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Rayne

 

Part 1: Brimstone in the Bayou - Mortton, Louisiana Part 2: The Skull of Beliar - Unrevealed location, Argentina Part 3: Final Showdown - Castle Gaustadt, Germany.

 

Part 1: Brimstone in the Bayou - Mortton, Louisiana

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

 

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

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

 

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

If you're not confident in your jumping abilities, and/or you're low on health and don't want to chance it and the encounters on the way, there's a phone line running outside the left fence that you can use, that will save you /some/ of the trouble if you use it, but not all. You can also run and jump along the fence itself almost as far as you need to(farther then the phone line), but it's a little tricky(if you take it slow, less tricky then the water jumps though).
At the end is the biomass/nest. Killing it is easy if you use Bloodrage. If not, it may take a bit of work. I recommend using Bloodrage. Charge it and wiggle around a little to hack its 'arms' off so it can't hurt you any(it won't hurt you much to begin with), and hack it to pieces.

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

 

GHETTO
Pretty straightforward - make your way through the small amount of swamp, towards the houses with the blue glows. There's four of them, and you'll want to start on the far right.
Note that a second type of Maraisreq shows up here, one that's bigger and orange-shaded. They fight about the same as the regular ones, but they take more hits to take down, so be aware.

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

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

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

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

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

 

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

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

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

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

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

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

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

 

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

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

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

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

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

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

 

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

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

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

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

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

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

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

 

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

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

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

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

 

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

 

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

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

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

 

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

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

She's pretty easy, IF you Bloodrage. Let her get close enough first(dodge her attacks until she does), then rage, and hack off one of her long front legs. She'll drop down to the ground, so you can charge and hack away at her exposed body. If she doesn't die before she gets back up, hack a leg off again and repeat.

Hopefully your Bloodrage lasts that long. If it doesn't, do your best to attack with your weapons - she should almost be dead anyway(The GAR is useful for this, if you kept it this long).

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

Once you kill her, you'll gain a third attack for your Bloodrage combos, see an important cutscene, and move on.

 

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

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

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

  • Elite Soldiers can block your harpoon/slash attacks from the front, using either their guns, or knives if they're unarmed. They also do some dirty tricks like jumping and rolling now and again, usually only when they have no weapons. Shoot them, or attack them from behind to kill or feed.
  • Alarm switches are everywhere. If someone runs away(usually when they're badly hurt), the first thing they'll try to do is hit one. When an alarm is activated, many troops will soon come rushing into the room, so unless you want Maximum Carnage, it's in your best interest to destroy every alarm switch you see with normal attacks. Gunfire will also destroy them, but they're harder to hit that way.

 

INFILTRATION AND EXECUTION
Your first target is Braun Mekay. Head out from the starting point and follow the right wall. When you reach the open area, jump up to the third level and run to the door on the left side. If you want to hear a joke, pause the game before bursting the door down. You can kill Mekay in 3 different ways (your choice): Blood Rage and kill him, Shoot him, or get behind him and feed on him.
Rayne is the fastest person in the game so just run around him until your behind him, then feed on him.

After you kill Mekay, you have three options, however it doesn't matter in what order you complete them. So take your pick... just remember to match up the level your doing to the level I am explaining in the FAQ. I'm just explaining them in the order I completed them.

 

THE DOCK
When you enter, you will see a guard station on your right with Nazis in it. Kill them. Sometimes they will pull the alarm so be prepared. From here you have your choice of targets and routes you want to take. I have made a diagram (which looks kind of like an airplane) where 0 is the starting point. It isn't an exact diagram (not all paths are shown) but it shows the general location of each room in relation to the starting point. Here is the map/diagram:

  /--1
 /  |
 /  |   /----6
0-----3---5-|   |
 \  |   \----7
 \  |
  \--2
1. Behind the guard station is a door, and there is another door at the end of the hallway which you need to break through. There will be a short cutscene and you will be in a wide open room. On the third floor gantry, to your left, will be Stefan Gustafson (one of your targets). Kill him by feeding on him or shooting/slicing him. You may find a Panzershrek here, but you may not get it if the person who has it wastes all the ammo!!

2. At the end of the room, next to one of the tanks, is a door. Go through it and you will be at a sub-dock. You will see a cutscene showing you where Nicholaus Reinhardt is standing, kill him.

3. In between where you entered and where you killed Gustafson is a door you have to bust through. Bust through it and you will be in an area similar to a hallway. There are doors and rooms on the sides with Nazis to take out. At the end is a door that will lead you out to the second level of the sub-dock.

4. If you are facing the water in the sub-dock, there is a door to your right and one behind you. If you take the door to the right, read 5, if you take the door behind you, read 3 (because you are going back to where you just came from, that is if you have been following step by step).

5. You will enter a hallway that goes in both directions. If you go to the left, read 6. If you go to the right, read 7.

6. This is a long hallway that has a dead end. At the end on your right, there is a door that leads to a second level gantry. Hop down to the first floor, take the door on the other side, and then go up the stairs. Now follow 7 backwards.

7. You will be in a long hallway with rooms on each side with Nazis in them. Take a right at the next hallway and run into the bathroom at the end. If you don't make a lot of noise/attract a lot of guards, Timitheus Tischler will be in on the pot, otherwise he will be out running about the bathroom. Kill him. If you have taken out everybody, then head back to the starting point, otherwise read 6 backwards if you have not done 2 yet.

 

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

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

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

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

 

THULE CHAPEL
Easy enough level. Proceed and kill until you reach the Chapel. After a short cutscene, you'll enter your first Character(boss)Battle.
VON BLUT - Master of the Shovel of Spanking.

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

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

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

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

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

 

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

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

 

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

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

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

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

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

Head through the wide archway into a smaller garage, and you'll see an officer driving away. His driver tries to dissuade him, but he just tells him to keep going. You have to give this guy credit for guts, given what he's going into. In the room are more enemies(naturally), and three more MG08 machine-guns, Before you head through the garage door, make sure you have the weapons you want. You won't be coming back this way again.

 

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

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

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

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

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

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

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

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

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

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

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

 

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

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

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

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

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

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

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

The door is blocked, but 'there must be a way through'. Walk back across the rubble and onto the floor a little. The floor will break, and you'll fall into a lower area which is also flooded.

Look off to the wall on your left, and you should see a damaged section to break with your rebound-kick. Go through. If you have any guns left, Rayne will complain that the water gunked them up and drop them all, so you're now reduced to hand-to-hand. Head up the stairs, down the hall, and exit the level on the elevator.

 

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

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

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

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

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

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

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

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

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

 

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

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

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

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

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

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

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

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

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

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

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

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

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

 

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

DR. BATHORY MENGELE(AKA: BUTCHERESS)

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

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

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

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

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

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

 

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

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

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

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

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

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

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

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

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

 

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

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

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

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

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

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

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

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

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

 

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

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

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

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

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

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

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

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

 

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

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

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

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

 

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

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

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

 

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

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

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

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

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

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

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

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

 

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

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

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

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

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

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

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

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

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

 

DANTE'S INFERNO
You're almost done with Argentina! Hang in there!

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

 

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

MAULER

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

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

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

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

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

 

Part 3: Final Showdown - Castle Gaustadt, Germany.

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

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

 

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

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

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

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

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

 

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

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

Be cautious - Feral Vampires are "very" dangerous and very fast.

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

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

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

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

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

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

 

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

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

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

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

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

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

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

 

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

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

MYNCE

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

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

 

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

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

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

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

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

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

 

COURTYARD
This is a pretty evil level. The music had me constantly jumping at shadows, thanks to that bestial growl in it. :-)

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

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

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

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

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

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

 

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

HEDROX(The Infinite)

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

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

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

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

 

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

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

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

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

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

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

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

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

 

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

SIMON AND SIGMUND KRIEGER(Such Handsome Nazis)

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

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

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

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

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

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

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

 

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

WULF AND BELIAR

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

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

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

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

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

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

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