Act 1 - Louisiana
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.
City of the Dead
Hop down off the powerline and kill or ignore any mutates you encounter on
the island. You'll reach the end of the island as you head towards the blue
sphere. You need to hop from gravehead to gravehead to avoid the water
(standard platformer fare). As you pass a building, a small cutscene will
show you the first Maraisreq, three in total. You can either stop to beat
them up, or just continue by.
Continue on towards the glowing sphere. You'll encounter a couple more
Maraisreq and some more mutates. As you reach the glowing sphere, a cutscene
will show the biomass. Simply Blood Rage and waste it, ignoring any
Maraisreq. Another cutscene, then go to the blue sphere to move onto the next
level.
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.
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.
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.
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!
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.
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.
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.
Despite its size, it's really quite easy to take out. Blood Rage and attack
one of its legs, and it will fall over. Pound on the torso for a bit, and
then take out another leg before it has a chance to get back up. Rinse,
repeat. You can just ignore any Maraisreq meandering about because they're
likely to get chopped to pieces while you are in Blood Rage without you even
noticing.
Cue cutscene and end of Act 1.
Act 2 - Argentina
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.
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 state diagram (0 is the starting point, and I know
I've missed some connections, 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.
Communication Breakdown
Pretty straightforward, just follow the blue sphere. After a bit you'll see a
cutscene of your target going down on an elevator and a guy taking the
battery. Enter that room, go in the door on the far end at your right, and up
the stairs. Go through the next room and out into a hallway; take a right. Go
in the door on the right, and the guy with the battery should be in there.
Waste him, get the battery, and go back to the lift and take it down. Go
through the door and straight through to the next one and you'll find J. A.
Cotter too busy to pay attention to the fact that he is about to die. Waste
him.
For an interesting easter egg, if you haven't already been in there, after
taking out Cotter, take the other door out, and then go in the door on the
right and you'll be in a room with a crate and a shovel. Break open the crate
to see the Ark of the Covenant.
Now, head back upstairs and take a left at that hallway and enter the door
at the end. Don't worry about the room on the right, you'll be coming back to
that in a bit. For now, jump to 5D., then come back to here. Now go into that
room. In the guard room on the other side is the communication center you can
use to contact the Brimstone Society. After doing so, you are told to destroy
it. Head back out and take a left in that hallway. Go all the way down to the
end and you'll see a weak spot in the wall, kick it out. The dynamite is on
the second shelf (easy enough to see by the blue sphere). Take it back and
blow up the communication center, then head back.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Hell Hall
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.
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.
The Mill Mile
If you look up and to your right you'll see a little ledge up above you. Jump
up to it (jump on the machinery next to you and then up to the ledge), and
then head down to the end of it, where you'll find a window you can bust
through. On the opposite side of the room, about the halfway point between
the other two walls, you'll see a switch. Hit it, and it'll start the
crushers on the conveyor. Run over to where the crushers are and hop up onto
the conveyor. Switch to Dilated Perception so you can get through (you have
to run underneath them).
Hop down into the room, and up onto the first conveyor on your left, and head
through the wall. Head through the conveyor hole on the left side of the
room. At the end of the conveyors in this room there are drop bin type
things. Unless you want to start the level over, don't fall/climb into them.
On the right side of the room there is a switch, hit it, and head through
the door it opened.
Head to the lift in the next room, and Rayne will complain about a battery,
which can be obtained from the fork lift at the back right of the room. Head
down the lift. Follow the blue sphere, and at the end you'll find two nice,
big tentacle demons (dunno what their actual name is...>_>). Blood Rage to
take them out. After you kill the two you have to, another one will bust
through the wall. I recommend just running from it, through the hole it just
made in the wall.
In the next room, on the opposite side on a third floor gantry is a switch.
Hit it, and it'll bring the lift up. Jump down to the lift and to the next
level.
Deep
Head straight ahead and into the room at the end. On the back wall, towards
the right you'll see a weak spot in the wall, bust through it and go into the
next room. Look to your right and you'll see two doors, one with boxes in
front of it. Destroy the boxes and then bust through the door. Head across
the room and into the hallway; go all the way to the end of the hallway and
bust through the door on your left. Inside you'll find J. Ecker, waste him,
and get the detonator off of him.
Head back out and go back up the hallway. On the left you'll see two doors,
go in either of them. Go through the double doors at the end of the room,
and then go through the doors on your left. Take a right and head down to the
end of the hallway. On your left you'll see a door, go through it, and at the
back of this enclosure you'll find a switch. Hit it, and it'll open a door;
go through the door and down the hallway. In the next room you'll find the
dynamite. Now, you can either go back the way you came (if you want to avoid
enemies for some bizarre reason), otherwise follow the blue sphere and it'll
take you to where you need to use the dynamite. Set the dynamite, then head
through the hole it opened.
Head down the right side of the shaft, and through the doors to the next
level.
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
hallway.
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.
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.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.
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.
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
automatically).
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
level.
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.
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.
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...
Walls of Jericho
Head straight through the door and down the hallway. On the other side is the
next boss battle, with 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.
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.
Act 3 - Germany
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.
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
out.
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.
Unholy Mecha
And now for something completely different. This level puts you in the
cockpit of a German supertank for the first half. The best way to destroy
tank is to stand too close to him and shoot from all that you have.
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.
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.
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.
After the fight, head through the hole in the wall she opened up, and down the hall to the
next level.
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.
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.
The Windmill
Battle with 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. After the battle, follow him through the wall like the
nice text tells you to.
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
door.
Doppleganger
Head down the hallway and to your battle with Simon and Sigmund 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.
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).
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.
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.
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.
After Beliar is Wulf, and there is no limit to how much time you can spend
taking him out.
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.
Copyright © 2002
Matt "zoips" Eberts