BLOODRAYNE TWO / 2004 & 2020

WALKTHROUGH SECTION
Developer : Terminal Reality / Publishers : Majesco Entertainment 2004 / Ziggurat Interactive 2020
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BLOODRAYNE 2
WALKTHROUGH

2
ABOUT
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DESCRIPTION

BloodRayne 2: Terminal Cut: BloodRayne is a dhampir, born from the unnatural union of vampire and human. Blessed with the powers of a vampire but cursed with the unquenchable thirst for blood and a weakness to sunlight, Rayne is challenged with her most personal battle yet as she hunts down her siblings. With new acrobatic movements and rail sliding, fast-paced blade and gun combat, fatal finishing moves, more dhampir powers like time control, and an extensive combo system, BloodRayne 2 is a brutally satisfying continuation of the iconic series.


BLOODRAYNE 2 WALKTHROUGH IN TABS

SIMPLY CLICK ON A TAB TO OPEN THE SELECTED WALKTHROUGH SECTION.

"Act 1"  "The Mansion"

"Act 1"  "The Mansion"   The level begins with Rayne in fancy car with Severin as the chauffeur. They discuss what needs to be done and the level begins. This level is a fairly easy one as you are required to go through a few rooms on the first floor and make your way to a second and ending the level. Along the way you will encounter well dressed baddies you'll will have to eradicate. The final will be a boss fight with a Dhampir. In two areas you will need to use Rayne's Aura to get through the Vampire Lairs to proceed. The objective is to get to Zerenski's Bedroom. A cut scene starts with Rayne in her gown entering the ballroom greeting a few people and talking to Severin. She picks up her blades and so the game begins. We start in the hallway of the Mansion this is a good time to do some moves practice before moving forward to get a feel of your moves. Once you feel comfortable let's begin the game. Go down the hallway and proceed through the double doors. You can walk around if you like but what Rayne needs to do is jump over the railing and jump down below to meet some guards. Take them down and check out one of the rooms for some more interaction. You'll see a phonograph in there as a point of reference you are in the right area. After you slice and dice everyone proceed around til you find a circular room with four horn heads on the pillars or columns. Goons will keep coming until you get a goon on all four Rhino horns at once with Rayne's harpoon. After you've done that you can now head through the doors for some more baddies we are near the bedroom. After you've taken down all the goons in the bedroom area you'll be prompted to use the aura to get to one of the Vampire Lair. Once you've done so a small cut scene kicks in and you'll encounter your first boss fight with a Dhampir. You can either use the slow motion or Blood Rage as he has the same powers as you. It won't be easy, but after you defeat him you can go upstairs to find yet another Vampire Lair. Use the aura sense again to find it and once it kicks in a cut scene will begin with Rayne and Kagen in the past. Save your game here as we proceed to the next level the courtyard.

"The Courtyard"

"The Courtyard"   A cut scene begins in the past and we see Kagen Rayne's Father. Without giving it away entirely we see Rayne talking about how over the past 60 years seeking out the Kagen Clan in retribution. This level we will use Rayne's Acrobatic skills as well as sliding. We will be introduced to the new Blood Gun and it's useage and also finding Zerenski and beating him to end this level. We start the level in the mansion with a fireplace in the room. We have to toss the baddies into the fireplace to gain access to a new area. After the flames are out jump down to a new area of the mansion. Make your way through the mansion getting the baddies as you go. Eventually you will reach the courtyard where you'll find poles jutting out from the building that Rayne can jump to. Rayne needs to get to the upper balcony so jump and move upward reaching a pipe to climb and jump off to the nearby balcony. Slide down the line to the next balcony and look above for a pole to jump to and then to a nearby distant pipe on the wall. From jump to the balcony to encounter more baddies through the door. Proceed forward til you reach a doorway where a cut scene kicks in and a save option. Severin talks to Rayne to watch out and be careful. There are many sliding areas and scaffolding to reach the balcony walkways on the mansion roof. Make your way to a sliding line and get the baddies along the way you will soon see more poles where Rayne can jump to to get across to the next balcony walkway. You'll reach a security that Rayne will have to find a way to cut the power before she can gain access to it. Proceed down the nearby zip line and make your way to the nearby scaffolding and make your way to the top. Here is where you can have Rayne jump her way in between the scaffolding to get to the top. If you are lost look for the scaffolding with stairs as a reference point. Once at the top jump to the nearby roof and slide down the line where a baddie is waiting for you. Disable him and slice at the two power disconnects on the wall. This will shut down the security door and reveal the now opened door where we were before. Now we have to retrace our steps back to the security door and go inside. If you get lost at any time use your aura sense to see the Brimestone Emblem. It guides you towards the right area. Once you go back to the scaffolding with stairs and make your way back to the top simply go down the line to the opened doorway on the other side. Once inside Rayne finds the Carpathian Dragons the Blood Gun Rayne will be using. It can be filled with enemy blood or Rayne's when it gets low in reserves so watch your health at all times. This leads to a save point in the game. Leave the gun display area and go through the doorway to encounter a few baddies. Move on until we once again enter the courtyard and will have to make the jumps again to the balcony and enter that doorway. Again more baddies in the area you will find a billiard table as a point of reference. Go into the room and find the stairs and slide down the railing shooting the baddies as you make your way to the landing. Proceed through the doorway and more baddies come to greet you. Enter the doorway they came out of and take make your way through the corridor of the mansion ballroom. Eventually you'll run into Severin for a quick pep talk. He leaves and you enter the room with Zerenski. He talks the talk and then disappears. He isn't far away he just went outside by the mansion roof walkways. He has his bat buddies flying around him and now it's time to take Zerenski down. It isn't going to be an easy task as you will find. As you attack him he disappears to another area. The key here is to shoot the bats at they appear one he leaves. Shooting the bats weakens him so continue the process. The hard part is keeping the gun reloaded with blood. Below are many enemies to refill and feed if you need to and you will. Use your aura to find his whereabouts along the way. Once Zerenski is defeated Severin will return with a chopper to take you to the Meat Packing Facility. Hey you acquired super speed! Congratulations! A cut scene ensues with two members of the clan and a big fat dude filled with nasty tasting blood. It thens turns to the city with Rayne and Severin in a local bar. It's a rough neighborhood as you can imagine. Severin wishes her luck and this is another save point thus ending this level and onto the Meat Packing District.

"Act 2" "Meat Packing District"

"Act 2" "Meat Packing District"   This levels begins with Rayne in a bar. A police car has crashed into the building and Rayne needs to find another way out. Find the stairs and go up to meet a few baddies waiting. After you take care of them proceed to the next floor. A cut scene kicks in where we see an exhaust fan in the distance. We need to toss the baddies into the fan using Rayne's harpoon until it explodes and Rayne can exit via the opening. There is no set amount of tosses you need to make it. It can be hard or easy as it varies. Once the fan explodes and an exit is created Severin says to Rayne very creative and Rayne says "I Try". Severin says we have to go check out a place called Ray Ray's Meats.   Get to Ray Ray's Meats Loading Docks (Part 1)   Rayne begins in an alley where a few baddies come your way. Exit the alley and look to the left above is a crate Rayne can harpoon to drop on top of the baddies if you like. After you have cleared the field of baddies look for the scaffolding in the right hand corner of the area. Jump up to the top and slide down the line then look above for the poles jutting out of the building where Rayne can do her acrobatics and make her way onto the nearby walkway where a few baddies are waiting for her. Take care of the baddies and proceed down the walkway where more are waiting around the corner to your left. Harpoon those baddies and once you've taken care of the third inside a room find the rail to slide down below where more are waiting.   Get to Ray Ray's Meats Loading Docks (Part 2)   Take out the baddie and focus your attention on wooden two beam supports holding up a wall. Have Rayne slice both beams and watch the entire wall fall onto most of the baddies in the area. Exit through the opening and look for a trailer suspended above a few baddies. Rayne can harpoon it down on top of them. Once they are buried you might have to take out one stray. After doing so a few baddies are shooting at you from a scaffold above. Rayne has to get up to where they are so have Rayne hop onto a box next to the trailer and hop to the top of the trailer. Turn left and jump to the nearby platform and then onto a nearby crate where there are poles for Rayne to acrobat to the top where she'll be able to jump eventually to the scaffolding where the 2 baddies are. Once by the final pole you can take them down with your gun if you like or quickly jump to the scaffolding platform and take care of them from there. A slide rail is nearby so slide down to next platform and walk to the end. Take out the baddie across the way and Jump to the nearby pole. Acrobat your way to the scaffolding and make your way to the top. Severin kicks in to tell Rayne baddies are below and we need to create an exit that is being blocked by a garbage truck. Slide down the rail and fire as you go. Jump down to the bottom and start harpooning baddies into the garbage truck. Keep doing so until the truck explodes created an exit to another area. Severin kicks in again telling Rayne to be careful and a trailer drops behind her blocking her exit.

"Defeat Kestrel's Minions"

"Defeat Kestrel's Minions"   Kestrel and friends are waiting in the wings with there henchmen waiting to try to take down Rayne. A pretty heated extensive fight ensues so be prepared for battle using Blood Rage when you can. After all are defeated Kestrel tries to fly the coop, but Rayne decides to give chase. Kestrel eggs Rayne on to chase her and Severin tries to tell Rayne not to bother, but Rayne wants to add her to her collection. Track Kestrel to the rooftops Look for a nearby crate and a pole above to jump to and get to the platform. Nearby on a scaffold is a baddie shooting at you take him out with your gun or by whatever means. Jump onto the scaffolding where the baddie was and go to the end of the it and look for a pipe that Rayne can jump to and climb upward. Another pipe is close to her so jump to that one also and jump to the landing below. Kestrel is nearby and she leaves up a nearby scaffolding. That's where we need to go so walk to the end of the walkway and slide across and go to the scaffolding on the other end and climb your way to the top. Get ready for battle with Kestrel and her loyal minions. It won't be easy to defeat her. Use your blood rage to get the best of Kestrel and feed on the baddies to restore Rayne's health when you need to. You don't defeat Kestrel, but when she's had enough of Rayne's beating she scoots away again and collapses a tower that lands on an adjacent building. Severin tells Rayne on the headset to stop it's not worth it ,but Rayne is persistent to continue regardless of the mess going on in the city.  

"Destroy the Radio Tower"

Destroy the Radio Tower   That beam that fell before is going to come in handy, but before we can slide down it Rayne must jump through the fence and take out the baddie that's shooting at her. Once that is done proceed to the rail and slide down to the other building. A few baddies are shooting at Rayne from that rooftop so either shoot as you slide or slice and dice them after you land. Nearby are some stacked crates. Jump onto them and make your way to a roof with an antenna. Rayne needs to slice it. Once she does the Radio antenna it is destroyed and falls to the next building creating another sliding opportunity. Slide down the antenna where another baddie is waiting for you. After taking down the baddie there is a nearby doorway. Go inside and make your way to an exit where you'll see more baddies and a sign supported by two beams. Rayne needs to slice the two support beams so it can fall on top of the baddies across from it. Watch the sign fall on top of the baddies and watch the browny points accumulate for your trouble. Use the created walkway sign to make your way across the rooftop to encounter another baddie. Ah! another antenna to slice! This antenna will fall to the street below after you slice it and Rayne can slide down exiting the roof tops. Beware as there are baddies coming out of the woodwork. Work on the baddies that come your way and as you go make your way down the street and make a left and go down that street. At the end a cut scene will kick in where we meet Kestrel yet again saying to Rayne are you still picking on my boys? Prepare for another heated fight with Kestrel and her minions. Think you got Kestrel? Nah we see her later you acquire Blood Stream Gun Mode. Severin tells you to hook up with him at The Union Station which ends this lovely level and takes us to the next.

"Act 3" Union Station"

"Act 3" Union Station"   Rayne is near a stairway so find the stairs and go through a cloth curtain and then through a door. There we're in the train yard, but watch out baddies are near. Go to the nearest car and enter to take down the baddies inside and exit at the end. As you leave the car a cut scene kicks in and Kestrel and her minions are still around. They once again coax Rayne to follow and cause an explosion and exit through a nearby side entry way. The baddies are plentiful and Kestrel as well. Use your blood rage and start slicing and dicing. As before Kestrel splits when she's had enough but I think she isn't long for this world or the netherworld. Take out the few annoying baddies and go up a grate walkway to get on top of the train and then find the slide to get across to the other train. Kestrel isn't far away she is hanging out on a fire escape above. We need to jump to a pipe jutting out at the end of the train. Jump to the pipe and use Rayne acrobatic moves to jump to a pipe across from you. Then jump to the poles until Rayne makes it to the fire escape where Kestrel is. One you land a cut scene kick in with Kestrels last words and Rayne with a single blow takes her out of her misery. Looks like Kestrel has clones because there still another. We need to go to the entrance where we saw her before. Get all the baddies that come your way and watch for the sprinklers as Rayne and water don't mix. Go to the end of the area and find a set of stairs on your left and make your wait up. More baddies are there to greet you once you get there. After you've slaughtered them all proceed forward til you find some more stairs. One of the Kestrel Clones is on the run and knocks down a platform and more of her minions are there to greet Rayne. Slice and dice the baddies and make your way all the way up the stairs til you get to the top. You'll notice some bars that Rayne can grab. Do so and make your way as far as you can go until you reach the stair platform. Take the baddie down and the one shooting at Rayne across the way. After doing so slowly walk down the stairs where there is a missing bit of railing. Rayne can jump to the other set of stairs from there and make her way up. Jump to the bars above and make your way to the end and jump down. Go through the door and drop down into the vent where a cut scene kicks in with Kestrel. Rayne says she's going to send her to a better world. Follow the vent shaft to the end and drop down. This is a save point as we head to the Union Station Shopping Plaza.

"Union Station Shopping Plaza"

"Union Station Shopping Plaza"   Kestrel is on the run again but before she leaves she blocks our way by shorting out the gate. To gradually open the gate we need to toss baddies onto each disconnect to close the circuit to the gate and raise it a little each time until it's high enough for Rayne to exit. Once you can exit and bear left and go through the rooms until you see stairs. More baddies too get them as you head upward. Another flight of stairs and more baddies to get. Take this hallway to the end and go through a door and jump down to an area below to face more baddies. Take the stairs up with more baddies waiting. Keep taking the stairs upward as there are quite a few flights and filled with baddies along the way. Once at the top a cut scene kicks in with the goons wondering what's going on. Once we get Rayne control back continue slicing and dicing. You see a large opening as the door is locked. Rayne can jump across to the stairs. Get all the baddies on the grated platform and all the baddies below. Find your way to some crates that are stacked in the lower area. Baddies are near there or you can use your aura to see the Brimestone Emblem to give you a hint to the right direction. Go past the crates and you'll find a door. Exit and a quick cut scene of the clock tower is displayed. Follow the path until you reach an entry on the left. It looks like plywood stacked on beam supports. Go to the end and find the opening it's lit and drop down. This is a save point as we will be entering the Union Station Club Strages.

"Union Station Club Strages"

"Union Station Club Strages"   We start in a hallway proceed forward to the stairs and grind down below where many baddies are waiting for you. It won't be easy but we need Rayne to jump on top of a ticket booth. Jump on and off quickly as it explodes and can give Rayne some serious damage. Once you jump off and the explosion takes place the walls come down creating an entrance into the dance club. A cut scene kicks in and Kestrel has raised a blood field. The only way to disable it is to use Rayne harpoon and quickly toss a baddie on each speaker. This is extremely tough to achieve from experience. As you toss they stay on the speaker for a short time and fall off. Use have to be quick and aim properly. Make sure you have enough baddies on the dance floor to get all four. Once you have done that the barrier is gone and Rayne can leave the area. Find the stairs and make your way up for some more baddies. Find the next flight of stairs and make your way up those to face even more baddies. Find the door on the side of the walkway and enter for a few more baddies. After you have put them out of their misery use Rayne's aura sense and check out the Brimestone Emblem above in the room. Use Rayne's harpoon and bring down the ceiling. Climb up the debris and to the open outdoors where more baddies are waiting. Make your way to the other end to an area Rayne can drop down. Take a pause here as Rayne needs to walk straight to get to a narrow area between two walls that she can jump to the top like she has with the scaffolding in the earlier levels. Some baddies will be shooting across the way too so if you have the reserves available use you gun. If not be quick and make your way upward to the top. If you are still lost use your aura to see the yellow and honey comb imprint on the walls. Once you found the area and made your way to the top across the way is a goon firing. Use your gun or harpoon if it can reach to get rid of the baddie. Then jump to that flatform and gradually use the rails and slide down and use the bars to acrobat Rayne way. Take the spiral stairs you will eventually see to the top. Yes you have to jump to get on them. Baddies are waiting when you get there. You'll see a circle in the middle of the room. Toss the baddies through the glass in the circle opening. The goons get scared and drop the exit. Take the stairs of the new exit. You'll be in a gear room. Look for a pipe in the room and climb up and jump onto one of the gears and then to the other two. Wait and line Rayne up with the poles attached to the gears to do some acrobatics to the top. Use Rayne's aura to see the yellow on the bars if you have trouble finding them. Once you've reached as far as you can go you'll see a gear with a pole attached. Drop down to the gear and climb upward. Wait till the moving weight is just right to drop onto. Once you have a cut scene kicks in with Rayne's sister Ephemera. Prepare for a nice fight and I suggest you use Blood Rage. After awhile Ephemera has enough and and says they'll meet again. You acquire ghost feed as your reward as the gears start to collapse inside the clock tower. A cut scene kicks in with Severin asking how Rayne is and where she is. She says she's underneath the clock tower by Union Station. The 3 Kestrels show up again and prance their way out of the area. A brief convo takes place with Severin and Rayne about Kagen's policy on eliminating her family. This ends this portion of the level and proceed down to the Sewers Access Tunnels.

"Act 4" Sewers Access Tunnels"

"Act 4" Sewers Access Tunnels"   We begin in the smelly sewers with Rayne standing there getting a heads up from Severin. Rayne comments on the smell and Severin says well you know it is a sewer. Rayne needs to go to her left you'll hear a woman say "Blow it! Blow it now! and an explosion goes off. Take down the woman and look to your left for a steam pipe on the wall. Someone is shooting above, but you should make it up on time to get him after you make it to the platform where he is. Climb up the pipe and jump to the adjacent pipe and to the bar and then to another bar.  From there jump to the platform and take out the bad guy. You can shoot the baddie before or after or during your acrobatics the choice is yours. Another is waiting for you also below. After you've taken care of them proceed through the entrance and follow the hallway through another door and a quick left and right. A small cut scene kicks in showing Rayne how they are smuggling the victims. After get prepared for a number of baddies Rayne will have to take care of and just when you think you are done one more shows up to show us the next place Rayne needs to go. Take care of the final baddie in this area and go through the doorway the baddie entered. Take the corridor down and go down the stairs to face another baddie in your way. After the next set of stairs make a right down the steps to face a number of baddies who have a machine gun behind sand bags. We need to use this machine gun so clear the path of baddies so you can get behind the gun and use it to kill the baddies still coming allowing Rayne time to create a new exit. In the distance there is a large gate structure and left and right a green cylinder shaped object on either end. Shoot them both until they explode. A cut scene kicks in showing the gated structure fall apart and sewer water streaming down. A few baddies are still coming afterwards so use your machine gun until they stop coming. On either side of the newly made opening is fencing on the walls Rayne can jump to the top like the scaffolding earlier. Make your way to the top and go down the stairs and take the doorway left. Follow the room left for more baddies a small set of stairs and a doorway. Go through the doorway and bear right, left and left again to face more baddies again. Around the left corner is another baddie using another machine gun so be careful. Once again Rayne can use the machine gun to kill all the extra baddies that come. Once all is quiet leave the machine gun moving left through a doorway and another baddie with a shovel. Go right and right and as you approach they blow up the stairs. Grind down the railings and get the baddie below. Follow the pathway and right to find another machine gun toting baddie behind some sand bags and take him down. Quite a few baddies are still coming use the machine gun when you can. Look straight ahead while you are at the machine gun and notice the two pipes sticking out above. Have Rayne acrobat the two pipes and jump to the pipe on the wall across the way. Have Rayne jump to the pipe directly behind her and jump off onto the platform ahead. Proceed up the stairs for some more baddies and go through the doorway. Be careful if you hadn't noticed prior these guys have been inhaling serious fumes and explode after you attack them. Bear right and left and beware of another sand bagged machine gun with a baddie pumping bullets behind it. Get all the baddies with and without the machine gun and when you are done proceed forward and right through the next doorway. Make your way to the next entrance and a cut scene will kick in. It's baddie central and another machine gun happy dude behind the sand bags. We have to find a way down below and Rayne needs to create it by once again using the machine gun on two cylinders left and right. This causes an explosion and creates an opening in the floor Rayne's exit. Watch for the water jump over it and drop down the hole. Rayne begins a long slide down a pipe shaftway and hears a big evil voice. She doesn't know yet what it is but she knows it must be big and she likes it. As you are sliding down move to the left and right pipes to avoid the water coming down in spots. You can drop off mid-point to kill some baddies on the way down. Be prepared for a jump to a pipe before dropping off and then to another pipe, then drop off below to baddies waiting. Take the left arched doorway and take a left. Severin tells Rayne she appears to be entering an old section of the sewer and to be careful. Once you go through the doors a cut scene kicks in. The baddies are opening the valves to fill the area with water for the Kestrels and they are nearby along with baddies with death packs attached to their chests. Watch out for these guys as they approach Rayne then detonate and explode causing Rayne damage. Some baddies don't have any so dodge as you go until all the baddies are gone. Severin says we need to find the pump room and shut it down. Rayne needs to find the way. Look for a narrow space with grating on either side that Rayne can do her jump and grabs to get to the top.  You can do it that way or climb the rope line the choice is yours. Baddie alert at the top too. Find the entrance and turn right and left into the pump room. In the center of  the room is a lever. Rayne needs to whack it with her blades and that shuts down pump one. Pump two isn't going to be as easy though. Go out the way you came in and bear right a cut scene kicks in with Kestrel. It's another Kestrel fight so use your Blood Rage to make it an easier victory. After the battle is won you acquire Blood Spray Gun Mode. A doorway opens from a baddie nearby watch for the baddies and death packers along the way. Go inside through the doorway left and right. The baddies have disabled the switch this time so we have to find another means of shutting the pump down. It's harpooning time. Harpoon the baddies one at a time into each of the pistons of the pump and they start to shut down as you go. Once it's shut down the water level drops and Rayne has an exit route. Head out the door and bear left through another door. drop down below grinding the rails or jumping and jump into the large tub that was one filled with water and through the hole. This end this portion for a save opportunity and takes us to the next phase The Smuggling Route.

"The Smuggling Route"

The Smuggling Route   The level begins with Rayne inside another sewer tunnel and Severin telling Rayne that things are getting out of control on the outside and there is no doubt the vamps are up to something evil. Rayne will slide down a portion of the tunnel and stop at a break point. Severin tells her to haul ass as fast as possible because the water is coming out fast behind her. Jump repeatedly until you make it through the tunnel and a cut scene kicks in showing Rayne falling onto a catwalk. She says it doesn't feel stable and it collapses and rests at the bottom. On Rayne's right is a machine gun. Use it to take out the baddies on your side because they are exploding baddies anyway and can cause Rayne damage. A machine gun dude behind sand bags is waiting in the wings around the left corner. Rayne has to jump 2 catwalks and still can't make the jump across the way. You have to jump on top of a dead guy in the water and then jump to safety. It takes few tries but you'll get or get lucky on your first attempt. Nearby is a pipe on the wall for Rayne to climb. Jump to the next pipe and jump off onto the grated landing. from there go down the stairs and make a long jump to the tiny platform across the way and then jump to the nearest one to the baddies that are now shooting at Rayne. From there jump to the platform where the baddies are and show them who's got the blades. Another baddie is at the top of the stairs also so take down that baddie and get ready for a barrel opportunity. Rayne can kick those barrels and have them tumble on the baddies below. Pretty neat. Grind down the long railing and take down the baddies below. If you missed any just go back up and get the rest. Go down the round corridor and make a left to a doorway and yet another baddie. Once through the door to the right some action is in progress as a mini cut scene takes place. Baddies are on either side of the fencing and more so on the right. Rayne can harpoon  them to kill them off. Once you proceed forward an explosion goes off in the distance closing the exit so Rayne need to create a new one. Good thing we have those dudes with death packs on they are gonna come in handy now. Look for a wall with a big crack in it. Keep harpooning death pack dudes into the wall until you have made a nice big hole Rayne can get through. Once inside many baddies shooting at Rayne so Get behind the machine gun and pelt em full of lead. While doing so look for a cylinder way in the back on the far left. Shoot and and if will cause a cascade explosion making an exit and dropping a pipe Rayne can scale down. Find the wall for Rayne to hop and grab and make your way to the top. Then slide down the pipe that was dropped after the explosion. Once down to the left is another narrow wall area where Rayne can hop and grab her way to the top. Once on top look for the hole created by the explosion and drop in. Rayne begins another long slide down through the sewer tunnel. More water coming down and baddies to get mid-stream. Once you've pause to get baddies proceed back to slide down the pipes. Be prepared for three pipes to acrobat across and jump to the area across the way. If you turn on Rayne aura sense you'll see we have a vampire lair where Rayne can get a nice Bloody Shower. She loves it can't you tell? Invigorating as it give her health and Rage a complete boost. Drop down below and left through the doorway. Go down the corridor through another doorway and watch out for those barrels coming down! Get that baddie that did that and a few more that follow and proceed forward. A mini cut scene kicks in and we see. We see a platform explode and water coming out of a few motors. Behind these motors is a slimey sewer yucky water pond. We need Rayne to toss the baddies into there. Doing so stops the water coming out so Rayne has an escape route. Once you've plugged the motors with baddies an explosion takes plays and a platform rises for Rayne to jump on. Jump on to the platform and jump again to the landing and take the stairs through the doorway. Go down through the corridor and this ends this portion of this level taking us to a gruesome character affectionately known as Slezz.

"Slezz"

Slezz   We begin this level with Rayne walking through a doorway and seeing Slezz. A lengthy cut scene takes place explaining Slezz and Slezz explains why she's pissed. She's basically a baby machine not the babies you'll find up for adoption so all we need to know at this point is how to defeat Slezz. The lever where the dude got purified by Slezz is part of the solution. Rayne throwing the lever fills Slezzy babies area with water thus making her vulnerable. After you throw the switch which is timed by the way. You'll have to keep an eye on the switch as it resets and then Rayne can get whacked with green blobs. Baddies are around also for slicing or feeding. Once you throw the lever go to the middle of the platform and start harpooning. Watch for a baddie to come out and snag the bugger and toss the baddie into Slezz's belly. As you toss the belly gets darker until Slezz is defeated and her belly explodes. From there (this is the fun part) After you've tossed a good number of baddies into her belly it explodes. Drop down below and avoid the water by hopping onto the rocks to the belly. Go into the belly and look for the heart pumping away. Harpoon the heart and pull it down! Slezz is defeated and Severin congratulates her. Rayne says I have bowel in my hair. Severin says to to climb to the upper level. Rayne climbs over the now dead Slezz and tells Severin she needs a minute alone. A cut scene kicks in with Ephemera and Ferril. They discuss tomorrows big show with the shroud. Emphemera tells Ferril she has to go take care of a Dhampir problem and Ferril has some colorful words for Ephemera for sneaking up on her. This concludes Act four and ends this lovely level that takes us to Act five the Wetworks. Hey you acquired Blood Fury Mode back there after you pulled out the heart!  

"Act five "Wetworks" "Electrification Silos"

Act five "Wetworks" "Electrification Silos"     Electrification Silos     This level begins with Rayne outdoors and we know Rayne and sunlight don't mix. Severin tells her to be careful and stay close to the shadows. Go straight and take the first left and go down the street and make another left. A mini cut scene has two goons saying the sun is up and they need to lock down the place because the vampire patrols are not available now. Rayne enters the doorway to some extreme machine gun fire. Rayne can get at him the normal way so harpoon the dud and toss him. He explodes on landing! Take the hallway left and then right you'll hear two more goon talking. They have a machine gun there with sand bags also. It serve little purpose other than a means earlier to take out the baddie with the machine gun if you chose not to harpoon. Left of the machine gun is a closed cell door. To open a way in harpoon a baddie that come by and toss him into a door control on the wall. It opens a cell nearby. Now make your way to the other side of the building going past the machine guns and make a left and a left and find the opened doorway in the middle of the corridor. a mini cut scene kicks it showing an electrostatic turbine of sorts and Severin says we need to find a shut somewhere to shut it down. A control panel in a room is displayed briefly as a hint where we need to go later. For now in the back of this room on the right rear wall is a power disconnect, We need to toss a baddie into it with Rayne's harpoon. This shorts out art of the system and a mini cut scene kicks in with goons discussing a new big ass baddie Rayne will shortly encounter called a Foreman. As a pre heads up the foreman isn't too bright and charges like a ram into walls. That's the perfect opportunity to slice until it's dead. More baddies to slice as we enter the next room after the cut scene. Inside we have a pool of blood that the foreman wades in. You have to kill the foreman by the means described above. Remember when he dazed from ramming a wall that's the time to slice and dice him. After he's a goner a mini-cut scene shows a baddie coming out a a newly opened cell gate. That where we need to go next. Jump out of the pool of blood to the opened door and take down the baddie and take a left for a few more baddies. Take the stairs up and go to the next floor and make a right for some more baddies. You eventually enter a control room and outside of there is a circular grated platform with blood pouring down in the center. Follow it around to your right to an opened doorway with another baddie waiting. Through the room and left is another door to your left. A baddie ahead is shooting a machine gun behind some metal protection enclosure. Take down the baddie and go through the opened doorway and go ahead to the grated platform to face another baddie in the distance shooting at Rayne. Take down the baddie and slide down the rails provided and drop to the room below where you see another control panel in the room. Go through the room to face more baddies and take the stairs to an upper floor with more baddies waiting. Go through the room and make a left to another door and another control room that least to the grated platform area. Rayne has to jump and do her acrobatics on two pipe and jump to a nearby pole and left jump to another pipe and jump off onto the platform below. Enter the nearby doorway and take it all the way where we'll find another electrostatic turbine and more baddies inside the area. Rayne has a bunch of baddies to take down and after the field is clear of baddies leave the area through the door and take the stairs all the way to the very top. A mini cut scene kicks in here. We're at the top of the electo gizmo and need to toss a baddie in to shut the upper portion down. Once you toss one a min cut scene kicks in to show the gizmo exploding. A baddie comes through a newly open cell door. Get all the baddies you encounter and enter the room nearby by the second part of the electro coiled gizmo. Tossing time again but this one takes a perfect toss into the tub. Baddies are plentiful for tossing. Once you get that sweet toss and the baddie falls into the middle of the coil it explodes and Rayne enters a new area. A corridor with flames here and there. Take the hallway and go through the doorway on the right. An elevator is waiting for Rayne to go up. This is a save point and end this portion of the level and takes us to our next one called the mess hall. 

"Mess Hall"

Mess Hall   Starts out with a cut scene with one goon who sounds a little like Austin powers and the other like Crocodile Dundee with a hangover. Rayne enters a room and into a fenced area to face some serious baddies and one with a machine gun  behind some sand bags. Rayne is outdoors so watch the sun. Ahead of the machine gun across the way are some pipes Rayne can jump to for acrobatics to the area she needs to go next. Make your way across the pipes to a pole and jump left to a few more pipes until you drop into the fenced area. Be careful on the corner of the building as you reach the pole as it is in the direct sunlight so you have to be quick as you lose health. Walk slowly to the windows that are broken on the left and take a pause to listen to a guy talking about his new computer it's hysterical! A baddie is shooting at Rayne as she moves forward. Look for a light pole and climb up and turn to catch and grab another poll and drop onto the platform and then jump down below where the baddie was shooting at you before or still is if you didn't get him earlier. Look for an opened gate. A few baddies are inside to greet Rayne. Take them down and leave this area and go past the two big trailer trucks across the way. Once you pass them you'll see a smaller truck and past that is an entrance with the baddies to encounter before you can enter. Once inside a mini cut scene kicks in showing a cell gate door closing. Baddie alert! Take out the baddies and hop over the bins to forge ahead down the corridor. Once you pass the last bin you see an explosion creating an opening in the wall. Proceed through to find some body parts hanging on meat hooks!!! Go through the plastic curtain to face more bad guys. Once you have gotten them all approach a doorway and watch a mini-cut scene open the door with a baddie behind it. He's not what is in store. We have another foreman wielding a big sledge hammer. After you have successfully beaten the Big Brute look for an elevator shaft. Severin gives support to Rayne as there is no other mean to get up there except to do the hop and grab routine part way.  There is a pole to climb but don't climb just yet. Use Rayne's aura sense to see a vampire lair across the way outside the shaft. Jump off and go into the lair to give Rayne a wonderfully refreshing Bloody shower ahhhhhhh! Rayne now being fully recharged and full of vigor jump to the pole back in the elevator shaft and climb up to the top and drop backward onto the elevator shaft exit to face some more baddies. Once you exit the room and through the door you'll see one of the Dhampir Elite. Get ready for a nice little fight to the death. Avoid the sun and stay in the shade you acquire quiet thunder after your victory. Rayne proceeds through a doorway and a major cut scene kicks in with Ferril and Xerx testing the shroud. This is a save point ending this portion of the level and taking us to Chemical processing.  

"Chemical Processing"

Chemical Processing     This level begins with Rayne and Severin having a discussion. Rayne is walking past some stirring blood vats and Severin is outside somewhere in the city. He informs Rayne that the vampires are able to walk in daylight providing they are shielded by this red cloud that forming overhead. Rayne knows it's the shroud and she must hurry before the city is overrun with vampires 24/7. Once we get control of Rayne she's in a long corridor with control panels left and right and baddies ahead. Once you reach the end be prepared for one of those big ugly things with the big hammer. Blood Rage kicks his butt in a hurry if you've got it to spare. Once he falls dudes are coming from around the corner. Take em down and enter the doorway they came out of. Follow the corridor all the way down and make a left. Go through the door and take the stairs up to the top. Baddies are waiting for you so do what you have to do. Walk up the cell door with the danger sign on it. Rayne says it's locked but she has an idea how to get it open. Drop down to the grated walkway below the one you are on. You are near a red vat. Start tossing baddies in there with Rayne's Harpoon and watch the pipe slowly get clogged. Well half a dozen baddies breaks the pipe and opens the door above. Get the remaining baddies and go through the door and upstairs to the now opened cell door. Follow it down the hall and this results in a save point ending this portion of the level taking us to the next the Turbine Room.

"Turbine Room"

Turbine Room   Rayne begins the level in a long corridor. Go to the end and ride one of the three rails to the end and Rayne drops of to a grated stairway. Go down the stairs and make your way to a doorway where baddies are waiting for a can of whoop ass. After their beatings get on the elevator and take it to the top and make a left for some more baddies. On the right side of the wall in the middle is a box Rayne needs to swipe at to open the locked door at the end. Once it opens enter. More baddies await you so do what needs to be done and proceed forward until a cell door closes behind Rayne. A big ugly thing with a hammer is coming so get ready to engage Blood Rage to kick his butt. After the battle make your way to some stairs and take them all the way down. You will enter the Turbine area and baddies waiting with another big ugly hammer dude. As the hammer dude is near death you'll see an elevator come down to the turbine room. After all the baddies have been decaffeinated make your way to the elevator and watch out for the turbine it'll pull you in if you get too close to it. Get on the elevator and take it to it's stop. Once there a mini cut scene kicks in and Rayne must face the female of the Dhampir Elite so get your games shoes on! Plenty of baddies are around for feeding blood rage when you can to defeat the Dhampir Elite. After the victory Rayne acquires Blood Bomb Gun Mode. Use Rayne's aura vision to find the Brimstone Emblem. That will lead you in the right direction for the doorway. Enter the doorway and this end this portion of the level and another save point that will take us to the next level Bone Crushers and Furnace. 

"Bone Crushers and Furnace"

Bone Crushers and Furnace   Rayne begins in a corridor. Go to the middle and to the right and drop down to the lower floor. Find the doorway and enter. A mini cut scene kicks in showing pistons going up and down. Time the pistons and make your way to an exit at the end. This makes a baddie come through the locked gate and comes towards Rayne. Take out the baddie and head for the set of pistons on the opposite side of the room. Make your way to the end of this set of pistons and make a long drop to the bottom to face more baddies. Take down the baddies through the corridor and make your way to the end and get on the elevator. Get off at it's stop and bear left. A mini cut scene kicks in showing us the furnace room. Find your way to the stairs and take them to the top. Baddies are waiting as usual so take em down and head to the middle of the walkway. It's baddie tossin' time! Start harpooning baddies onto the lit pipes of the furnace to start shutting it down. Once all the flames are put out on the pipes the furnace covers blow off below. Jump down to the bottom area and go to the furnaces and start tossing again. Five good tosses causes the furnace to shut down and creates an exit. Go through the newly opened doorway and make your way up some stairs and down the long corridor and exit to the right. Mini cut scene shows baddies waiting for you. Slice and dice your way down the stairs as more come off the elevator. The elevator is just past a set of old dingy beat up looking lockers you can't miss it. Take the elevator ride down to hell and through the door. Rayne is outside once again with baddies with a machine gun behind some sandbags and two of those ram head brute things to face to boot. These things are real dumb so just hop to a platform and the ram into it and you can swipe the piss out of them as they are dazed. Repeat as necessary until they are history. Find one of the buildings with an opening and go inside. Plenty of baddies and plenty of doorways to go through until Rayne reaches an outdoor area with a set of stairs heading upward. Take the stairs to the top and exit thus ending this portion of this level and a save point taking us to the next area called the loading bay.  

"Loading Bay"

Loading Bay     This level begins with Ferril talking to a worker making sure the final preparations are made for the big day. Rayne is in the loading bay facing more baddies. Take care of them and head into the next room and take the stairs. Once at  the top go through the doorway and make a left.  Mini cut scene shows work in progress. Take down the few baddies and look for a movable platform with a switch. Whack the switch and it takes Rayne to the other side. Follow the path to a control room with another baddies and whack the control board sending the mechanical platform back to it's original location. Find your way back again to the moveable platform and whack the switch again taking Rayne once again to the opposite side of the loading bay. Go through the room on the end and an explosion takes place. Drop down below and hop onto the area where the explosion occurred and go inside. Use Rayne's aura if you aren't sure of the location. Once inside a mini cut scene takes place Rayne see how the shroud is being made. Ride the conveyer and grab the pipe above then drop below to face more baddies. While on the conveyer you can break the office glass and sling a baddie into the juicer for a nice bone crushing moment. Make your way up a set of stairs and we'll me Ferril. She says to Rayne are you ready to do this? And she'll meet her at the top. Make your way up more stairs and fighting more baddies and eventually you'll see Ferril again. She asks Rayne why is she taking so long? And does she want her to go to Rayne. You should be by that crab claw crusher thingy the doorway ahead is where we need to go and after we do a mini cut scene has Ferril having words with a worker. Ferril terminates his employment permanently and yells to Rayne again. Take the stairs up and down a long hallway thus ending this portion of the level and closing this Act 5. This is a save point also as we enter Act 6 which takes us to the Shroud Tower Ascent.  

"Act 6" "Shroud Tower"  "Ascent"

"Act 6" "Shroud Tower"  "Ascent"   The level begins with a few discussing Ferril was angry and just passed them recently and Severin tells Rayne his thought on disabling the shroud and that Ferril has headed up to the roof. Take down the few goons around the left corner and afterwards head up the nearby elevator. More baddies await so get them as you head up the ramp to another elevator and head upward. Get off the elevator and take down the baddie. Then hop on the next elevator to the next floor. mini-cut scene to show we have another foreman wielding hammer thing to deal with. Once he's out of the picture find a pole for Rayne to do acrobatics on. There is an elevator nearby but it doesn't work so head up the ramp to find the pipe Rayne needs to jump to. There are two normal looking pipes and one curved to jump to then get off to the large pipe to the right and walk up the rail that's attached to it. Once to the top drop down to the baddies below and take care of them. After doing so take the nearby elevator and once again head upward. After you get off you'll find the pipes nearby are the only way across. So have Rayne do her acrobatic thing then eventually slide down the rail to the ramp below to face a few more baddies. It's starts to get more difficult to advance to the uppers levels from here so kick in Rayne's aura sense to see yellows squares on large pipes nearby the Rayne can scale upward. Once up to the top of the pipe you can drop down below to face more baddies. A small explosion occurs in a small room nearby. Wait for the flames to cool down and take the elevator inside and head upward. This one is tricky but not difficult. Use Rayne's aura sense to pick up the heat signature of a baddie behind a wall. Nearby is a large crate. Jump on top of the crate and the roof of the room and you'll probably and up perching on a pipe. Drop down below and take down the baddies below and get on the elevator and head upward another level and get off. Ahead you'll see a crate and a pipe that is lying or attached to it that Rayne can slide down. Use Rayne's aura if you have trouble finding it. Once you make it down the railing hop off and step into another elevator and head upward. Some baddies are around the corner that think they are cute by tossing things in her path. Show them who is boss and hop onto the elevator nearby and head upward. Once at the top a mini cut scene shows the pumps working to get shroud upward and Severin throws in his thoughts also. Baddie tossing time with Rayne's harpoon. Toss the baddies into the upper red opening in the middle between the two moving pipes pumping. A few tosses stops up the works and only leaves a few baddies to attend to. After doing so head for the elevator and head upward. A hammer wielding foreman and baddies are waiting for you as you get off so be prepared to use Blood Rage if you can. After defeating the foreman a mini cut scene so the workers leaving a parting gift exploding an area with two vent shafts with fencing over them. Remember this area as it is our next means upward. Hop on the lower shaft with fence and then to the higher one and then to the top of the lower one we started. Some metal flaps are sticking out above Rayne can jump to those too to make an easy jump ahead. You'll have to negotiate a longer jump to the middle of the ramp ahead and line it up just right if you don't it's up to you. Jump off to the ramp below and get on the nearby elevator to head upward. Baddies are waiting and this time no elevator. Use Rayne's aura to see a fence patch on a distant pipe. Rayne has to make a series of jumps to poles and pipes. You will land on a large pipe to take a breather and get ready for more jumps. Keep the aura sense on to see the next phase. A hop and a pipe then jump off to the railing and slide all the way down. Baddies are waiting as you drop off so take them down and put the aura back on for a moment. The elevator won't take Rayne up but that won't stop her from being able to head upward. With Rayne's aura see the yellow patches to show the fencing that Rayne can use to hop to the top. More baddies await so take them down and get on the elevator to yet another floor. Take care of the baddies and cross the planks they leave behind and get onto the elevator to head further upward. If you noticed some pipes on the other side they were to throw you off they are useless. Once off the elevator take out the baddies and the few more inside the nearby room and get on the elevator to head further upward. Baddies are shooting heavily so quickly look for a big round vent shaft where a baddie is firing and take him down quickly. You'll encounter more baddies as you head through this area until you find two vents that Rayne jumped to get above on a lower area earlier. It's the same as before just hop up the two shafts and drop off to the ramp nearby. Then hop onto the large beam and slide down to the baddies below. A pipe is nearby Rayne needs to climb and drop off a nearby platform above. More baddies are there as you land. Take care of the baddies and head for the elevator upward yet another story. A mini cut scene kicks in showing a massive pump and a convo between Rayne and Severin. This is a checkpoint area finally also but it's not going to be so easy. A foreman and baddies are there making it difficult but Rayne needs to toss baddies into the motors on three corners. Start tossing as you can until all the motors are destroyed. This not only gets rids of the foreman it also shuts down the big motor. Get rid of the remaining baddies and climb up the large motor. Take your time making hops to the upper portion as far as you can and turn Rayne around to jump to the pole ahead. Drop off the pole to a landing and down to the ramp and head for the nearby elevator and head upward. Use Rayne's aura sense to find pipes jutting out of larger ones. Make you way across them and slide down the rail and climb up the pipe nearby and drop off at the nearby landing. Keep Rayne's aura on as there are more pipes and poles to jump here. As you reach the end a pole is there to climb upward and drop off to the landing where baddies are waiting. Take the nearby elevator once you've cleared the field and prepare for another battle with baddies and another foreman. This is another check point   also. Take care of the foreman and all the baddies and make your way to the top of the walkways where an elevator is waiting. There are elevators on the lower areas but do not work so simply head to the top to the functional one. Head upward but watch as you get off. There is a gap between you and the baddies you won't notice right away. Jump across to the baddies and take them down. Take the elevator to get more baddies and hop onto another elevator and head further upward. More baddies await so take them out including the ones in the nearby room where an elevator is standing by to head further upward to the top. More baddies as you get off the elevator so take them down and get on the next elevator. Another elevator is just around the bend take that elevator upward also where baddies are waiting for you. This is a challenging area as automatic machine guns are firing at Rayne as she not only fights baddies but heads up the ramp. Severin tells Rayne to hurry. Feed as you go , take out the baddies and dodge the bullets as you finally make it to another elevator. Wow finally!!!! A save point! This ends this challenging level and takes us to our next one which is Ferril.   

"The Shroud Tower "Ferril"  "Ascent"

"The Shroud Tower "Ferril"   Rayne begins outside at the top of the shroud tower. Make your way left of the ramp to a set of stairs and to a long set of stairs. A cut scene kicks in with Ferril and Rayne. Ferril calls Rayne a Corpse Sucker Half-Thing how nice! Rayne says she just abut shut down everything and is almost done. You get a glimpse of what Rayne needs to do. The power supplies that have electro static going through them need to be swiped with Rayne's blades. Doing so shuts each one down. There are many and Ferril isn't going to make it east for Rayne to get to them. You can't beat Ferril so try to run from her and get to the job at hand by shutting down the powers supplies around the Shroud Tower. There are sets of them on a lower level and upper level. Take the stairs and make your jumps avoiding Ferril to knock them all out. The uppers portions have you in the mist of the shroud causing your view to be obscured by red. Use Rayne's aura to find the locations if necessary to make it easier through the red cloud mist. Once all are shut down an explosion occurs shutting things down and Rayne is stuck under rubble. A big cut scene kicks in with Ferril, Kagen and Ephemera. Kagen is pissed his wetworks is destroyed and finds Ferril's use no longer required. Ephemera is glad to accommodate and stabs Ferril through the chest and throws her off the tower. Kagen says to Ephemera to fill the city with shroud and Ephemera says thy will be done. Kagen says of course it will. Rayne is free and Severin is with her. How does this guy get there so fast? Rayne tastes some Kagen blood that was left from a slice from Ferril earlier and remarks that it's potent blood and she's glad he's still alive so she can get him herself. Severin says I think there is something you should see. We see a cut scene of shroud covering the city. People are running everywhere as the vampires have taken over the city. Kagen and Ephemera look over their new domain a cause a number of buildings to crumble in the near distance. Kagen says welcome to the new vampire age and the scene shifts to the city below where Rayne and Severin look over the damage and discuss what to do next. Severin has the idea of just hiding to save themselves as the Brimestone Society has gone offline and all appears hopeless. Rayne of course has other plans and still wants to pursue Kagen. Severin says he'll hang in there and this is a save point ending this splendid level and takes us to the next called The Zoo Entrance. This completes Act 6  taking us to Act 7.  

"Act 7 "Zoo Entrance"

Act 7 "Zoo Entrance"   From here things get even more difficult as we encounter vamps that are quite challenging. Severin tells Rayne Kagen's building has to be the only one standing and says he has to go. There some falling debris as a helicopter crashes nearby. Proceed forward and take out the vamp in bondage gear. Continue forward taking care of the baddies until you reach the gate and enter an area where the helicopter has crashed and it's propellers are still spinning as it's on fire. Plenty of Kagen's minions are there to greet Rayne and she needs to find a way out. Go next to the helicopter and the minions will slowly clear the way by shooting at Rayne and accidentally hitting the copters spinning blades and gradually making it fall apart. The blade flies towards the minions and wipes them all out tossing the helicopter elsewhere creating a path for Rayne to proceed forward. Use Rayne's aura to locate the right direction in case you've gotten lost.  Hop over the burning copter and Severin tells Rayne to watch for Kagen's shadow legion they are very dangerous.  

"Twisted Park"

Twisted Park     Proceed forward through the iron entrance where you'll encounter more baddies. Follow the park path until you reach an iron gate with two doors. Walk through and a mini cut scene kicks in showing 3 shadow legion and a building Rayne will be entering after the battle. Use Blood Rage to beat the shadow dudes and then make your way to the nearby building called The World Of Reptiles. Inside is a baddie take it down and bear left through a door and down a long corridor. Rayne's says to Severin she notices twitching and sees a man on the wall stuck up high with some kind of webbing attached. She decides t shoot at it to see what's up and it cause a ton of roaches to come pouring out and creates some sort of roach monster. Ignore the roach beast he's kinda harmless and head in the direction where we saw some vamps with some cylinders falling over in another area. Head that way and take down the baddies. Cylinders roll and burst a gate making an entrance. Find the entrance and head up the corridor. Bear right and left to enter a large room where a mini cut scenes shows more minions below and more roaches. Rayne drops down and it's time to start fighting. You'll find in the end two minions playing with the roach cloud beast. Until you get them both a cut scene won't kick in where you'll have to fight one of the Kagen Dhampir Elite of the female variety. They still talk funny but they have subtitles. You'll have the Dhampir and minions to deal with accordingly. After the battle is over you acquire Blood Flame Gun Mode. An exit forms and Rayne takes the exit ending this portion of this level and a save point that takes us to the next part of Act 7 The Aquarium.     

"The Aquarium"

  The Aquarium This level begin out on the park pathway again with a running wood chipper near a locked gate. Of course at this point you should be able to guess that a baddie will have to end up in the wood chipper at some point to open the gate. The Roach version of Big Foot is wandering around and minions and baddies are there too. It's a challenge to draw one close to the chipper to harpoon one in. The minions enjoy fighting with the roach chubaka so you need to start annoying them to take their attention away and lure them over. Two tosses and the chipper explodes for the exit. Hop over the chipper and take the corridor through another gate where a mini cut scene kicks in. More shadow legion dudes talking ancient swaheely. Take care of the shadow legion dudes and Rayne and Severin see the aquarium Building. Rayne goes inside and notices aquariums have water! Be careful at you go and hop onto what you can when you can. Go to the left a bit and look for a pipe on a round structure and climb up. Drop off and slide down the pipe to drop off the other side of the iron fence. As you proceed forward the baddies are using the water to their advantage and against Rayne shooting at the aquarium tanks and filling the area with water. Hop where you can as you make get a little wet but no biggie. A baddie with a machine gun is around the left corner so take him down and follow the corridor ahead to a machine gun behind some sand bags. Use the gun as quite a few baddies are coming towards Rayne. If you can't use blood rage to take them down. More baddies ahead and more water. You should know the drill by now to be careful of the water and take down the baddies. As you reach a gated door Rayne heads downhill that leads to the main exhibit hall. Severin says he see a drainage tunnel directly underneath the floor. Rayne can break through with enough applied force. Rayne has to find a way to create that applied force. For now head left quickly across the water to the stairway as you encounter baddies along the way. Once upstairs and you are reasonably baddie free hop onto the whale hanging in the middle of the room and take out the baddie on the fin. Start swiping at the supports holding up the whale. That will apply the force we need to create the opening. Once all the supports are cut a mini cut scene show Rayne jumping off to the platform to safety as the whale falls to the floor below and creating the opening. Drop down to the floor and the opening by the whale. Rayne and up in a drainage tunnel. Follow it down watching the water and take down the baddies along the way. It end to the outdoors and a tree with some limbs sticking out is what Rayne needs to jump to, Use Rayne aura to see the yellow and where Rayne needs to jump. Acrobat the two branches and jump onto the big branch that leads to the ground and slide down below. A truck is burning and hanging off the guardrail of the roadway above. Rayne needs to harpoon it down to create an exit. Once you harpoon the truck it falls to the ground and explodes creating the opening. Rayne feels Ephemera is near. Once inside many baddies and the roach carpet are in attendance. Use the machine gun in the room and start shooting at the support beams until a piece of the floor collapses. A foreman with his hammer in hand is there to greet you. Take care of the foreman and Rayne acquires Shiva Aspect. Look up the code for this one. It's the one that splits the enemy in half! Make a perfect slice down the middle every time!  Only thing left is the Roach Carpet. Find the exit to the corridor where more baddies are waiting. Take down the baddies along the way and at the end a cut scene kicks in and we meet Ephemera. This is a save point prior to the battle and this level and heading to the next one called Ephemera.      

"Ephemera"

Ephemera Defeating Ephemera isn't too easy. She has these purple thingys that restore her power around the area. Rayne needs to disable these so Ephemera can't recharge and she can be defeated. A few are easy to find behind small stones. One is under a gazebo so you'll have to slice at the wooden beams that support the roof and the last is a pond where you'll have to harpoon a hanging piece of stone into the pond. After you taken out all of Ephemera's sources of power finish the job on her and then instead of hearing Take this from Ephemera you can say take that! After you have defeated Ephemera a mini cut scene kicks in with Ephemera calling Rayne a half breed mongrel. Rayne acquires Enthrall. A cut scene take us to an area where Rayne is with Severin and somehow Ferril survived and is trying to gather her forces for revenge. Rayne hops on the helicopter nearby and another cut scene takes us to Xerx and Kagen talking about the new sun guns. You'll see the helicopters flying over the city in the shroud and two helicopters getting hit and destroyed by the sun guns and the one Rayne is hanging on get damaged. She gets tossed conveniently into the building where Xerx is. They meet briefly with Severin informing Rayne he is her half brother and third from the top of the list. Severin says to Rayne don't you ever read? Rayne under her breath tells Severin to fuck off!! Oh well maybe he deserved that. This end this part of the level and it's also a save point that takes us to the next level called Xerx's Laboratories. This completes Act 7 taking us into the final Act 8 that begins the final series of levels of BloodRayne 2.      

"Act 8" Xerx's Laboratories"Kagen's Tower"

Kagen's Tower      "Act 8" Xerx's Laboratories This level begins with a small cut scene showing the area with Xerx at the helm and sun guns around the room. This is where the baddies are hysterically funny with what comes out of there mouths. The all have this kind of New York City - Jersey City accent so pay attention for some laughs as you are fighting. Ok! onto the business at hand. As you fight baddies take out the suns guns surrounding the room by slicing them with Rayne's blades. Getting the sun guns is more important than taking out the baddies so focus your attention on that. If you must fill your need to take out the baddies wait until only one sun gun is left in the room. After Rayne slices the last one Xerx exits upward from his pod and explodes his area so Rayne can't follow. Near to the right where Xerx was is a shaftway where Rayne needs to go. Inside is a nice series of jumps that will take you to the top for an exit into the office building area. Use Rayne's aura to find the pipes and poles Rayne needs to jump to and it'll make it a lot easier. Once you get to the top you'll be hanging on a pole and need to jump to the final pipe and drop off to a landing where is hose is on the ground. To the left is the exit and baddies are waiting. Once inside bear right and left until you reach a large office area with a bunch of computers and partitions. Baddies are waiting inside also take down the baddies and if you have some time to spare and want some stress relief you can pretty much destroy everything in the office! After you are done use Rayne's aura to find the next room we have to enter. Go through the doorway and bear right then left and down the hall where a mini-cut scene shows a Brute Ram Ram head Beast on his way fun fun. Once you reach a windowed area another mini- cut scene kicks in with Rayne looking out at the lovely shade of red sky. Baddies are coming with their super shoes on and the brute must have had to take a leak cause he split somewhere. Take out the baddies and make your way to a hallway with a stairwell. Take the stairs upward and take down that baddies you encounter on your way. Once at the top and through the door stop for a moment and use Rayne's aura and look left to see the signature of two men behind a doorway that must be a rest room and swipe the door with Rayne's blades. After you get a laugh head the opposite way down the hall. You eventually end up by a broken floor with pole and static charges from a gate in the distance. Make you way across the poles and jump off at the end. Head to the office on the right for more broken flooring and more baddies. You can hop this area and make your way to the other side. Find your way to the stairs and make your way upward as you encounter more baddies along the way. Once at the top and through the door this is a save point ending this portion of the level and taking us to the next which is Llewelyn Corporate Offices.       

"Llewelyn Corporate Offices"

Llewelyn Corporate Offices A cut scene take us to the offices where things are kinda crazy. Make your way down the hall and enter the door on the right and through another door. Get ready to meet what they call a Bio-Armor. This is one ugly looking pustule and is just as tough as the other beasts we've encountered. After you have defeated the Bio-Armor and the baddies exit through the doorway that was sneak previewed earlier. Head to the left where more baddies are waiting. Find the doorway that lead to the stairs and head upward along with many baddies as you head up the stairs. Once at the top and through a few doors to another office more baddies are waiting so take them down. Follow the hallway down until you reach a closed gated area and take the door on the right. Inside is another office and scaffolding outside. Jump out the window and use Rayne's aura to find the pipes ahead for some acrobatic moves so we can get to the next office. Jump the poles and to a pipe and climb up to drop to a nearby pole, then drop off to the nearby scaffolding and jump through the window into the office. Kagen Elite are there for some fighting so get your super shoes on for some fighting. After the battle is won a mini cut scene kicks in surveying the area. Use Rayne's aura for the next location. We need to make a leap of faith out the window in that direction to land on a metal air duct outside. If you are sill lost a piece of sheet rock is leaning against the window. If you would like to do something before you leap outside the hallway if you use Rayne's aura sense is a vampire lair where Rayne can take a nice bloody shower to refresh herself. If you took the shower option head back to the office and take the leap onto the duct work outside. Make your way onto the duct and a short hop to a piece jutting out. You'll see a large pipe above. Hop up and slide into the office. Go through the white bloody curtain to a room with green cylinders with what looks like Bio-Armors in suspended animation. Make your way past them all and enter a large area. This is a tough area and you must not only face baddies but at least four of five bio-armor beasts also. A machine gun is handy on either side. Use those when you can. After the long fight and all the beasties are defeated an entry point is made to the left up the stairs where some baddies are waiting in the wings. Take the stairs and head through the door end this portion of the level and taking Rayne's super shoes to the next which is the Unraveller's Den.      

"The Media Center"

The Media Center The level begins with the presses rolling to get out the early edition of the daily shroud. Rayne is on a grated platform. Take the stairs down to the bottom to the media center or slide your way down the rails the choice is yours. Once at the bottom you can use Rayne's aura to point the locations for the job at hand. We need to toss baddies into the  different areas of the press to shut it down. It isn't easy as minions are plenty and ready for battle. This is one time the news will be red (pardon the pun). Once you've tossed minion baddies and have jammed the press it explodes and you can say Stop The Press! Some baddies are still around so take care of them and head left and right through a doorway. Bear left and right for some more baddies waiting. Take care of the baddies and enter the office for a fight with another member of the Dhampir Elite of the female variety. Once you have defeated the Dhampir elite and the baddies Rayne acquires Curtain Twice Torn for her efforts. Before you can leave the area dispose of the remaining baddies then leave the office and bear left where more baddies are coming out a doorway. Enter that door and head down to another and once inside a min-cut scene kicks in. Baddies are below and more Kagen Elite vamps. Take care of them all and After the battle head up the short stairs and more baddies. Go through the door and down the hall. Go through the double doors ending this level and taking us to the next. This is a save point also. Our next level called The Sky Bridge.

"The Sky Bridge"

  The Sky Bridge We begin in a hall. Have Rayne go through the door where we find a pool outside. Four globes are at each corner that need to be swiped with Rayne's Blades. Once you've swiped all four they gather together in the center of the pool and the weight cause them to break through the middle and creates an opening emptying the water and creating an exit for Rayne to drop down. Before we do take down the remaining baddies then drop below. Pre[are for some more Vamp Elite as you make your way up the stairs. Find the doorway that leads to a hallway and a mini- cut scene kicks in for another fight with a female Dhampir Elite. After Rayne is victorious head down the hall. This is a save point ending this level and taking us to our next one called The Rooftop.

"The rooftop"

The rooftop The level begins with a cut scene where we once again for a brief moment see the last of Ferril. Her plan are to take down Kagen but Xerx has other plans and fries her with his sun gun. Rayne see Xerx now in custom fitted Bio-Armor with customized built in sun gun. He tells Rayne the story of the shroud and the gun how it pierces through the shroud. Also he tells Rayne it took him five long years to piece Kagen back together and he won't allow that to happen again. Xerx in the Bio-Armor along with his sun gun is one tough cookie. Before you begin take a quick looksie around the area. There are four corners to hide if needed and baddies to feed. There is also a grated platform surrounding the area that Rayne will use along the way. Here is the way to defeat Xerx once and for all. You have to do two things in two parts so pay attention to the details. Xerx has these green patches that are the weak spots. The two lower one can be reached on the ground but the upper two have to be reached from the grated platform. Use Rayne's Blood Hammer gun to drain Xerx to halfway on his life meter. You can't get it any further using the Blood Hammer gun from there so don't waste your time. From this point Rayne must harpoon and pull out all four green pustule thingys out of Xerx armor. The lower two are easier to get on the ground but the other two are more difficult above. Of course while doing all this you have to dodge the rays of the sun gun and the baddies around you also and thats not an easy task at all. Don't panic and take your time now that you know what to do. After Xerx is defeated that ends the level and is a save point and a well deserved one at that. That takes us to the final level where we must defeat Kagen himself called The Throne Room.

"Throne Room"

Throne Room The levels begins with Rayne falling through the floor of the rooftop and into Kagen's throne room. Baddies are waiting also and it's a shame we have to stain the lovely carpeting that is on the floor. Take down the baddies and use Rayne's aura to find your way through the halls and doorways for the way that will eventually lead to the throne room itself where Kagen is. Baddies will be fighting you along the way of course so take them all down until you reach a set of double door where getting is ready to greet Rayne. Once inside a cut scene takes place. Kagen tells Rayne she has caused a lot of trouble and the shards now part of his body are painful but have their benefits. Kagen has a nice laser he uses. He also has a nice blood fountain in the center that he will retreat to if his energy gets low. The best way to stop him from getting there is to fight him near a sun gun by the entry door. Rayne can fight Kagen and hit the sun gun stopping Kagen from getting to the pool to regenerate. Rayne can also use the pool when needed to get her strength back. Use all your acquired powers and eventually Kagen will be beaten. Rayne stabs him and says This is for my mother and this is for my city and this is for my messed up angry life and lobs off Kagen's head. Severin shows up and tells Rayne she is done Kagen and his siblings are dead. They discuss the future and the present as all was not made right again after Kagen's death. The city is still over run with rogue vampires and it is un known the state of the Brimestone Society. Severin and Rayne commonly agree that they must get a team together and create some sort of leadership to try to solve this problem. Rayne says a team huh? I never worked with a team before.. The next few years should be very interesting..... A major FMV cut scene kicks in for the finale. We see the Brimstone Society viewing a picture of Rayne and then it turns to the city where a child is running. A member of the Brimestone Society that looks like a soldier takes out a ton of vamps with his machine gun and afterwards take the child in hand and lifts his shield from his helmet. The soldier take the boy to safety somewhere in the city at a Brimestone safe zone. This ends this excellent game and congratulations on completing BloodRayne 2! Don't forget to save your game to take advantage of all the extras!


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