsreally, so this'll be the last warning about it.There are lots of weapons in the church, so load up. You can usuallyget the jump on the guys out front, by going out the backdoor andsneaking up on them, although there may or may not be someone thereas well. Just kill as you please, and follow the blue glow to theWall. After the cutscene, hop on the phone wires and follow the newglow 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.#L2# CITY OF THE DEAD This graveyard's about to become a lot more populated. Jump offthe phone wires to the gate, kill the goon and grab his shotgun ifyou want it. Whenever you want or run out of fresh meat, head outtowards the middle, carefully hopping from tombstone to tombstone,and kill the Maraisreq's instead(A shotgun is good for this, sincethey're clustered togather, but it's not neccesary). After they'redead, 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 lowon 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 notall. You can also run and jump along the fence itself almost asfar as you need to(farther then the phone line), but it's a littletricky(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 useBloodrage. If not, it may take a bit of work. I recommend usingBloodrage. 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 thedirection of the blue glow. There's a handy mutant nearby toharpoon 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 hermad(you can also do this in the Sanctuary or Training). Notehowever that you can harpoon her all day and not get her angry.She'll just make pained groans, some of which are vaguely lewdsounding. #L3# GHETTOPretty straightforward - make your way through the small amountof swamp, towards the houses with the blue glows. There's fourof them, and you'll want to start on the far right. Note that a second type of Maraisreq shows up here, one that'sbigger and orange-shaded. They fight about the same as theregular ones, but they take more hits to take down, so be aware. Starting on the right, the first house you enter by going in theback door. There are three ways to get onto the back steps:Go through the water. Go to the edge of the ground on theright side of the second house and jump(you can make it with arebound kick). Or jump onto the roof and drop down from above,which you can do easily by jumping and rebound-kicking from thephone lines in front. Kill and break stuff, and you'll finda survivor to rescue. Then you're finished here. Head to the next house over. There's a wall on the right sidethat you break down with your rebound-kick to enter through.Inside the back of it is another nest, so Bloodrage and hellmurderit to death. When you're finished, you'll gain a third attack toyour normal combos. The third house has two methods of approach. The first is torun in the front door, but you have to go through a lot of waterand some enemies. The second is to jump onto the upper 'porch',jump over to the roof of the fourth house, and then jump backand attack a window on the second floor to get in. The firstwindow towards the front will put you right in the room with thenext survivor, so I recommend doing it that way. Once you've destroyed the nest and rescued both survivors you'retechnically finished here, but you can enter the fourth house ifyou want. You have no choice but to go through water(you canbreak through windows on the left side, but you'll still probablytouch water), but inside is Dynamite, and a nearly-full M1918 GARauto 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 andfollow the blue glow to the next stage.Fun Stuff:Nothing really, unless you count getting dynamite and a belt-fedrifle to use.#L4# TOWN HALLThe phone lines will take you onto the roof of your firstobjective, but don't jump down to the ground on the other sidejust yet. A mutate and a Maraisreq will start having a little'disagreement', so wait until one of them kills the other onefirst(The mutate will probably win.) After that, jump down orrun along the smaller phone lines in front to the ground, killwhatever you need to, and enter the building. You're going to be running through water here no matter what youdo, but there is a way to minimize your contact. First thing,jump on top of the barrels outside the double-doors, and thendrop off them and run straight inside. You should end upgoing straight up the stairs, where there may or may not besomeone 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 asyou get inside, to run up another set of stairs. There'll be anest 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 carveit 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 iteasily with two sticks. A stray Maraisreq or two might comeupstairs to attack you while you're doing this, but it'll keep youout 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 lineswhich leads right onto the roof of the town hall, so you can avoidmost 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 leftside or the right, causes an extra enemy to appear in the backfor each side). To get in, jump up to the boarded-up window and attack it(there'sa guy inside, and he might shoot it out for you if he sees youfirst) Kill the guy, and exit the room(wandering around the roomwill cause extra Maraisreqs to appear). Take care of the jerksat the top and bottom of the stairs. When you attempt to walkdown the hallway, two Maraisreqs(a big and little one) will dropdown from the ceiling, so be ready. In the room on the left, there's another Big Maraisreq and a guywith a shotgun. Kill them if you want, then rebound-kick throughthe breakable wall on the right side of the hallway, and chat upthe Deputy. He'll open the cell door before he leaves, so headinto 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. #L5# THE HILL This is an optional level, accessable only by entering thecheat code BRIMSTONEINTHEBAYOU before you get to it. The Hillis basically More Of The Same, and not very fun, so I reccomendskipping it and not entering the code, unless you want to seeit at least once. I think it was a 'prototype' version of theGhetto 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 theGhetto. 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 enteringthrough the doors(break a window and jump in if you need adramatic entrance). You can also enter through the back dooron the first floor if you want, but you have to run throughwater, or jump down from the roof(And if you want to go upthrough the roof, just go in from the second floor and savesome time). The blue glow is revealed as....nothing! Somove on to the next house to search. Same deal here - jump onto the second floor. Or you canbreak through a damaged wall on the right side of the firstfloor. 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 onceyou're done. The third house you have to go to the left-side wall, andjump up a little ways to rebound-kick the wall open. Insideagain is a great, wonderous nothing(except for the usualmonsters), so clear the glow and move on. The final house, you can either go in the back door, or youcan jump on top of the tree on the left side, and leap intoa second-floor window(The Dramatic Approach). In this houseis a monster nest(finally!), so Bloodrage out to kill it, andyou're finished here. Run the powerlines and exit. Fun Stuff: REALLY nothing. Even this stage isn't fun. #L6# THE BEAUREGARD HOUSE It starts raining on this stage. Before you go anywhere, waitawhile for the carnage to stop, as a mutate and a Maraisreq willhave another 'lover's quarrel' off to the right and ahead.Once they're finished, run along the path to the house. Youcan either go straight for it(take out the two snipers on thesecond floor), or run the powerlines to the roof and skip themfor the time being. I reccomend going to take out the snipersfirst, then clearing out the upper and lower parts of theGarage(there's dynamite upstairs if you need it). Either way, your goal is the chimney on top of the roof, wheresmoke is coming out. Jump down it, break through the wall,and Kill Stuff. There's two ways to go here, but I reccommendgoing upstairs through the pool room(the room you dropped inthrough) first. Head upstairs and kill stuff, but be careful when you enter thehallway, as there's a dork with an M1918 GAR who'll open up onyou. Kill him and take it if you need it(hopefully you get agood amount of ammo), and enter the door on the right. There'sa guy with a shotgun in here, along with some dynamite on thefloor if you want it. Do the killing thang, then break throughthe wall on the left side of the room with your rebound-kick.Watch one of the survivors get murdered. Kill Mutate. Thenhead back down to the first floor. Enter the room at the end of the hall, kill stuff, and go intothe bathroom. Kill some more(A Maraisreq will jump right outof the toilet!). Next room is an elevator. Hit the switchwith your blade, and you'll find out it needs a battery, sohead back to the garage and get it(it's on the floor in theroom where the car is parked). Head back and put the batteryin, and the lift will lower to a water-filled level with a nestin back. The elevator can sometimes be a little annoying to getoff of, so don't use your Bloodrage until you're actually in thewater(or else you might end up going back upstairs and wastingsome of your meter). Take care of business as fast as possible, and get back to thelift(you can either hit it to go up again, or just jump up tothe main floor. After that, you're done, so head down the pier on the left sideof the house, and run the power lines to the next stage. Fun Stuff: Watching a Maraisreq explode a toilet bowl is kinda funny, butotherwise nothing. #L7# COLONIAL POWERHere, you can either run straight for the main building, killingas you go, or you can hop on the power lines to the right, and runstraight onto the roof. Less encounters the second way. On theroof 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 andkill 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 backdownstairs, killing as you go. The easiest way to kill the nest is to jump out on top of the oildrum like thing, and throw your dynamite at it(two sticks willkill it). If you used all the dynamite, or you don't want to dothat for some reason, you can jump down and Bloodrage it, but becareful not to get hit by the electricity sparking around. After you kill it, you'll gain a fourth attack for your normalcombos, and automatically move on. Fun Stuff: Take a guess. Nothing. #L8# CITY OF THE DEAD(AGAIN) After watching a VERY gratuitous cutscene of Mynce, Mynce gettingeaten, and EVERYONE in the masoleum getting eaten as well(one ofthe guys makes a really funny scream), head into the masoleum,kill all the Maraisreqs, and stock up on weapons. It's your lastchance. Once you have what you want, head through the crack inthe wall. #L9# OLD TOWN This stage can be VERY annoying. The goal is to follow the littlejerkweed running home to his nest, but you can't let him get toofar ahead or behind you, or you'll lose track of him, and have todo the stage over. Use the 'radar' in the corner to track him(the brighter the glowof the blue, the closer you are to him. The glow represents him),and make your way carefully, but quickly, across the roofs and powerlines. Don't stop to attack or feed unless you have no choice, andstick as close to the little running bugger as you can. Jump in thewater to shortcut if you have to. He'll more or less follow a paththat parallels the one you run on the roof, but he diverges once ortwice. Once you reach the end of the path(a short power line that leadsnowhere), 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 bepretty amusing as he runs along. ^_^ Nothing else interestingthough - you don't have much time to see the sights. #L10# QUEEN OF THE UNDERWORLD 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 moreimportant 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 enoughfirst(dodge her attacks until she does), then rage, and hack offone of her long front legs. She'll drop down to the ground, soyou can charge and hack away at her exposed body. If she doesn'tdie before she gets back up, hack a leg off again and repeat.Hopefully your Bloodrage lasts that long. If it doesn't, do yourbest to attack with your weapons - she should almost be deadanyway(The GAR is useful for this, if you kept it this long). If you have no Bloodrage, your job is harder. Unloading allyour weapons WILL cause signifigant damage, but not enough tokill her. Attack her large front legs to knock her down, thenhack away at her belly. She'll recover faster(Because timeisn't slowed down like it is in Bloodrage), but it'll fill yourmeter, so if you can't kill her this way, you should be able toget a Bloodrage to use soon. She occassionally spits outMaraisreqs, so be careful of them. Once you kill her, you'll gain a third attack for your Bloodragecombos, see an important cutscene, and move on. Congratulations,you're done with the dull part of the game. Now the fun stuffstarts! Fun Stuff: Nothin'.After a cutscene, you'll skip to another cutscene five yearslater. You are now in.... ARGENTINA-~-~-~-~-~-~-~-~-~-~ -~-~-~-~-~ -~-~-~-~-~ -~-~-~-~-~ -~-~-~-~-~ -~-~#A1# INFILTRATION AND EXECUTION Your first objective here is to axe Braun Mekay. The layout canbe a little confusing until you get used to it, so I've includedhandmade 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 placeyou're reading this(CheatCC, presently) If they are not, theycan be found at:http://neisecond.tripod.com/brmap1.gifhttp://neisecond.tripod.com/brmap2.gifThe game is faster and more dangerous(and more fun) from this pointon, as Nazi soldiers are nicely-armed in general, and put up moreof a fight then anything in Louisiana did. Your new Dilatedperception(slow motion) will help you out immensely here. Thingsto 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 alsodo some dirty tricks like jumping and rolling now and again,usually only when they have no weapons. Shoot them, or attack themfrom behind to kill or feed. Alarm switches are everywhere. If someone runs away(usually whenthey'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 intothe room, so unless you want Maximum Carnage, it's in your bestinterest 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 RangeA5 - LoungeA6 - Garage/Sentry StationA7 - Sentry StationA8 - Two-story RoomA9 - Sentry StationE1 - Communication CenterE2 - Submarine DocksE3 - Barracks Braun Mekay is hanging around in the lounge, listening to hismen tell dirty jokes, so that's your objective. You can gostraight there, or run through the level killing people andcollecting guns, however you feel like doing it. If you'reafter weapons, rooms A8 and A3-A4 are your prime choices. A8 is a very large room with many guards. At the far end is aa guy sniping at you with an MG06 machine-gun. When you approachhim, he'll drop it and run for the alarm without a fight. There'sa 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 variousplaces. There's a weapon's cache in the security room on the thirdfloor, and more guns in the target range(Including your first rocketlauncher, 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 CommCenter, and the Barracks last.Fun Stuff: Pause outside the Lounge door before breaking it down, and you canhear the troops exchanging a really stupid joke.#A2# THE DOCK The Sub Dock is a very large level, but fortunatly fairly linear inmost places. The entire level more or less runs in a circle, soyou can start in one place, do everything you need to do, and endup back at the start without going out of your way any. Plenty ofCool Firepower is available here for the pickin's, so take yourtime and shop around for what you like. It doesn't really matter which direction you go or who you chasedown first, so do whatever feels good. When you kill your firstofficer here, you'll gain you fifth(and last) normal attack. When you've killed all three officers, and collected whateveryou wanted, you're finished here, so head back to the start,and you'll return to 'Infiltration and Execution' to pick anotherlocation 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 roomA7 - Bathroom(Timitheus Tischier)B - Barracks RoomsS1 - 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 corresponds.Fun Stuff: Catching Tischier on the hop(Prime target for a rocket launcher or agrenade over the top of the stall door)Soldiers in the Mess Hall will kick over a table in a panic when youcome busting into the room.For giggles, shoot a rocket up at Gustafson, and you can collapse thethird floor catwalk system. ^_^#A3# COMMUNICATION BREAKDOWN This level is pretty straightforwards. It also has some fairlygood 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 anelevator and instruct a soldier to disconnect the battery so he can'tbe followed. This guy will then run away /with/ the battery, sochasing the little punk down is your first objective. You'll eventually find him in a storeroom nearby the communicationscenter. Kill him, and the battery's yours(note he's carrying anassault rifle, which you usually only see Elites and Officers doingnormally). Don't miss the Armory here(get in by breaking down aweak wall in the hallway) - you can pick up a Panzershrek. You'llcome here later anyway, but it'll 'respawn', so this way you canget 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'reready 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 theelevator. Indiana Jones wouldn't. Pause outside the room J.A. Cotter is in, to hear him having anannoyed-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 thecommunications center. Rarely, you might hear something moreinteresting...#A4# THULE CHAPEL Easy enough level. Proceed and kill until you reach the Chapel.After a short cutscene, you'll enter your first Character(boss)Battle. ^_^ VON BLUT - Master of the Shovel of Spanking Von Blut is a coward. That much is obvious by the fact he keepsa Kaxik MG08 machine gun and armor plating behind his pulpit.Attacking him head-on is futile(and a good way to get shot upfast). The only way to hurt him is to attack his exposed backside(Well,Rayne DID want to spank him with that shovel. Guns work justas well.) Hide behind nearby pillars until he stops shooting toreload, then get behind him and SPANK that preacher!Physical attacks don't work very well because he'll just roll tothe other side of the room before you get too many hits in, souse your guns(save your rockets if you have a launcher, they'renot too useful here.) Soldiers will occassionally run into the chapel, so watch for themin 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 freshsupply of both.He shouldn't take very much punishment, although it can take sometime if you have trouble hitting him often. Once he dies, he'lldrop his MG08. Grab it if you want, investigate his body forpapers, and head out the way you came. Fun Stuff: The chapel usually gets DEMOLISHED by the time you're done fightingVon Blut, with all that gunfire going around. If you feel bored,try attacking one of the pillars yourself. You can whittle themdown with a lot of attacks, until there's barely anything left ofthem. #A5# COMMUNICATIONS BREAKDOWN(AGAIN) Enter the communications center to your immediate left, and contactDarkman on the radio equipment. He'll tell you to blow up theequipment after you're finished, so the Nazi's can't call out forpizza anymore. Duck in the side-room for grenades and guns ifyou want, then head out and down the hall to the armory. The explosives will be on one of the shelves, so grab 'em, returnto the radio, and get out of the way before they blow. Once theradio's reduced to scrap, you're finished here, so head allll theway back to where you started, and return to Infiltration andExecution for your third, and final destination choice.... #A6# THE BARRACKSAlmost immediatly upon entering the level, you'll encounter alocked door which you need a keycard for. If you took the sameorder this FAQ uses, that card will be on the next officer. Ifnot, it will be on the last officer you kill in the other twoareas. 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 leadinto a security area that's normally locked. I reccomend goingthis way, as you can pick up good guns and another fullPanzershrek here. Either go through the security area, ortake the second door outside in the main hallway, and you endup in the barracks.Enter and commence the slaughter. You can go down into thelocker/shower rooms and get guns by wrecking the lockers if youneed them. When you enter the barrack's mess, two guys will run for it intothe next room(the kitchen) where Ruprecht Reiner lays into themfor being chickens. Kill everyone, get the keycard(if this isyour last officer between the three areas), and head back to thecard-locked door.When you open the door and head down the stairs, you'll findyourself in a large parking garage, with loadsa weapons. Don'thesitate to abuse the machineguns here - there's four MG08s,and two MG06s. There's also a Granatewulf grenade launcherin one of the crates - your first of these little beauties.Head through the wide archway into a smaller garage, and you'llsee an officer driving away. His driver tries to dissaude him,but he just tells him to keep going. You have to give this guycredit for guts, given what he's going into. In the room aremore enemies(naturally), and three more MG08 machine-guns, Before you head through the garage door, make sure you havethe weapons you want. You won't be coming back this wayagain.Fun Stuff:Crushing the three guys under the vehicle lift in the garage. ^_^ #A7# LURKING UNDERGROUND 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 nosoldiers'll come running while it's on though). The second garage door is locked, and the controls have beendestroyed(intentionally?), so break some windows and go throughthe sentry station into the next room. Things get even stranger here. You'll soon see an explosion gooff, so head in its direction(jump up and go through the upperwindows)This room has good weapons in it, so search it if you want. Youmay need them shortly if you're not already stocked. You'll seea sentry room with three dead guys in it, and another slidingdoor at the end of the room. The door is locked, and the switchis in the sentry station with the dead guys, so head back andget in through a window. Then get ready to fight like mad. The moment you enter, a horrible SCREAMING will break out, and thedead guys will get up! Eek! Their heads will be pushed off and bereplaced by these disgusting, gibbering demon-head things, anotherone 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'llbe seeing lots more. There are four more of them outside thesentry station, so you're fighting eight in total. Daemite-possessed soldiers are /fast/, and aren't stopped by littlethings like extreme pain, bloodloss, and dismemberment. They alsomake disgusting noises, and /enjoy/ being hurt. You should alwayshave at least one at every party, but exterminate them all for now.Be careful with them though, as they can be surprisingly trickybecause of their resiliance. They can do quite a bit of damagehand-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 theirstumps 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 anydamage to you, but they hit you easily, fake being dead sometimes,and can 'paralyze' you with hitstun easily in large groups forothers to waste you.If they give you a hard time, you /can/ catch a break. Jump out thewindows above the garage door you came through, and they can'tfollow. If you have a rocket launcher, you can damage any thatrun against the door by shooting it from this side. Once they're dead go back, hit the switch in the sentry room toopen the door, kill more Daemites, and exit the level. Fun Stuff: This level's Fun Stuff cancelled on account of disgustingness.EWWWWW!#A8# DEATH'S QUARTERS You're now in the underground barracks. Grab a gun or two out ofthe crates if you need them, and proceed into the level. Most ofthe Daemites you encounter here are unarmed, so be wary - they domore damage hand-to-hand then with guns.It also pays to watch ventilation ducts from this point on, asPure Daemites have a tendency to bust out of them like secondrate Supermen. You'll eventually come to a barracks room with a small door, anda passageway leading into the bathroom/locker room. If you needfirepower, go into the bath area first - you'll find a shotgun inone 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 whereRayne 'scientifically' observes her next target being possessedby 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 copewith here. When you kill the officer, you'll discover him to have beenGeneral 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 straightthrough them, until you come to another door you need to reboundkick to break down. If you've got weapons left that you'd liketo shoot off for kicks, do it now - you'll lose them shortly.When you attempt to enter the watery area, the camera will panto the right passage to show you a blocked doorway. Go this way,jumping out of the water as often as you can. There's nothinguseful down the center or to the left(just a flooded bathroomand shower). The door is blocked, but 'there must be a way through'. Walk backacross the rubble and onto the floor a little. The floor willbreak, 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 damagedsection to break with your rebound-kick. Go through. If youhave any guns left, Rayne will complain that the water gunkedthem 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 theelevator. 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'tusually notice them until now.#A9# HELL HALL This is very aptly named, and you'll see why shortly. Proceedthrough, killing Daemites, and you'll soon see a cutscene withthe Butcheress outside on the rooftop, throwing poor saps intoa pit. Worry about her later - hit the nearby switch, and gothrough the closest door. When you attempt to walk past theelevator to go through the newly-opened passage, there'll be acutscene with a lot of screaming, where a ton of Pure Daemitesbust out of the elevator and start chasing you. Rayne willattempt 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 aliveso long - when it runs out, you're as good as dead. The ladysays it's time to leg it, so get the heck outta there. Usingdilated perception is very helpful here, in avoiding getting 'hungup' momentarily by the Daemites that fall out of the ceiling. Ifyou do wind up getting blocked, jump over them - don't try hackingyour way through. When you run far enough, you'll see a cutscene where Rayne noticesa picture of the guy who brutalized her in Louisiana. Then someGranitewulf-toting Daemite shows up. and starts going nuts withthe thing as he runs away. The cutscene continues past two more DaemiteDorks manning amachine-gun nest and blockading the hall to the elevator. If youattempt to walk back towards it, Rayne will mentioned needing aranged weapon, 'preferably one that shoots around corners'. Thatgrenade launcher would be just the ticket, so get crackin'.An important note: while you /can/ go down the machine-gun hallnow, and probably not die from the gunfire, the place will explodeautomatically and kill you when you get far enough. So don'tbother. 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 runacross them. Our friend with the grenade launcher will probablytake another potshot at you when you reach the stairs, so takecare when heading up. When you reach the top, you'll see the guy standing right nextto the meat grinder. If you want the grenade launcher(it's notactually neccessary, but it is useful), feed on him and turn himto 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 behindhim for the bite. When he dies either way, SantaDaemite's bag of goodies will falldown the hole onto the floor below, so head down the stairs to getthem. When you try, a bunch of Daemites will chase you down thestairs you came from, so IMMEDIATELY run across the room and hitthe switch for the grinders again, and you can turn them all intopulp. Return back to the bag, grab the grenades, and it's timeto dispose of the HappyGunningMoronBrothers. One grenade down thehall will do the trick. The machine-gunners will leave their MG06's behind, so grab oneif you want, and take the elevator to the next level. Fun Stuff: Not much. I thought the cutscene when Mr. Grenade Launcher showsup was REALLY cool though. #A10# THE LABORATORY When you enter the first room, the doors will close, and somejerk of a Daemite in the next room will start to fill your roomwith poison gas, so break the windows to let the gas out. Theytake four normal attacks(this is where one of the MG06's fromlast level comes in handy - they shoot out the glass fast.) When you do, the gas will flood back into the other room andkill the Daemite's instead. Go inside, hit the switch, andproceed onward. The next room has a high number of Pure Daemites, and someDaemites with guns, so kill them and stock up. When you're set,head up the stairs, hit the switch to open the next door, andmove on. There are more guns in the crates in the next room, and severalPure Daemites in little containers. If you're careful, you cansneak up alongside them and Assassin-gib them before they getloose. When you get a look into the next room, you'll see some newsoldiers - Red-Garbed Commandos, led by Kommando himself, firingat a bunch of Pure Daemites from a makeshift gunnery nest.Kommando will quickly order a retreat, and he and his men willrun away, leaving the poor regular soldier to a horrible fate.Kill anyone who's left(including three unarmed Daemites in thedark room. The door Kommando went through will be locked, sohead for the big garage-style door instead. More Daemites With Guns in the next room. Kill them, filchtheir stuff, and break down the damaged wall. Do the samething in the next room, where the imprisoned Pure Daemites are.Head through the lab rooms using the big windows, killing asyou go, and break down another wall. More soldiers making alast stand here, so help them out through mass homicide, checkyour weapons, and move on - you're about to have another CharacterBattle.After you head down the long hall and go through the cutscene,you'll be up against... KOMMANDO This fight can get /extremely/ manic and chaotic the first timethrough, since you wind up in a large, three-story stage, withCommandos, Pure Daemites, and Kommando himself, all lining up forthe next dance. Using dilated perception to slow things down isalmost a given. If fighting on the ground floor from the start is too much of amess, head upstairs ASAP. Kill the stray Pure Daemites runningaround, and Kommando, plus whatever Commandos aren't presentlyhaving arguments with Pure Daemites, will head up after youshortly. They'll have to scatter across the catwalks this waythough, so they're easier to avoid and take out. Once you'vekilled 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 yourweapons too much - you'll need everything you've got for thefight coming up after this. When you do a certain amount of damage, Kommando will throwdown a flashbomb and disappear. You'll be blinded momentarily,and your senses will be screwed up(aura vision and dilatedperception won't function properly.). After the flash clears,you can use your senses, but your aura-vision will be scrambledfor awhile longer, making it hard to find where Kommando is.Rinse and repeat. Bloodrage isn't neccesary, and if you'reworried you might not have a full gage left by the time it'sover, don't use it. You'll need that too. Once he's dead, take his turnkey, hit the switch on the secondfloor, and head up to the third floor to go through the door.Normal soldiers will be waiting, so have a couple for lunch ifyou 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 atthe start of the level did. Deal with it the same way, andget ready for the ugly fight coming up. #A11# HELL HALL(Revised) Same name, more hell. You get into another Character Battlefirst thing here after the extremely gratuitous and innuendofilled cutscene. DR. BATHORY MENGELE(AKA: BUTCHERESS) This fight will probably give you trouble the first time ortwo. The Butcheress is /fast/, blocks frontal attacks, andfights like a constantly Bloodraging Rayne. She can tear youapart very fast, and it's hard to get away from her tocounterattack. Using dilated perception here is almost mandatory. Because of this, I reccomend Bloodraging immediately, andhacking it out with her. Do as much damage as you can as fastas you can and as long as it lasts. Usually this will last longenough for her to run away to one of the control consoles aroundthe pit, and give you a chance to put distance between the two ofyou. Be careful when this happens, as all the blue-tile floors willopen up to reveal pits, and if you fall it's game over. Worse,the crossbeams between them will electrify, and hurt you a lotwhen 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 standon the little 'curb' between the ground and the glass. Becareful that you don't fall in. When you have some distance between you and her, fire like crazywith everything you have, and you should be able to take downwhat'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 Bloodrageattack. After the cutscene, jump down in the pit and continue. There's not much to the rest of this level. Kill everythingyou run into(you have to kill most of the Pure Daemites to moveon. They'll show up as blue glows on aura-vision), run to theend of the morgue, kill more Pure Daemites, and jump through theair duct. Fun Stuff Depends a lot on what you consider fun. The conversation withthe Butcheress is pretty entertaining if you like sexual innuendoand breast footage that'd make Dead or Alive girls jealous. =P #A12# THE MILL MILE Don't go in the water. Go too far into the water and you'llinstantly die, just like the swamps in Louisiana. Head to theright, and use the pipes to jump up to the window ledges. At theend, you'll find one you can break and jump through. You'll find yourself in a factory kind of place. Kill all theenemies, and hit the switch on the far wall. This will start upan obsticle tunnel(seen in hundreds of platformers and Star WarsEpisodes 1-2). Go through carefully, and work your way throughthe next three rooms(You can pick up a grenade launcher, and aKaxik MG08 as you go). The doors are all locked, so you'll haveto use the conveyer belt holes in the wall and such. Hit theswitch in the third room, and go on to the fourth. Be careful ofthe grinders(there's one by the MG08 guy), as they're instant death. The fourth room is larger. Check the elevator, and you'll findit's missing a battery. Kill stuff, find the battery(it's by aforklift), and plug it in, then hit the switch to go down(there'salso some crates with a gun or two if you want).Downstairs are more crates, including one with a hiding PureDaemite(from this point on, they can also hide in crates andbarrels, so be wary), and a Panzerfaust(Yaay!). You mightneed the Panzerfaust shortly, so hold on to it.Go through the next series of rooms, and you'll eventually seea couple of Nazis running away, only to be confronted by aBig Oooglie busting through the wall. A rather crazy(and likely shortlived) firefight will break outbetween the Nazis and the two Guardians, so let them slug itout before interrupting. Unless you have the extra gibscheat turned on, the Guardians will surely win, so get readyto fight them. They're the hardest non-boss enemies you'veseen yet. Guardians aren't very smart, but they are Mean and Tough, andtake a lot of punishment. You may like to use your Panzerfauston 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 sureboth of them are close enough togather to take on both with thesame Rage. If you run out, either hack at the Pure Daemites(ifthere are any left) to refil your meter, or carefully engagethe remaining Guardian(s) until it is. Once both are dead, athird Guardian will break through the door, but luckily you don'thave to kill it. Just run past it into the next room. More Daemites here. Get up on the catwalks, and make your wayaround to the little 'control' platform where the guy with theMG08 is lurking. Grab it if you want(he'll drop it), and hitthe switch to open the lift below. Get on the lift, hit anotherswitch, and down, down you go.....Fun Stuff You can hit the little 'boiler' things in the first factory roomfor nice explosions.#A13# DEEP This level might be in need of a map, but happily the Nazisprovide you in this case. You'll notice one posted here andthere, with handy red dots for 'you are here' marks.The first thing you'll see here is a cutscene of a lot of Nazisfighting it out with Pure Daemites. There is definitly a COMPLETElack of discipline down here now. Two soldiers will set upa detonation charge, and J. Becker will order them to blowit up to seal the tunnel. It'll trap the remaining men inside,but as Becker points out, they're already dead. He and hismen 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. Youcan either head immediately to the right to get the explosives(butyou can pass this way anyway later from the other side), or headstraight ahead. So I reccomend going straight. Attempting to go through the large door in the next room will turnthe camera to the damaged wall, so break it down and go through.Destroy the crates blocking the door in the next room, break downthe door, and move on. The next room has a good number of enemies, and leads into ahallway. In the hall, the first door on the left goes into abathroom, where you'll be ambushed by Pure Daemites hopping outof the toilets. There's nothing in here but them and a weakgun, so don't bother unless you really need that gun. The twodoors 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 breakopen the door. You'll see J. Becker and his men running into the infirmary, wherethey get ambushed by Pure Daemites and forced into a last stand.Help them out by killing them, and pry the detonator from hiscold dead hands. Don't go into the double-doors to the morgueunless you really need another weak gun, because you'll beambushed by several Pure Daemites. Do however check out the walljust to the right of the entryway before you leave - there'sa 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, andfrom the next room, into the barred security area. From here youcan see where you got the Panzershrek from. Enter the 'caged in'area if you want to reach a storeroom, with some more good gunsand another Granitewulf grenade launcher(but you just got aPanzershrek, so chances are you won't want it just yet.). Youcan also get some grenades from the little boxes on the shelvesoutside. 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 otherdoorway. The hallway will take you right into the room with theexplosives. Continue forwards through the various rooms until youreach the place where you started the level. Be very careful ofwhat 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, thenproceed 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 canbreak. Breaking it will cause a gas leak, and it'll quickly set onfire. Pursuing soldiers will get toasted, but notice the PureDaemites love it! They won't even chase you - they'll just dance inthe flames and enjoy the pain. =P#A14# DEEPER This area is very linear, but also /extremely/ large. Far downthe tunnel you'll come across a branch to the right that'sbarricaded 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 mayas well pay it a visit while you're here. Smash through theblockage, go through the small maintenance room, enter the pumproom, 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 fourway intersection. The right fork is blocked, so you need tohunt for explosives and a detonator again. Take either routeyou choose - it doesn't really matter. Keep going until you come across another blockaded tunnel onthe right, smash through, and head that way. You'll see anofficer running into the pump room, so chase after him. Dentalrecords(or whatever's left of him if his teeth are shattered)will reveal the fresh corpse to be Otto Gottleib, and he hadthe detanator you needed. Activate the pump in this room andleave. Keep moving through the tunnel, go through the door, and headdown the looooong passageway. You'll eventually end up in a wideopen area. Some dork on top of a building to the far left willtake potshots at you with a Panzershrek, so take that goon outfirst before heading further into the area. When you reachthe small security room, break open a window and jump in. There'sa wonderful assortment of spare guns here if you need them, sostock up and move on. In the next area, you'll see two buildings, one of which hassmoke coming out the top. Kill anyone here you need to, hop ontop of that building, and jump down the hole. Keep goinguntil the flashbomb goes off, and look who it is! It's yourold buddy Kommando! Looking a little worse for wear, too. The possessed Kommando can't really do a whole lot. He cantake a lot of punishment, in theory, but he tends to getdecapitated before much damage is done, ending the fight. Don'tforget about the guy on top of the shelves though - he's easyto miss. Take Kommando's turnkey, hit the switch to open thestorage room, grab the explosives, and head out. The way you came in will be blocked now, so go out the slidingdoor. You'll end up in another large area, but before you go toofar, a large explosion will blast open a section of tunnel to thefar left. Take out the Daemite with the Panzershrek in the roomfirst so you don't get blown up by him, then head through the newtunnel to find the source of the explosion - another Daemite witha Panzerfaust and a twitchy trigger finger. You shouldrecoginize the room you end up in, so leave, head all the wayback to the four-way intersection, and head down the rightfork. Blow up the blockage and head down the tunnel. Watch the floor -there's a 'dented' section of it that collapses on you beforeyou go very far. Keep going, jumping your way across thenext two water pits, and go through the door. You'll be inan odd looking tunnel, so head to the end of it, hit the grossmoving plant thing on the right, and you're off to the nextlevel. Fun Stuff: Here and there in the mines, you'll notice doors you can breakdown. Inside them are chicken soldiers hiding from the Daemites.^_^ Rayne occassionally says funny things when she finds them,so they're worth poking at even if you don't need the free lunch. #A15# THE TEMPLE 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 heardof. 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 areextremely large and confusing looking, and not easy to map, dueto their vertical nature. The blue glows will show you where tohead towards. In the first chamber, you'll end up on wooden, broken catwalks,getting shot at from all directions underneath. Head down thestairs to the right, and then down again onto the 'ledge' fromthere. Be careful when you get near one of the pore-lookingthings on the walls - Pure Daemite come out of them. Followthe narrow ledge into the next chamber, and jump on the branchlike thing when you come to it, It will lead near yourobjective, so jump on the next branch that intersects, andthen jump again onto the 'tree trunk' looking thing that hasthe door and the glowing light. You'll see another 'livingswitch' just above the door, so hit it to open it, and dropinside, down, down into the depths. You'll end up by another set of doors at the bottom, soopen them, and exit the level. Fun Stuff: Not much fun about THIS place. Ew! #A16# TEMPLE INTERNAL This place is even more disgusting then the last one. This timeyour objective is VERY high up, so you've got some climbing todo. There are two ways to go through this, so I'll describeboth: the easy and slow, and the tricky and fast(fast if you'rea good jumper): For the easy and slow, jump over the water to the right, andenter 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 befacing a ledge where a dork with a Panzershrek is hanging outat. Jump to that ledge, kill him and the other chump, then jumpto the next ledge to the UPPER-right(it's mostly red, and hasa 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 upyet another tunnel. When you leave, jump up to the ledge tothe FAR UPPER left(you'll have to rebound-kick to get there),continue along the path, and go through the next tunnel. Runalong the path at the end of it, up to the ledge. Then headeither direction, running along the ledge until you reacha LARGE tunnel. Go through it, jump to the bottom, open thedoors, and leave. Fun Stuff Too busy washing the EWWWW from my hands. ;_; #A17# TEMPLE GUARDIANS As the name suggests, you've got some fighting to do herelater, but don't worry about it for now. Circle the ledge tothe other side of the room, until you see a ledge with a lighton it slightly higher up. Jump to that ledge(you'll probablyhave to use rebound-kick again), and hit the living switch.The camera will cut to the bottom of the pit and show you whatdoor opened(you'll also probably see a Guardian inside, but don'tworry about it either). Make your way down to the bottom, killwhat you need to, and go through the doorway. Don't miss the guywith 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 guyon it, then jump to the next ledge you see. Repeat ad nauseum.Feed on jerks on your way up if you need health. The lightsin the wall can hinder you and make you fall if you accidentlyjump into one, so be careful and use dilated perception tominimize the chances of accidents. Once you reach the top you'll see a short camera-panning, andyour new objective will flash - eliminate the Guardians! There'sone right near you to the left, so be careful. How you do this is pretty much up to you, but it mostly comesdown to Bloodraging - you won't have enough explosives to killall three, no matter what you do. Luckily you don't haveto stay down there and take their beating. There are places on the walls that are sloped enough for you toclimb to the next ledge 'level', and the Guardians can't followyou. Daemites and Pure Daemites that haven't already jumped/fallendown, can be found up there, to either replenish health, or hackup to build Bloodrage. Just like the last time you fought Guardians, make the most of yourBloodrage meter - don't use it until you can lure at least two, ifnot all three, nearby eachother. Once all three are dead, the camera will pan up to show somethingdisgusting opening at the top of the room. This next part isa /little/ tricky. Head up to the upper ledge, and walk arounduntil you see a 'path' that heads from one side, to the otherand up to the next ledge(it's a little weird to notice, but payclose attention and you'll see it) It's /very/ narrow, so you'llprobably want to use dilated perception when you jump to it. Runacross to the other side(be careful if you're very low onhealth - there's poison gas in the middle), and up to the ledge.From here, /carefully/ jump out to the thing in the middle - beextra cautious, because if you fall, you'll have to get up hereagain. And you might even fall ALL the way down to the verybottom. 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'sversion of Disneyland. Fun Stuff: I don't call Guardians fun. Do you? #A18# DAEMITE CHAMBER The last El Disgustmento stage. The music changes here, so youknow something's up. Enter, and you'll find yourself in anEXTREMELY large chamber, with poison gas clouds visibleeverywhere. Your aura vision will show you that you need togo to the 'heart' of the room(it's obvious to look at), butthere'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 obviouslyyou don't want to go that way either. The first way involves going through gas, and was suggestedby 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 eitherlow health, or not confident enough to move quickly on narrowground, since you can die easily if you stay in the gas for toolong. Look left from the ledge you start out on, and you should seeanother one, with a 'branch' heading out across the chamber justabove it. Jump and rebound-kick for it, and hug the wall whileyou do so, so if you miss, the wall will save you. You gothrough 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 onthe 'raised' part of the wall underneath it, turn on dilatedperception, and jump up to it. Once you're on, run straightalong it(using dilated perception to help stay on if you need),and enter the heart. The second way involves some funny jumping, but is completelygas-free. Directly above where you start, you'll see a pathleading out across the chamber. Jump onto it and run most ofthe way across, until you pass underneath a 'wishbone' likearch. Then turn around and look up. You'll see it's a paththat leads close to the ceiling, near one of the ribs ofthe backbone that crosses it. Head all the way up it, usingdilated perception and the occassional small jump to stay on.At the top, walk off onto the rib, and jump from rib to ribusing your rebound-kick. You can either hop off early, ontothe narrow branch you'll see which leads to the heart, or keepgoing 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 thisisn't the time to play with it). Getting out isn't very /hard/, but make sure you do it right thefirst time, so you don't have to do all that over again. Runalong the path leading up(towards the hole the nazis made),and jump down to it. There's another 'branch' lower downthat 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 aboutneeding more explosives was pretty darned funny. ^_^ #A19# DANTE'S INFERNO You're almost done with Argentina! Hang in there! This stage is a dash for your life, literally. Explosions will bechasing right at your heels, and if they catch up to you, you die,no questions, no debate. Use dilated perception to help see whereto go earlier, and DON'T STOP RUNNING. You may have to do thistwo or three times before you get all the way through. At theend 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 theflames do. Fun Stuff: You're running too fast to have fun. #A20# WALLS OF JERICHO This is it, the last Argentina mission. You still have two officers,both actual GGG officers, unaccounted for, so you know you're going tosee at least one of them. Head through the short area, and see thecutscene. Guess which one it is? MAULER D. Mauler is a BRUTE, and quite, quite scary. The very ground tremblesas he runs, so obviously getting hit by him isn't a good idea. Youcan jump up onto the catwalk for cover if you want, but that'll justgive Mauler a chance to show off what a powerful bruiser he is. Thisguy 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 theledge right in front of the upper doorway(Mauler can destroy everythingbut 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 ofledges on the far side of the room, which are simply too high for himto 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 gettingbehind 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 eitherdead, or you have another Bloodrage to use. Once he's dead, head out the upper door, and you'll be in a familiarlooking hallway(this whole level is part of The Docks from wayearlier, but you probably won't recoginize it at first with allthe damage). The hall will take you back to the Sub Dock, and you'llsee Wulf departing on one of the subs in the cutscene. You sneakaboard the other, and you're now finished with Argentina. On toGermany! Fun Stuff Watching Mauler wreck havoc. ^_^ GERMANY-~-~-~-~-~-~-~-~-~-~ -~-~-~-~-~ -~-~-~-~-~ -~-~-~-~-~ -~-~-~-~-~ -~-~#G1# EMDEN U-BOAT STATION Just a cutscene. When the sub pulls in, everyone'll be dead(guessRayne got hungry on her way here). The GGG Second-in-commandwill order the sub to be unloaded anyway, you'll see a familiarlooking 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. #G2# RED SUMMIT After the cutscene introduction to where you are now, head to theright. D. Von Haber will be up on the cliff with a machine-gunnerand another solider, so kill all three of them. Be careful ofthe Jetpackers that show up though. This is your first encounterwith them, and you'll soon grow to hate them. You can harpoonand drag them out of the air to feed and kill them safely, oryou can shoot/slice them down normally, but then their jetpackswill detonate when they're dead. Jump through the hole in the tower wall on the left, or break thedoor down on either side with rebound-kicks. There's a grenadeat the bottom of the stairs, and two snipers you'll want to killon top of them. This little 'snipe room' is a safe place to tryout your Extruded-view, so give it a whirl(although you probablywon't see anyone to shoot just yet). From here, there's two ways to go. I reccomend jumping up on topof where Von Haber was, and taking the far-left path, down acrossthe broken bridge to the other side(you'll face less enemies inthe long run doing it this way). There's a guy with a Panzerfauston the other side of the bridge, so be careful. Kill the Elitetroops, axe Andreas Zahl, and you'll gain your fifth, and lastBloodrage 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 tothe 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 soldiersand exit the level. Fun Stuff The return of officer conversations! You can catch one aboutthe 'decline of german culture' nearly right at the start.Another plays a bit later, past the right side of the brokencastle wall(between officers up on the cliff), and is much,much funnier, but you basically have to sneak out carefully toget to listen to it. If you take the officers in the order Ireccommend, 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 willhave rolled down the path and dropped off some extra troops,including an Elite and one or two Jetpackers.#G3# OLD GAUSTADT This level is a little confusing, due to its maze-like nature.A map wouldn't help much either. You can take officers herein 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 oneof the jerks absconds with Hans Eldrich over its shoulder! You'releft to deal with the remaining soldiers and vampires. You canwatch them fight it out if you want(there's a decent chance thesoldiers 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 theway, but will stock your weapons supply nicely. Jump on top ofthe broken house's roof, then jump again over to the castle. You'llbe on a damaged roof area, with stairs going down, and a supplyroom. Enter the supply room, get guns and grenades if you needthem, then head down the stairs. A Feral Vampire and two nazis(one elite) will be fighting, so either let them finish, or killall of them, and continue on. Jump over the water and kill the unarmed soldier fast - hemight pick up the Panzershrek that's lying on the floor on thefar end. Kill more soliders and keep going. You'll end up ina room with stairs going up, and a lot of soliders. Kill thesoliders and head up the stairs cautiously, as there's anotherFeral Vampire at the top. At the top of the stairs, head left through the door andinto the dining room. At the far end of the room, you'llsee an archway with crates blockading it. Smash them, andsome nazis will start arguing with Feral Vampires again.Let them fight or kill them yourself(they're just beggingfor a rocket if you ask me). Either way, make sure DemetriusKlaus(who's running around over here) dies hard. Exit back to the upstairs area, and new soldiers will behanging around. Kill them, and head further upstairs to theroof. 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 nexthighest roof after you kill the closest soldiers. There arelots of people to kill up here too, sure make sure you geteveryone. When you're done, walk up one of the two sets of stairson the immediate left, and jump up to the balcony. You may ormay not see your first Vampire Bats up here, depending on whetheror not the nazi snipers killed them first. Either way, rebound kickthe steeple bell(or shoot it. That shotgun you got down there willblow it off). The bell will fall and smash through the floor. Dropdown the hole to the next floor, then down the newly-made hole. Hugthe wall so you don't fall /too/ far - you'll want to land on theremains of the 'grid' thing. When you enter the room through the broken wall, you'll see a lockeddoor and a damaged wall. Rebound-kick the wall, and you'll find...another damaged wall. It takes four rebound-kicks to get through tothe other side. Beyond, you'll find various soldiers in bedrooms,and G. Saxon. Kill him, of course. You'll see a cutscene in afamiliar rooftop. Drop back through the hole the bell made, andhead to the right from there. You want to head back up onto theroof again. Once there, this time head to the right, up the shortstairs, If you didn't kill anyone here earlier, you'll have quitea few people to kill, so kill them, and go through the door to exitthe level. Fun Stuff Nothing I'm aware of really.#G4# UNHOLY MECHAHere you will face off first against one SuperTank in the enclosedspace. After destroying it and entering the chapel(the fight doesn'tstart until you break down the gates), you will fight against threemore SuperTanks, followed by a fourth piloted by G. Gosler. This caneither be very easy or very hard, depending on how you handle it. The main problem with fighting in the SuperTank is that it takessome getting used to the way it walks. To maximize your mobility,never try to move /just/ side to side. Always be heading somewherewhen you're turning, and you'll move faster. If you're caught out in the open, try to generally move towardsthe right whenever possible. The rocket launchers will have aslightly harder time hitting you(Although grenades and gatling firewill still be just as effective). Above all though, never standstill in the open - always be a moving target. Taking all three in the main chapel is quite doable, but if youfind it to be too rough, retreat back into the little alcove youstarted the level in. You can lure enemies down the hall one at atime, and they're easier prey this way. Once all three are gone, new music will play and Gosler willstomp his way onto the scene. Fight him the same way you did theothers, and it should be over fairly quickly. Once Gosler is dead, /don't/ head for the blue light at the end ofthe chapel unless you have no health left. Stay in your tank, anduse the gatling and rockets to take out the jetpackers who fly inwith 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 thetop. Climb the stairs, see the cutscene, and continue on to theright to leave the level Funny Stuff All the radio chatter going on, especially when Rayne teasesthe tank jockeys. ^_^ #G5# TEACHERS AND TRAITORS 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 gota dangerous descent ahead. Kill the two nazis on either sideof you, and climb down the stairs until you reach the levelwhere the sniper is. Jump off and kill him, then jump downto the bottom. Kill all the remaining soldiers. When you do, three Jetpackerswill fly in. Be very cautious, as one of them carries aPanzerfaust, possibly making him the most deadly putz in the game.After they're dead, the last guy will probably run right intothe cliff and fall. If he doesn't, jump over and kill him,then proceed through the doors, see the cutscene, and prepare tofight. MYNCE Mynce isn't really very dangerous, although she fights like theButcheress. Stay out of her way and unload all your guns intoher until she runs for it. Don't use your Bloodrage yet.Chase her up the stairs, attacking as you get the chance. Whenyou finally reach the top and go down the hall, you'll fightfor 'real'. Use your Bloodrage here to finish her off easily.Head through the newly created hole in the wall, gather freshguns, move down the hall, and exit the level. Fun Stuff You get to abuse Mynce again! Yay! #G6# NIGHTFALL At the start of the level, you'll pan the camera around outsideto see the sights, including four Feral Vampires(one of themstrangely colored) kidnapping another Officer. What's thatabout, 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 areout in full force, and they love to ambush you from on ceilingsand behind corners, so take extreme caution on your way. Once outside, you'll see Feral Vampires clawing at the barredwindows, trying to get in and have an Officer for lunch. You'llneed to get in there too, but how? Turn around, hop on top ofthe door you just came out of, and jump in the window. Head up the stairs to the left(the stairs on the right just takeyou to a shotgun, but get it if you need it), and continue goinguntil you reach a small, narrow passageway with Vampire Bats in it.Go through the passage, hit the switch, and head downstairs. Tauntthe chicken, hit the second switch, and climb down to kill himwhile the Feral Vampires watch on with envy. The unfortunatemeatbag was C. Reichard. Return the way you came, and beVERY careful. There's a two-Vampire ambush that killed mebefore I realized what happened the first time I did this.Your next target is in the church you see across the ledge, buthead down the stairs first. You'll be able to loot a Panzershrek/and/ a Panzerfaust over this way. When you're done, go backand carefully jump over to the church, and go inside. Afterthe cutscene, you'll find out what happened to poor Hans Eldrichfrom 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 gothrough the door you saw the soldiers going into to exit thelevel(it's off to the left)Fun Stuff That guy hiding in the steeple is hysterical. ^_^ But notmuch else I know about, aside from breaking all the objectd'art. #G7# COURTYARD This is a pretty evil level. The music had me constantlyjumping at shadows, thanks to that bestial growl in it. >.