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    FAQ/Walkthrough by zoips

    Version: 1.0.3 | Updated: 12/19/02 | Search Guide | Bookmark Guide

    FAQ/Walkthrough for BloodRayne
    Version: 1.0.3
    Table of Contents
      1. About
          1A. Introduction
          1B. Version history
          1C. Contact Information
          1D. Copyright Information
      2. General Information
          2A. Story
          2B. Controls
          2C. Weapons
          2D. Abilities
          2E. Enemy Strategies
          2F. Cheats
      3. Bosses
          3A. Queen of the Underworld
          3B. Von Blut
          3C. Kommando
          3D. Dr. Bathory Mengele
          3E. Daemite Kommando
          3F. D. Mauler
          3G. G. Gosler
          3H. Mynce
          3I. Hedrox
          3J. Sigmund Kreiger and Simon Kreiger
          3K. Beliar
          3L. Jurgen Wulf
      4. Act 1 - Louisiana
          4A. Sanctuary 
          4B. City of the Dead 
          4C. Ghetto 
          4D. Town Hall 
          4E. The Hill *Secret Level*
          4F. The Beauregard House 
          4G. Colonial Power 
          4H. City of the Dead 
          4I. Old Town 
          4J. Queen of the Underworld 
      5. Act 2 - Argentina
          5A. Infiltration and Execution
          5B. The Dock
          5C. Communication Breakdown
          5D. Thule Chapel
          5E. The Barracks
          5F. Lurking Underground
          5G. Death's Quarters
          5H. Hell Hall
          5I. The Laboratory
          5J. Hell Hall
          5K. The Mill Mile
          5L. Deep
          5M. Deeper
          5N. The Temple
          5O. Temple Internal
          5P. Temple Guardians
          5Q. Daemite Chamber
          5R. Dante's Inferno
          5S. Walls of Jericho
      6. Act 3 - Germany
          6A. Emden U-Boat Station
          6B. Red Summit
          6C. Old Gaustadt
          6D. Unholy Mecha
          6E. Teachers and Traitors
          6F. Nightfall
          6G. Courtyard
          6H. The Windmill
          6I. The Bridge
          6J. Doppleganger
          6K. Of Wulfs and Demons
    1. About
    1A. Introduction:
      This is a FAQ/Walkthrough for BloodRayne, PS2 version, though most of it will
      probably hold true for all other versions of the game as well. Keep in mind
      this is a FAQ/Walkthrough, so spoilers (mostly small, but some a tad big) 
      abound. Most of the information here you won't need as the game is quite 
      linear and it is typically quite easy to tell where you need to go.
      I've tried to be relatively thorough, or at least as much as needs to be 
      considering you have a nice blue sphere to follow, about how to get from
      point A to point B, but I don't spend much time on exactly what is between 
      those two points. I've included a small section on how I dealt with each 
      enemy type, so just apply that to any of them you stumble across while 
      running about.
    1B. Version History:
       Version: .7
       Release Date: 22.11.2002
       Initial release of the FAQ/Walkthrough. All of Act I and II has been
       completed, and most of Act III as well. Boss section completed, and various
       other sections done.
       Version: .8.5
       Release Date: 22.11.2002
       Fixed formatting issues that I forgot to deal with before sending the FAQ in
       (sorry CJayC...). Also some more added information (controls, another two
       levels for Act III).
       Version: .9.8
       Release Date: 23.11.2002
       Corrections to spelling, grammar, word misusage, and general fixing 
       throughout. Finished up Act III and rewrote the section on Wulf (I was wrong
       about him being able to block your attacks; I thought he could...oh
       well...). Only thing left, really, is the Characters section. 
       Version: 1.0
       Release Date: 25.11.2002
       Some rewrites, reformatting, and typo fixes. Added a missing cheat and enemy
       type. Added The Hill, the secret Louisiana level. Decided screw it and 
       tossed the Character section. I'm sure CJayC is sick of seeing this in the
       FAQ submissions.
       Version: 1.0.1
       Release Date: 26.11.2002
       Blargh! Fixed a mistake in the ToC.
       Version: 1.0.2
       Release Date: 11.12.2002
       Added a suggestion for the fight with Simon and Sigmund Kreiger to the FAQ.
       Thanks to the many (bit too many to list) people who emailed and told me
       about it.
       Version: 1.0.3
       Release Date: 18.12.2002
       Updated cheat ONTHELEVEL. 
    1C. Contact Information:
      If you have anything to add to the FAQ, corrections that should be made,
      or questions NOT ANSWERED in the walkthrough (key words there), email me at
      zoips@eesoft.org, or, better yet, ask on the BloodRayne board at 
      GameFAQs (http://www.gamefaqs.com) for the respective system.
    1D. Copyright Information:
      BloodRayne FAQ/Walkthrough 
      Copyright (c) 2002 Matt "zoips" Eberts (zoips@eesoft.org)
      You may use this FAQ/Walkthrough, all or in part, for your own works, private
      or commercial, as long as the above copyright information is reproduced and 
      displayed prominently, verbatim, in the derived work.
      As such, feel free to post this guide where ever and use it for whatever
      purpose, as long as the above requirement is met. 
      Note that updated versions of this FAQ/Walkthrough will only be sent to 
      GameFAQs (unless you request to have them sent to you), so check GameFAQs for
      the latest version every once in a while.
    2. General Information
    2A. Story:
      From the BloodRayne Manual (Copyright (c) 2002 Majesco Sales, Inc):
      In 1932 an American teenage girl was apprehended in Europe after carving a
      path of destruction trying to track down and kill her biological father. The
      girl's name was Rayne and she claimed the people she killed, and her father
      who was still at large, were vampires.
      Before more information was attained, the girl disappeared.
      The girl is a Dhampir; a product of her human mother's rape by a her vampire
      father. Born with powers of a vampire without all of the weaknesses. She was
      taken in by an underground organization calling themselves the Brimstone
      Society - a top-secret fraternity that hunts down and destroys supernatural
      threats. Agent BloodRayne, as she is now known, protects humanity from things
      that ordinary people shouldn't have to deal with.
      In the years between the World Wars, Agent BloodRayne works as a killing
      machine for The Brimstone Society. Two missions, five years apart, turn out
      to be connected by one man. For years, this man has been searching the world
      for powerful occult artifacts to bring Germany into a new age of domination.
      Agent BloodRayne must face this man's elite Nazi army to prevent them from
      releasing creatures of unfathomable terror onto the world in their unwavering
      quest for the artifacts.
    2B. Controls:
      D-Pad Up: Normal View
      D-Pad Left: Aura Vision
      D-Pad Down: Dilated Perception
      D-Pad Right: Extruded View
      L1: Normal Attack
      R1: Fire weapons
      L2/R2: Cycle back/forward through weapons
      Triangle: Blood Rage
      Square: Harpoon/Feed
      X: Jump
      Circle: 180 degree turn
      Triangle+L1: Rage Attack
      Start: Pause
      The default analog controls are as follows:
      Left analog stick: Forward/Back, Strafe Left/Strafe Right
      Right analog stick: Look Up/Down, Turn Left/Right
    2C. Weapons:
      From the BloodRayne Manual (Copyright (c) 2002 Majesco Sales, Inc):
      Act 1 - Louisiana:
      Name                                          Ammo
      W&S M1917 Pistol                              6
      W&S Double-action pistol                      6
      Cole44 Pistol                                 6
      Springbrook Rifle                             5
      Winkesler Rifle                               16
      Kennings Rifle                                20
      Breaning A5 Shotgun                           5
      Ethica 33 Shotgun                             8
      Double Barrel Shotgun                         2
      M1918GAR                                      40
      Dynamite                                      1
      Act 2 - Argentina, Act 3 - Germany:
      Name                                          Ammo
      Walthurm PP Pistol                            7
      Mauz 9mm Pistol                               10
      Leug PO8 Pistol                               8
      Lueg PO8 Artil Pistol                         8
      Greaser Sub Machinegun                        30
      SMP34 Sub Machinegun                          32
      Greaser Artil Large Sub Machinegun            50
      SMP34 Artil Large Sub Machinegun              32
      Bergstein MP28 Large Sub Machinegun           50
      Blitzgewehr32 Assault Rifle                   20
      ZZG33 Assault Rifle                           30
      G33 Sniper Rifle                              10
      Ethica 33 Shotgun                             8
      Kaxik Mgo8 Machinegun                         Belt
      MG32 Machinegun                               Belt
      MGO6 Machinegun                               Belt
      Granatewurf Grenade Launcher                  10
      Panzerfaust Rocket Launcher                   1
      Panzershrek Rocket Launcher                   3
      Tatermasher Grenade                           1
    2D. Abilities:
      1. Aura Sense:
          Aura Sense allows Rayne to see enemy health and attitude. Enemies in a
          relaxed state (patrolling, standing guard, etc), appear with a red aura.
          Healthy unaware enemies have a bright red aura, whereas unhealthy unaware
          enemies have a very dim red aura. A healthy, alert enemy has a green
          aura. As it takes damage, the aura changes to yellow to orange to red,
          then dims.
          Objectives will also appear in Aura Sense as a blue sphere.
      2. Extruded View:
          A first-person zoom/sniper view that Rayne obtains later in the game.
          Rayne cannot move using this view.
      3. Dilated Perception:
          Dilated Perception expands Rayne's perception of time, making the world
          seem to move more slowly. Using this Rayne can more easily dodge bullets
          and enemy attacks.
      4. Blood Rage:
          The world will take on a blood-red tinge, and everything will slow down a
          little, while Rayne will speed up. She has a new set of combo attacks in
          this mode, and she does far more damage. Your Bloodlust meter will slowly
          drain, and when it is empty, Rayne will drop out of Blood Rage.
      5. Rage Attack:
          Rayne will consume about 1/3 of her Bloodlust meter and perform a strong
      6. Rebound kick:
          Rayne will jump at the target, then push off of it. If it is a breakable
          door or a weak spot in a wall, it will break. If it is an enemy, it will
          inflict damage and possibly knock it off of its feet.
      7. Harpoon:
          Rayne will fire a harpoon (ala Scorpion in MK) and drag the enemy towards
          her, kicking them to the ground when they get to her. If it is an enemy
          you can feed on, she will jump onto them while they are on the ground 
          and feed if you continue to hold down Square, otherwise they will be 
    2E. Enemy Strategies:
        Mutate Shamblers:
          These guys are slow as molasses and not very tough. If you hit them with
          the harpoon and drag them to you, they won't be able to get up off the
          ground, so if you want, you can just ignore them.
        Armed Mutates:
          The armed mutates are quicker and stronger, but they are still easy
          pushovers. Feed on them, beat them up, or shoot them up, it's your
          I found that if you aren't in a hurry, the easiest way to take one out is
          to harpoon them and kick them. Just keep doing it until they die. If you
          don't want to do that, circle strafe to stay off to their side or back,
          and pound away on them.
        Nazi soldiers:
          Three words: mobile feeding stations. Nazis by themselves are pushovers.
          In a group, they can hurt you, especially if you let them fan out and
          circle around you, but the chances of them actually being able to  kill
          you are minimal. In large groups you may want to feed off a few of them 
          to reduce their numbers, then take out the rest normally.
          They will also set off alarms, especially if you lop off an arm, so
          either kill the mortally wounded ones before they can set off the alarms,
          or take the time to destroy the alarms ahead of time so you can enjoy
          their screams of agony.
        GGG member:
          They can block your normal frontal attacks, so you either need to 
          1.)Shoot them to death, 2.)Use Dilated Perception to circle strafe behind
          them so that you can hit them with your blades, or 3.)Use Dilated
          Perception so you can circle strafe behind them and feed on them. They
          need to be standing, though; if they are kneeling, Rayne won't be able to
          jump on them. If they are kneeling, back up a bit so they stand up, then
          jump on them.
        GGG member in red (your targets):
          The Nazi soldiers on your target list can be treated the same as the GGG
        Bodiless Daemite:
          These guys are relatively easy to kill, though keep in mind that just
          because you've cut off their head or hacked off half of their body 
          doesn't mean they are just going to lie down and die. Kill the little
          buggers, then back up so that they die before they can attack you again.
        Daemites with a body:
          Treat them the same as Nazi soldiers, and then once they are bodiless,
          the same as the above. Keep in mind that just because you lop off their
          head or both of their legs and/or arms that that doesn't mean they won't
          stop shooting you/attacking with their head (they are damn good  
          shots without their heads...).
        Tentacle Demons:
          There are only two of these that you don't have to fight in the game, and
          I recommend running from them as they are an unneccesary waste of health,
          ammo, and your Bloodlust gauge.
          For the ones that you do have to fight, try to lure all of them together
          and then Blood Rage. Most of Rayne's attacks will hit all of them at
          once and do enough damage that you should be able to take them all out
          with a single Blood Rage. Heavy weapons, such as grenades and 
          Panzershreks/Panzerfausts, are also useful.
        Nazi soldiers:
          Same as before.
        Jetpack Nazi soldiers:
          The easiest way to take them out is to wait for one to come close enough,
          and then use the harpoon to drag him down to the ground. You can either
          beat the stuffing out of him while he's down on the ground, but you risk
          him getting away, or just feed on him (far easier). Be wary of the fact
          that they tend to explode after you kill them (if you didn't kill them
          via feeding).
        GGG members:
          Same as before.
        Vampire bats:
          If Nazis are pushovers, I don't know what to call these. One or two hits
          is enough to kill them.
          These guys are easy enough to take out, but in a pack (or even alone)
          they can quickly waste you if you aren't careful because their attacks 
          are extremely fast. I found it easiest to just feed on them rather than 
          trying to take them out with normal attacks or with weapons.
    2F. Cheats:
      These cheats are courtesy of GameWinners.com.
      There are two cheat menus: one in the pause menu and one at the main menu. 
      To enter a cheat, scroll up/down to the word, and then either press right or 
      press  X. To delete a word, press left. Once all of the words have been 
      entered, press start. Don't enter the last word, merely leave the selector
      over it.
      To active or deactivate a cheat once it has been unlocked, choose the cheat
      and, if applicable, choose "Yes" or "No" for the cheat (or in the case of 
      Time Factor, choose the factor), and then press start.
      Note that cheats do not persist between game sessions. You will need to 
      reenter the cheats if you turn off the system, reboot the system, or play a 
      different game.
      TRIASSASSINDONTDIE: Unlocks God mode at cheat menu (Note: Doesn't work
                          on Unholy Mecha level).
      LAMEYANKEEDONTFEED: Restore health.
      ANGRYXXXINSANEHOOKER: Fill Bloodlust gauge.
      NAKEDNASTYDISHWASHERDANCE: Unlocks Time Factor at cheat menu (can 
                                 increase or decrease passage of time).
      ONTHELEVEL: Level select. Press Select, Circle, and X at the main menu to
                  display level selection screen.
      BRIMSTONEINTHEBAYOU: Unlock a Louisiana secret level.
      SHOWMEMYWEAPONS: Unlocks Show Weapons at cheat menu (weapons are visible
                       on Rayne).
      INSANEGIBSMODEGOOD: Unlocks Gratuitous Dismemberment at cheat menu 
                          (more gibbing, enemies are easier to kill).
      JUGGYDANCESQUAD: Unlocks Juggy mode at cheat menu (Rayne's breasts are
                       larger and jiggle more).
      DONTFARTONOSCAR: Unlocks Enemy Freeze at cheat menu.
    3. Bosses
    3A. Queen of the Underworld:
      Despite its size, it's really quite easy to take out. Blood Rage and attack 
      one of its legs, and it will fall over. Pound on the torso for a bit, and 
      then take out another leg before it has a chance to get back up. Rinse, 
      repeat. You can just ignore any Maraisreq meandering about because they're 
      likely to  get chopped to pieces while you are in Blood Rage without you even
    3B. Von Blut:
      Hide behind the pillars about two or three away from him and wait until just
      before he has to reload. Run out, and run toward him and jump over his head, 
      doing an aerial 180, and come down behind him firing. Follow him all the way
      to the other side (he won't spin around until then if you keep shooting him),
      then duck behind a pillar. Rinse, repeat. If you get hit, chomp down on one 
      of the mobile feeding stations that pop in every once and a while.
    3C. Kommando:
      Right in the beginning take out the GGG members and the Daemites so that they
      won't bother you while you are fighting Kommando. Don't worry about leaving
      some of the GGG members to feed on if you get hit, because they are more
      likely to hurt you than Kommando is.
      Kommando is pretty easy. The best way to kill him is to Blood Rage and attack
      using Dilated Perception. He can block frontal attacks, so circle strafe to 
      stay behind or off to the side of him. Don't waste your ammo on him, you'll
      want it for the next boss fight which happens not too long after. After 
      taking some damage he'll toss a flashbang, the room will go bright white,
      and your radar will go screwy. Just meander around until you can find him
      again, and beat him up some more. There will be some mobile feeding stations
      after killing him, so don't worry too much about taking damage, which, if you
      do take some, will likely be very little.
    3D. Dr. Bathory Mengele:
      This fight was crazy difficult for me. She's essentially Rayne with a skin
      change and the added ability to block frontal attacks. Annoying. Right in
      the beginning dump everything you have into her (weapons wise) to try and 
      keep her off balance, then Blood Rage and hope you can take out the rest. 
      Every once in a  while she'll run to one of the control consoles and open up
      the floor. You will want to  be standing on one of the crossbars, but not 
      directly in the center of it because an electrical spark runs along it.
    3E. Daemite Kommando:
      Barely worth mentioning because he's such a pushover. Blood Rage and pound
      on him; you're likely to knock his head off long before you bring his health
      down. Either way, piece of cake.
    3F. D. Mauler:
      Despite his size and air of formidability, he's a pushover. Blood Rage and
      use Dilated Perception, and stay to his sides and back, which shouldn't be
      difficult because he's rather slow, and pound on him. He hits pretty damn
      hard, so try not to get in front of him. Mobile feeding stations pop in 
      every once in a while, so if you do get hit, chomp down on them.
    3G. G. Gosler:
      Ug. To be honest, I really don't have any advice. Take him on like you take
      on the other mecha: keep moving, keep shooting. Try and stay out of his line
      of fire, and especially try and dodge his rockets. Keep firing your chain
      gun, and launch grenades and rockets as fast as possible and hope that you
      hit him more and faster than he does you.
    3H. Mynce:
      Don't waste your Blood Rage in the beginning. Instead, unload all of your
      weapons into her, and if you run out of ammo, just attack her normally. 
      After a bit, she'll retreat up the stairs. Follow her up, hitting her if you
      get the chance. At the top there will be a short cutscene. Now use your 
      Blood Rage. You should be able to waste her easily with just one Blood Rage.
    3I. Hedrox:
      Key word for this fight: pacifism. Don't attack Hedrox, you'll only make
      things worse. If you look around the floor, you'll see wooden supports
      connected from the floor to the wall at an angle; you need to destroy those.
      This is easiest if you switch to Dilated Perception and run to each one and
      attack it; they usually take three hits to destroy. If you are lucky, Hedrox
      will hit one instead of you, speeding up the process. After taking out all of
      them on the first level, the floor will drop out and you'll fall down to the
      second level. Rinse, repeat.
    3J. Sigmund Kreiger and Simon Kreiger:
      This battle isn't so much difficult as it is an exercise in frustration.
      There are two enemies, though you only need to focus on one (you'll see why 
      when you kill one). So, pick one, either one. Essentially all they do is hide
      behind the two columns in the room and throw a boomerang type weapon at you.
      As long as you keep moving, your chances of getting hit are very minimal.
      Destroying one of the columns using the rebound kick will force one of them 
    	out into the open, and you can Blood Rage to take them out (Okay, stop
    	emailing me about it now!).
      Depending on which one you attack, the battle end cutscene will be different.
      I kind of prefer the one one you get for attacking Simon (and therefore 
      killing Sigmund). 
    3K. Beliar:
      To kill Beliar, you need to hit his heart, which is in the center of his
      chest. You'll need to use Extruded View to aim and hit it after his first
      growth. When you hit it, Beliar will freeze momentarily, so if you can keep
      hitting it, you can waste  him really quickly. There is a limit on how much
      time you have to kill Beliar, so you really want to not waste time and ammo.
    3L. Wulf:
      Blood Rage and attack him. It helps if you can get him trapped between you
      and a column, which will prevent him from running away. If you can't take him
      out with one Blood Rage, use Dilated Perception and attack him (it'll be much
      easier to prevent him from running using Dilated Perception). Rinse, repeat.
      If you haven't killed Beliar, don't waste ammo on Wulf because the amount of
      damage it deals is insignificant, and the weapons are a requirement for
      taking out Beliar.
    4. Act 1 - Louisiana
    4A. Sanctuary:
      This level opens up with an in-game cutscene of Mynce and Rayne in a boat. 
      After the cutscene, either go into the church or meander about a bit, though 
      there are no enemies at the moment. After the next cutscene in the church, 
      the mutates show up. Nothing difficult. Either take them out with your 
      blades and/or guns, or go the easy route and just feed on all of them, or,
      even easier, ignore them. 
      Once the mutates are dead (or otherwise), head to the glowing blue sphere
      on the radar and in aura vision. Another cutscene will follow. After the
      cutscene turn around and you'll see a powerline. Jump on it and head towards
      the sphere on the radar to advance to the next level.
    4B. City of the Dead:
      Hop down off the powerline and kill or ignore any mutates you encounter on 
      the island. You'll reach the end of  the island as you head towards the blue 
      sphere. You need to hop from gravehead to gravehead to avoid the water 
      (standard platformer fare). As you pass a building, a small cutscene will 
      show you the first Maraisreq, three in total. You can either stop to beat 
      them up, or just continue by.
      Continue on towards the glowing sphere. You'll encounter a couple more
      Maraisreq and some more mutates. As you reach the glowing sphere, a cutscene
      will show the biomass. Simply Blood Rage and waste it, ignoring any 
      Maraisreq. Another cutscene, then go to the blue sphere to move onto the next
    4C. Ghetto:
      Leap frog from the truck to the islands until you are at the one with houses.
      You'll encounter a couple mutates and some Maraisreq will pop out of the
      ground, nothing serious. The order in which you visit the different 
      objectives doesn't really matter.
      There are four houses. The one second from the right, on the right side, has
      a weak wall that you can kick through. Inside is a shambling mutate, a
      Maraisreq, and a biomass to take out. To get to the biomass, enter the first
      room and you'll see a weak spot in the wall to kick out. Blood Rage and take
      out the biomass (piece of cake).
      There isn't anything but some Maraisreq in the far left house. Run through
      and kill them.
      The house second from the left has some Maraisreq and a survivor, Kazi, on
      the second floor who advances the story a bit.
      The house on the far right has another survivor. The easiest way to get to
      him with the least damage is to jump on the roof of the house on the far 
      left, and then jump from roof to roof to the house on the far right. At the 
      back-right corner you'll see some stairs if you look down. Hop off the roof
      and on to those. Kill the Maraisreq, bust through the walls, and watch the 
      cutscene. If you head out the front, a Maraisreq will pop in through the
      wall. Out front there will be some more mutates, all easy pickings. Head to 
      the next area.
    4D. Town Hall:
      You'll probably want to skip the first blue sphere and move to the second one
      (you'll see why in a second). Head around the back of the next building, 
      taking out the various mutates and Maraisreqs you see. On the back side 
      you'll see a boarded up window on the second floor. Jump up and kick it out 
      and enter the building. Head downstairs (more mutates, more Maraisreq). The 
      door on the left has a Maraisreq and a mutate. On the right is a weak section
      in the wall you can kick out. Kick it out, watch the cutscene with 
      Deputy Gorham, and then go pick up the weapons. You'll get two sticks of 
      dynamite (ahh...). Now head back to the other building.
      No way about it, you'll have to walk through water to get in to the other 
      building. Walk in through the double doors and into the other room. Hop up on
      the gantry, and take out the Maraisreqs and the mutate. Now toss the dynamite
      at the biomass, which should take out most of its life. You should easily be 
      able to shoot it to death now. 
      Or, conversely, you could just Blood Rage and waste it up-close and personal,
      but you are bound to lose a little more life this way since you have to stand
      in the water. Doesn't really matter, because outside you'll find some more
      mutates to munch on. Proceed to the next level.
    4E. The Hill:
      This is the secret level that is unlocked by using the cheat
      BRIMSTONEINTTHEBOYOU. To get to this level, merely enter the cheat before
      finishing Town Hall.
      There's nothing special here. The first three houses hold Maraisreq and 
      mutates, the last a nest. To get into the first two houses, jump up onto the
      second story balconies. To get into the third, there is a weak spot in the
      back left side, if you are facing the front of the house. The fourth house's
      back door is open, and the nest up on the second floor.
    4F. The Beauregard House:
      Head straight, wasting Maraisreq and mutates as you find them. When you reach
      the house, jump up onto the second floor balcony and waste the two mutates.
      The door on the right is locked, but the door on the left isn't. If you go in
      the left door you'll find some shiny dynamite. 
      Jump from the balcony up onto the roof. You'll see a chimney, into which you
      should drop down. Use your physical attack to break through the chimney once
      at the bottom and then slaughter Maraisreq and mutate to your hearts content.
      Upstairs you'll find two...err...one...survivor. There are four doors in the
      corridor: the one you came upstairs through, two on the left wall, and one 
      at the far end of the hall. The first one on the left is locked, the far one 
      at the end of the hall leads back outside. Enter the second one on the left 
      and kick through the wall, watch the cutscene, etc.
      Downstairs you'll find a lift (beware the toilet monster!!) and hear some 
      complaining about batteries and such. Head outside and go into the door on 
      the ground floor of the other part of the house. Grab the battery (behind
      the car, next to the barrel). Take the battery back to the lift, and head
      downstairs, where you'll find another biomass. There really isn't a dry
      place to stand here, other than on the bricks right in front the biomass, so
      the dynamite isn't exactly helpful. Blood Rage and waste it. You'll find some
      easy-pickings mutates to munch on on the way to the next level.
    4G. Colonial Power: 
      On the roof of the building you'll find some more (very useful) dynamite, if
      you don't have dynamite left over from the last mission.
      Head to and in through the front door, killing Maraisreq and mutates as you
      go. Once inside, Maraisreq will pop out of walls and barrels and possibly try
      and kill you (omg, really?). Head upstairs into the control room and hit the
      switch next to the now dead (or at least he will be in a minute) mutate.
      Now head out of the control room and hop down to the wheel thing nearest to
      the biomass, killing Maraisreq and mutates as you go. Toss the dynamite at
      it, and then shoot it up. Tada! Cue cutscene and gratuitous jiggles!
    4H. City of the Dead:
      Cutscene! You can kill the Maraisreq that are still hanging around and then
      pick up the leftover weapons inside the mausoleum, or you can head straight
      through the hole in the wall to the next level. Your choice.
    4I. Old Town:
      This mission's basic premise is easy: follow the Maraisreq. It plays out a 
      bit harder than that because you can't get too far behind or ahead of it or 
      you lose it, and you need to stay on those damn powerlines! Jump from roof 
      to roof, and run along the powerlines. Don't stop to feed and don't stop to 
      beat stuff up or you'll lose the Maraisreq and have to start over.
    4J. Queen of the Underworld:
      Another easy mission: follow the blue dot. You'll find some mutates to munch
      on to restore any health you lost on the last mission, and on an island
      on the far side of where you started you'll find some dynamite (which isn't
      helpful). Jump from boat to boat until you get to the one with the objective.
      Cutscene, followed by a monster freaking boss that wants to have you for 
      dinner. Cue cutscene and end of Act 1.
    5. Act II - Argentina
    5A. Infiltration and Execution:
      Ah, the real start of the game, and now the fun begins! Head towards the blue
      dot, killing the mobile feeding stations as they come to be harvested. Take
      your time to meander and beat the Nazis up. 
      Your target, Braun Mekay, can be found by heading out from the starting point
      and hugging the right wall. When you reach the open area, jump up to the 
      third level and run to the door on the left side. You may want to pause 
      before busting through the door to listen to the joke being told. You have 
      three options for beating Braun (which are the same for all of the other
      targets): 1.)Blood Rage and waste him, 2.)Shoot and dice him up, 3.)Use 
      Dilated Perception and feed on him. Rayne is the fastest being (pretty much)
      in the game; she can circle strafe far faster they anyone else can pivot, so 
      it's a simple matter to get behind him and then feed on him.
      After you take out Mekay, you have three choices. Although you really don't
      have to do them in any order, you'll probably want to do The Barracks last,
      otherwise you'll miss a cutscene that only seems to happen there that, though
      not too terribly intrinsic, will make Rayne's line after killing the last
      target make sense.
      At some later date I'll give the paths to each area, but I'm as confused as
      you are about the exact path, I imagine. Just follow the blue spheres.
    5B. The Dock:
      When you enter there will be a guard-station on your right with some Nazis in
      it. They may decide to set off the alarm, or they may just die quietly. If
      they do, feel free to bash it. You have your choice of targets and routes you
      can take from here, which I've (conveniently) given an arbitrary number 
      system and a spiffy ASCII state diagram (0 is the starting point, and I know
      I've missed some connections, these are damn hard to do in ASCII...*is 
      finished with the diagram*...odd...looks like an airplane...).
      1.)Behind the guard-station is a door, and at the end of the hallway is 
      another door you need to bust through. You'll get a short cutscene, and then
      you'll be in a wide open room. On the third floor gantry to your left will be
      Stefan Gustafson. Waste him. There is also a lovely Panzershrek here, and you
      might be able to get to it before that fool wastes all of the ammo!
      2.)At the end of the room, next to a tank is a door. Take that out and you'll
      be at a sub dock, and in front of you will be Nicholaus Reinhardt. Waste him.
      3.)In between where you entered and where you wasted Gustafson is a door 
      you can bust through. Bust through it and you are in a hallway type area
      with doors and rooms off to the sides with plenty of Nazis to take out. At 
      the end is a door leading out to the second level of the sub dock. Read 2.).
      4.)Facing the water in the sub dock, there is a door to your right and a door
      behind you. If you take the door behind you, read 3.) backwards. If you take 
      the door to your right, read 5.)
      5.)You'll enter a hall that goes in either direction. If you go left, read
      6.), otherwise read 7.).
      6.)Long, long hallway that dead ends. At the end on your right is a door
      that leads to a second level gantry. Hop down to the first floor, and take
      the door on the other side and go up the stairs. Read 7.) backwards.
      7.)Long hallway with room offshoots with on each side with plenty of Nazis
      to waste. Take a right at the next hallway and run into the bathroom at the 
      end. If you don't raise much ruckus, Timitheus Tischler will be in on the 
      pot, otherwise he'll be out running about the bathroom. Waste him. If you've
      taken out everyone, head back to where you started, otherwise, read 6.) 
      backwards if you haven't dealt with 2.) yet.
        /   |
       /    |      /----6
      0-----3---5-|     |
       \    |      \----7
        \   |
    5C. Communication Breakdown:
      Pretty straightforward, just follow the blue sphere. After a bit you'll see a
      cutscene of your target going down on an elevator and a guy taking the
      battery. Enter that room, go in the door on the far end at your right, and up
      the stairs. Go through the next room and out into a hallway; take a right. Go
      in the door on the right, and the guy with the battery should be in there.
      Waste him, get the battery, and go back to the lift and take it down. Go
      through the door and straight through to the next one and you'll find J. A.
      Cotter too busy to pay attention to the fact that he is about to die. Waste
      For an interesting easter egg, if you haven't already been in there, after
      taking out Cotter, take the other door out, and then go in the door on the
      right and you'll be in a room with a crate and a shovel. Break open the crate
      to see the Ark of the Covenant.
      Now, head back upstairs and take a left at that hallway and enter the door
      at the end. Don't worry about the room on the right, you'll be coming back to
      that in a bit. For now, jump to 5D., then come back to here. Now go into that
      room. In the guard room on the other side is the communication center you can
      use to contact the Brimstone Society. After doing so, you are told to destroy
      it. Head back out and take a left in that hallway. Go all the way down to the
      end and you'll see a weak spot in the wall, kick it out. The dynamite is on 
      the second shelf (easy enough to see by the blue sphere). Take it back and 
      blow up the communication center, then head back.
    5D. Thule Chapel:
      Follow the blue sphere; it's a one way path to the chapel. Once finished with
      Von Blut, head back the way you came, and back to where you left off in 5C.
    5E. The Barracks:
      Run down to the end of the hall. There will be a quick cutscene, and 
      afterwards, take a right. You'll see two doors. You can either take the left
      or the right door, though the right one is quicker. Assuming you take the 
      right door, you'll enter another room with some Nazis. Down at the other end 
      is a door on the right that leads to a hallway and at the end, a mess hall 
      type area.  You'll see two Nazis run in through a door on the right. You can 
      go in either and inside you'll find Ruprecht Reiner. Waste him. If he is the 
      last objective from Infiltration and Execution, you'll get a turnkey off of 
      him for the door, otherwise you'll get it off one of the other guys. If you 
      got the turnkey off him, go to the locked door, otherwise head back to where 
      you came in. You'll be back here later.
      Once down in the basement, take a right and run down to the end of the room,
      then another right (two cutscenes in here). Follow the truck out.
    5F. Lurking Underground:
      Follow the truck down the hall, and enter the room at the end. On your right
      will be some windows, bust one out and hop through. Do the same with the 
      other set of windows in the room you end up in. As you walk out, there will
      be an explosion on your right, and some windows up above a door will 
      shatter. Jump through them. As you enter, on your right will be a guard room
      with a locked door. One of the windows will be a type you can bust out and 
      get through. Cue cutscene.
      After the cutscene, hit the switch, and go through the door that just opened,
      and then down the lift on your left.
    5G. Death's Quarters:
      If you are in need of some weapons, spend the time to bust open some of the
      boxes as some of them contain weapons. Now head down the hallway and bust
      through the door. Head down to the other end of the room (some Daemites will
      pop out of the vents), and take a right, and you'll be able to get the drop
      on a Daemite with a body. Head through the door and into the next room (more
      Daemites, with and without bodies). You can find some more weapons and some
      grenades in the locker area on the left at the end of the room, otherwise,
      head through the door. Cutscene! Now waste what was R. Wauher.
      Head down to the end of the room, take a right, then a left (it's all pretty
      linear, you can't miss it, and neither can you miss those pesky Daemites). 
      Eventually you'll get to a door you need to bust through. You'll see a room 
      in front of you filled with water, and if you walk up to it, it'll show you 
      where you need to go. Go to the door it showed, cue another cutscene. Now 
      walk into the water and the floor will fall through. At the bottom, off to 
      your right, will be a gantry, and in front of it a weak spot in the wall. 
      Bust through the weak spot and head up the stairs to your left and watch all
      of your pretty guns go bye-bye (*sob* goodbye Panzershrek with still three 
      shots!! I barely knew thee!). Take a left at the top of the stairs and down
      to the lift and the end of this level.
    5H. Hell Hall:
      After coming out of the lift, take a left, and then another left and go down
      to the end of the hall and through the door. Take a right, and then cue
      cutscene. Hit the switch, then go through the door to your right and into the
      door that just opened.
      Now, when she says time to run, she really means it. If you stay and try and
      fight, it'll turn into one big bloody mess, with most of the blood being
      yours. Don't stop to hit someone, don't stop to feed, just keep running.
      After the cutscene, follow the Daemite with the grenade launcher. DON'T go
      the other way, across the hallway, not because of the machinegun bullets
      (which probably won't even hit you), but because you'll end up in one giant
      Daemite tentacle demon mess, and as exciting as that may sound, it isn't.
      Hit the switch to stop the grinder (or whatever the heck it is), and go
      across and up the stairs. When you finally get to the Daemite, hit him, and
      he'll fall into the grinder, grenades and all, which conveniently somehow
      make it through undamaged. Head back down, and grab the grenades. As soon as
      you are across, hit the switch for the grinder thing again, and you'll waste
      some of the Daemites that came down the stairs after you.
      Head back to the hallway with the machinegun nest and toss one of the
      grenades into the hallway. After the explosive mess, head down the hallway
      and into the lift.
    5I. The Laboratory:
      As soon as you can, run to the windows and start pounding on one of them.
      It'll probably take three to four hits to destroy it. After the gas goes in,
      wait a moment for it to dissipate before jumping in to turn off the alarm
      (which, consequently, opens the door that closed earlier). Head through the
      door, and hop up onto the second level gantry. Hit the switch, and then head
      through the door it opened.
      At the end of this room, you'll see a cutscene. After the cutscene, head to
      the door on the left side of the room. On your right you'll see a weak spot
      in the wall, bust through it. Head straight into the room with the Daemites
      and on the right you'll see a weak spot in the wall, bust through it. At the
      end of the room on the right there will be some windows you can get through.
      Once through, head back up the hallway and on your left will be another set 
      of windows you can get through. At the other end of that room will be a weak
      spot in the wall, bust through it. Head to the door on the left side of the
      room and go through it, and then go down the hallway. Cue cutscene and your
      fight with Kommando. 
      After beating Kommando, jump up to the second level gantry (if you aren't 
      already there) and hit the switch. Hop up to the third level gantry and go
      through the door. Go into the door at the end of the hallway, cue cutscene.
      Same as before, take out the glass and the gas will kill P. Eckstein. You'll
      move directly on to the fight with Dr. Bathory Mengele after this.
    5J. Hell Hall:
      Yes, it's named the same thing. After beating Mengele, jump down into the
      pit. Head down the hall, and take a left in the room. At the end of the room
      some Daemites will pop out of a shaft. Hop down the shaft.
    5K. The Mill Mile:
      If you look up and to your right you'll see a little ledge up above you. Jump
      up to it (jump on the machinery next to you and then up to the ledge), and
      then head down to the end of it, where you'll find a window you can bust 
      through. On the opposite side of the room, about the halfway point between 
      the other two walls, you'll see a switch. Hit it, and it'll start the 
      crushers on the conveyor. Run over to where the crushers are and hop up onto
      the conveyor. Switch to Dilated Perception so you can get through (you have 
      to run underneath them).
      Hop down into the room, and up onto the first conveyor on your left, and head
      through the wall. Head through the conveyor hole on the left side of the
      room. At the end of the conveyors in this room there are drop bin type 
      things. Unless you want to start the level over, don't fall/climb into them.
      On the right side of the room there is a switch, hit it, and head through
      the door it opened.
      Head to the lift in the next room, and Rayne will complain about a battery,
      which can be obtained from the fork lift at the back right of the room. Head
      down the lift. Follow the blue sphere, and at the end you'll find two nice,
      big tentacle demons (dunno what their actual name is...>_>). Blood Rage to
      take them out. After you kill the two you have to, another one will bust
      through the wall. I recommend just running from it, through the hole it just
      made in the wall. 
      In the next room, on the opposite side on a third floor gantry is a switch.
      Hit it, and it'll bring the lift up. Jump down to the lift and to the next
    5L. Deep:
      Head straight ahead and into the room at the end. On the back wall, towards
      the right you'll see a weak spot in the wall, bust through it and go into the
      next room. Look to your right and you'll see two doors, one with boxes in
      front of it. Destroy the boxes and then bust through the door. Head across
      the room and into the hallway; go all the way to the end of the hallway and
      bust through the door on your left. Inside you'll find J. Ecker, waste him,
      and get the detonator off of him. 
      Head back out and go back up the hallway. On the left you'll see two doors, 
      go in either of them. Go through the double doors at the end of the room, 
      and then go through the doors on your left. Take a right and head down to the
      end of the hallway. On your left you'll see a door, go through it, and at the
      back of this enclosure you'll find a switch. Hit it, and it'll open a door;
      go through the door and down the hallway. In the next room you'll find the
      dynamite. Now, you can either go back the way you came (if you want to avoid
      enemies for some bizarre reason), otherwise follow the blue sphere and it'll
      take you to where you need to use the dynamite. Set the dynamite, then head
      through the hole it opened.
      Head down the right side of the shaft, and through the doors to the next
    5M. Deeper:
      Head down the shaft and take a right at the dead end. On your right you'll
      see a bunch of boxes and barrels stacked up. Destroy them and go down the
      hall into the next room. At the back right there is another door; go through
      it and, even though you have no reason to, hit the machine with the flashing
      red light (doing this now saves some backtracking later) to activate a water
      pump. Head back out into the mineshaft and continue down.
      When you come to the junction, head down either the left or the middle shaft;
      they both end at the same point (the left tunnel has fewer Daemites to deal
      with). As you head down, you'll see a hallway on your right blocked off with
      boxes and barrels; bust through it and go through the door at the end of the
      Jump across the gap, and you'll find Otto Gottleib. Waste him and you'll get
      the detonator. Go through the door on the left and activate the other pump,
      then head back out to the shaft.
      Farther still down the rabbit hole. Go through the door and down the hall.
      Beware the Daemite with the Panzerfaust in the area at the end. He's to your
      left and on top of the building. Be careful trying to get it from him, as
      he's likely to blow himself and his comrade (and you) to smitherens if you 
      get up close to him. On the right of where you entered this area there is a 
      glassed in room. Bust through the glass and then out the door at the back. 
      You'll see a building with smoke coming out through a hole in the ceiling; 
      drop down through the hole. Go through the doors at the back left of the room
      and down the hallway and into the next room where you will find *gasp* 
      Kommando! No, not really, just a Daemite using his body. Waste him and take
      his turnkey.
      Go into the room on the left at the end of this room and pick up the
      demolition charges. Head back out and out the door on the right. As you come
      out, the wall to your left will explode and there will be an opening, head
      through it (Daemite with a Panzerfaust). Head back up the hallway that is
      straight ahead and follow the blue sphere. Set the charges, and then head 
      through the new opening. Now, thanks to the fact that you already activated 
      the pumps, this room isn't filled with water like it was before. Note that 
      there is an indention in the floor down a bit. If you walk across it the 
      floor will collapse and you'll end up in a puddle of water, so hop over it. 
      Go through the door at the end of the shaft, and hit the odd green eyeball
      plant head to proceed to the next level.
    5N. The Temple:
      Go down the stairs and hop across to the next platform, and then jump down to
      the ledge. Run along the edge into the next room and jump up onto one of the
      branch type things stretching across the room. You'll see another branch with
      what looks like teeth. Jump over to it, and hit the eye plant above it to 
      open it; drop down the hole and hit the next two eye plants you see, the
      second one is the end of the level.
    5O. Temple Internal:
      Turn to your left and hop across the water. You'll see a platform above you
      on the left, attached to the wall. Jump up on it and then jump from it to the
      other platform in front of it (if you can't make it, you can go the other
      route, which is to turn right and go through the tunnel; you'll just have to
      fight Daemites that way). Jump from here to the platform in front of it, then
      jump up to the bridge on the other side of the platform. Head up into the
      next tunnel. Essentially you just keep doing this. You can either head up
      through the tunnels (the easier route), or you can hop up the branch things
      (the quicker, but harder route, because Rayne often won't stay on the branch
      Once at the top, go through the hallway, and then hop down to the bottom of
      the pit. Hit the eyeball plant, and then the next one to move on to the next
    5P. Temple Guardians:
      Circle around to the other side of where you came in. You'll see a ledge up
      above you. Hop up to it (you'll probably need to use the rebound kick to be
      able to make it all the way over) and hit the eyeball plant, which will open
      a door up at the bottom of the pit. Jump down to the bottom of the pit. Grab
      the Panzershrek off of one of the Daemites, and then jump up to the first
      ledge inside of the column (don't waste ammo on the tentacle demon in there).
      Hop up each ledge to the top. If you can't make a jump for whatever reason,
      note that there are lights above each of the ledges that you can jump up on
      to to gain some more hight. 
      At the top you'll find three tentacle demons you have to take out. Try to
      lure two (or all three) together and then use Blood Rage to pound on them. If
      you have the Panzershrek, feel free to use that as well. Use the assorted
      Daemites scattered about to feed if you get too badly damaged, but, more
      importantly, to refill your Bloodlust gauge so you can use Blood Rage again 
      if need be.
      Once you've defeated the tentacle demons, hop up to the second level, and
      from there, take a look at the branches going across the room. You should see
      one that connects perpendicular to another one that goes up, from which you 
      can jump up to the third level. If you don't see what I mean, wander about 
      until you do or find some other way up (but stay out of the green gas). Once 
      on the third level, hop over to the structure in the center, and then up to 
      the door. Go through to move on to the next level.
    5Q. Daemite Chamber:
      There are two ways you can go. The first way is the way the level designers
      want you to go. The other way costs you a bit of life (since you have to go
      through some gas), but it's far faster and easier. Now, I only go the second
      way, so...
      Go to the left edge of the platform. Jump for the protrusion from the wall,
      though you don't actually have to get to it. You should be able to run along
      the wall because it is at enough of an angle. You have to go through gas, so
      don't dilly-dally. Once on the other platform, keep going straight. Again
      jump along the wall and run as fast as you can, staying as far up on the wall
      as you can (if you get high enough you'll be out of the gas). You'll get to a
      point with two branches. The closest one to you leads off to the core (where
      you want to go) so hop onto it and run along to the core. The hole is in the
      top, so hop up.
      After the cutscene, you'll be on a branch. Run to the end of it, then drop
      down onto the ledge with the Nazis. Take them out, then hit the switch on the
      left side of the driller. Run up into the cave, away from the explosion, and
      to the next level.
    5R. Dante's Inferno:
      The first part of this level is the deciding factor. If you make it past it,
      the rest is a cake walk. Run straight forward, trying to avoid any barrels.
      When you get to the truck, angle left. At the corner, angle right and head
      straight. You shouldn't have a problem seeing where to go from here. When you
      get to the end, jump up onto the truck, and then up again to exit the level.
      I've never actually stopped to see what the explosions look like. I guess I
      should sometime...
    5S. Walls of Jericho:
      Head straight through the door and down the hallway. On the other side is the
      next boss battle, with Mauler.
      After defeating Mauler, jump up to the door on the second level gantry
      (assuming the gantry still exists...). Run down the hallway and out to the
      sub dock and the end of the level. Make sure to save your game at the end of
      this level.
    6. Act III - Germany
    6A. Emden U-Boat Station:
      Completely not-interactive level. Note that the game has a high probability
      of locking after that kick-ass cinematic. If it does, restart the PS2 and
      then when the cinematic starts, press X or start to skip it.
    6B. Red Summit:
      The closest target, D. Von Haber, is off to your left. Jump up on the ledge
      and waste him. The next closest target is Heinrich Eberhard, behind the
      castle wall, next to the tanks. Waste him. After that, turn left and head up
      the path. You'll find a bridge on your right after a bit, or you can jump the
      chasm. You'll find Andreas Zahl on the other side. Once you've wasted him,
      head back to the gate that just opened up and to the next level.
    6C. Old Gaustadt:
      Head off to your left and forward. You'll get your first glimpse of Vampires
      as one of them runs off with Hans Eldrich. If you look off to your right, you
      should see an archway; head through it and the one opposite from it. Take a
      left through the hole in the wall and head up the stairs. Go through the door
      off to your left, and then bust through the crates blocking the archway in
      the back right corner of the room. You'll find Demetrius Klaus, some Nazis,
      and some Vampires. If you hang back the Vampires will waste him for you, but
      then you have to deal with the Vampires. Or, you can help the Nazis kill the
      Vampires, but they won't be grateful about it. Once you are done, head back
      Off to your left you'll see some stairs, go up them. At the top, go forward a
      little bit and then look right. You'll see a door; hop up to the level above
      it, then up to the balcony on the building to your left, and then up again.
      After dealing with the Nazis, shoot the top of the bell, which will cause it
      to go crashing through the floor. Drop down and go through the opening that
      the cutscene showed you. Turn right and head to the back of the room. You'll
      see a weak spot in the wall. You'll have to rebound kick it a few times to
      bust all the way through. Head through the room, and take a left in the
      hallway (this should be painfully obvious, but for the sake of
      thoroughness...). You'll find G. Saxon in the room at the end. Waste him.
      Take a left out of the room. At the hallway you can either take a left and
      drop down through the hole in the floor, then backtrack up to the door that
      opened (faster), or you can take a right. If you take a right, follow the 
      hallway until it leads outside. Drop down through the floor, and then head 
      down the stairs. Go through the door, jump across the water, and through the
      door at the other end of the room, down the hallway, and out the other door.
      Look familiar? Head up the stairs, then the other stairs to your left, do a
      180 at the top, go up the stairs, and then through the door on your left to
      the next level.
    6D. Unholy Mecha:
      And now for something completely different. This level puts you in the
      cockpit of a German supertank for the first half. I like to think I'm pretty
      good at mecha games, but man was this level difficult. The basic mantra for
      the mecha portion is this: keep moving, keep shooting. Try to keep out of
      their fire as much as possible (I mean, duh, but seriously). Keep your
      chaingun going at all times and launch as many grenades and rockets as
      possible. Try to use the columns for cover whenever possible.
      Once you've killed Gosler, head to the altar at the end of the room. There
      will be plenty of flying Nazis to take out. Once you've dealt with them, head
      up the gantry stairs (left of the altar when facing out). Jump up onto the
      column next to the gantry, and then keep going up until you reach the top. 
      Head up the stairs. After the cutscene, take a right and head down the hall 
      to the end of the level.
    6E. Teachers and Traitors:
      Bust through the window and watch the cutscene, then take out everyone in the
      room. Beware of the chasm in the center of the room; if you fall down into
      it, it's game over. When you kill all of the guys in the room, three Nazis 
      with jetpacks will appear. One of them has a Panzershrek, so be wary. Once 
      you've beaten them all, the door to the room that Mynce entered will be open.
      Head through it. After the cutscene, you'll fight Mynce. After the fight, 
      head through the hole in the wall she opened up, and down the hall to the 
      next level.
    6F. Nightfall:
      The first part is pretty linear. Just keep heading straight, and watch out
      for the vampires. Once you step outside, you'll see some vampires off to your
      right, as well as one of your targets. Turn around and jump up onto the
      archway above the door you just came out of and go through the window. Take a
      left and go up the stairs, and follow the hallway. At the end you'll end up
      in an a glass enclosed room. For goofy fun, jump up and rebound kick to try
      and kill the bats flying around. Hit the switch on the right and go down the
      stairs. Hit the next switch, and go down and waste C. Reichard. After you're
      done, return the way you came in.
      Go out straight and down the stairs. Turn right and jump down to the building
      hanging off the cliff, and go in the door on the backside. After the
      cutscene, follow Hedrox out the hole in the wall. Jump up the wall on your
      left, and jump from the top of it to the main ground, and head through the
      door after the Nazis to the end of the level.
    6G. Courtyard:
      Turn right and jump out the window. Off to your left will be a Nazi with a 
      Panzerfaust, so don't stand around waiting to get shot. Head across the 
      courtyard, and jump over the chasm. In the center of the wall, on a second 
      floor balcony you'll see a door, bust through it. Head down the hallway on
      your right, and then up the stairs to your left in the next room. Head down
      the hallway at the top of the stairs, and take a left in the next room and go
      up the stairs across the room. At the top you'll find Arno Samsa, waste him.
      Head back out the way you came in.
      As you come out the door, a custcene will show a bomb blowing a hole in a
      wall across the courtyard. Go over and into the room that was opened up, and
      up the stairs in the back. At the top there is an open window, and if you
      move out onto the ledge, it'll tell you to jump. Do so. It doesn't matter (I
      don't think) if you aim for the windmill or not, though I always do.
    6H. The Windmill:
      Battle with Hedrox. After the battle, follow him through the wall like the
      nice text tells you to.
    6I. The Bridge:
      Like the good lady says, it's a mine field, so don't try and walk through it.
      Off to your right, you'll see a tank. Hop to it, and from there to the next
      building, and cross the mine field. On the other side will be some Nazis with
      Panzershreks, so watch out (like all good morons they're likely to shoot it 
      off while you are right next to them, blowing themselves and you to hell). As
      you head up the stairs, a mecha will round the corner. It may be possible to 
      take it out on foot, I don't know, I didn't have much luck the first time I 
      tried, and haven't tried since. I recommend leading it down the stairs and
      then jumping over it and leaving it there. Head across the bridge.
      Be careful as you reach the other side, because portions of the bridge will
      start to fall out underneath you, first on the left side, then on the right.
      On the other side you'll find D. Traugott, waste him, then head through the 
    6J. Doppleganger:
      Head down the hallway and to your battle with Simon and Sigmund Kreiger.
      After the battle, head up the ladder and watch the cutscene, after which use
      your rebound kick to destroy the gate. I don't believe it is possible to bust
      through the gate before Wulf leaves the room, though I keep trying. Head down
      the hall and to the end of the level.
    6K. Of Wulfs and Demons:
      Head down the hall; don't waste ammo on these guys, just feed on them or take
      them out with your blades. Watch the cutscene, and the end battle ensues.
      I highly recommend taking out Beliar first because there is a limit to how
      much time you have to kill him. If you squander your time focusing on Wulf
      you may end up overruning the time limit and losing the battle. Plus, Wulf
      will split his time between you and Beliar, so at least he'll help you.
      After Beliar is Wulf, and there is no limit to how much time you can spend
      taking him out.
      End game. Halt. Power down.

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