Blade Walkthrough Current Version: 1.0 ================= Table of Contents ================= 1. Introduction 2. Basic Controls 3. Items 4. Weapons 5. Enemies 6. Environment Props 7. Basic Strategies 8. Combat Strategies 9. Walkthrough 10. Unlockables 11. Credits 12. Version History 13. Legal Information ============ Introduction ============ This game is based on the popular and highly recognized movie starring Wesley Snipes. The game doesn't really follow the script of the movie, but it does its best to portray the characters and environment presented in the film and comics. Here are a few facts you should know before enduring the crazy world of Gothic City: Fact 1: Blade is the coolest Vampire Hunter ever. Fact 2: Everyone loves Blade. Fact 3: Everyone wants to be Blade. Understanding who is who in the game may help you to follow the storyline and better understand references throughout this guide. Blade: The main character - You. Born half-vampire half-human, this vampire hunter wields all the powers and strengths of the vampire brood, but none of their weaknesses. Whistler: Blade's weapons creator and supplier. He lost his entire family to a vampire and now seeks revenge by providing Blade with the weapons needed to hunt vampires. ============== Basic Controls ============== Directional Pad: Move Blade Left Analog: Move Blade Right Analog: No function Square: Toggle fist/weapon Circle: Kick X: Action Triangle: Jump R1: Strafe L1: Select items (also pauses) L2: Select weapon (also Pauses) R2: Target enemy Select: No function Start: Menu ===== Items ===== - Single Use Items - Item Effect Capacity Walkthrough Key Health Booster - restores 33% health 5 HB Medi-Kit - restores 66% health 3 MK Coagulant - restores 100% health 1 CO Small Serum - restores 25% stamina* 8 SS Large Serum - restores 50% stamina* 4 LS Energy Drink - restores 100% stamina* 4 ED *can turn stamina bar red, making Blade strafe and back up faster. - Ammo - Type When Found Capacity Walkthrough Key Standard Handgun Clip +6 66 SHC Carbon Handgun Clip +6 66 CHC Standard Machinepistol Clip +20 200 SMC Carbon Machinepistol Clip +20 200 CMC Silver Machinepistol clip +20 200 SilMC Standard Shotgun Shells +5 55 SSS Carbon Shotgun Shells +5 55 CSS Silver Nitrate Shotgun Shells +5 55 SNS Standard MultiLaucher Blades +6 72 SBl Silver MultiLaucher Blades +6 72 SilBl Standard MultiLaucher Bolts +8 72 SMLB Explosive MultiLaucher Bolts +8 72 EMLB UV Grenades +2 72 UVG Grenades +3 72 GRD Standard - affective vs. humans Carbon - affective vs. monsters Silver Nitrate - affective vs. vampires Explosive - affective vs. all Money - used to buy ammo and supplies at the Resupply Points. - Inventory Items - Key - Used to open a locked door in the level. Glyphs - There are a total of 14 glyphs throughout the game. They are scattered throughout the game and usually hidden in hard-to-find areas. Each glyph unlocks an option for the library menu that tells a bit more about the lore of Blade. (Refer to section 9 Unlockables for more information) Weapon Parts - Also hidden, though not as well and in less frequency, are pieces of weapons that Whistler can use to Laser Transformer ======= Weapons ======= Each weapon has a different 'Critical Hit speed'. This indicates how quickly the Target Gauge fills up, and thus how much faster your reflexes must be to perform a Critical hit. However, a faster Critical Hit speed can result in more Criticals in a shorter time period. Sword Critical Hit speed - N/A Pistol Critical Hit speed - normal Ammo- SHC CHC Machine pistol Critical Hit speed - slowest Ammo- SMC CMC SilMC Shotgun Critical Hit speed - fastest Ammo- SSS CSS SNS MultiLauncher Critical Hit speed - N/A Ammo- SBl SilBl SMLB EMLB GRD UVG UV Cannon Critical Hit speed - N/A ======= Enemies ======= For most enemies there are two possible costumes that they will appear in. However, this difference has no barring on the enemy's behavior. All enemies drop Money. 'Funds' indicates the amount they drop. Enemies are listed in order of appearance. 1. Cop - easiest enemy in the game. Shoot them twice with the pistol and they're dead. They carry a pistol. Sword is very ineffective against them. -Walkthrough reference: cop -Costumes Fat Skinny -Funds - $8 2. Familiar - shoot them before they shoot you. Carry a submachine gun. -Walkthrough reference: fam -Costumes: Blue body armor Green body armor -Funds: $4 3. Von Esper- this is the most basic vampire in the game. He wields a small knife or hook. They are easy enough to finish off with two to three slashes. Use silver rounds as an alternative. -Walkthrough reference: vamp -Costumes: Blue shirt White shirt Black shirt -Funds: $6 4. Zombie - these guys take a lot of hits with any weapon. Or blow off their head with a Critical Hit. You will know when they are dead once the large pool of blood begins to form. If you don't see a pool then they will get back up for a second bout. Zombies can eat other carcasses. They carry a small knife. -Walkthrough reference: zomb -Costume: White shirt -Funds: $7 5. Kobejitsu - these guys are recognized by their dual sword wielding and black clothing. Use your sword to cut them up. Try swinging early so as to get the first hit in. Then just keep knocking them to the ground when they get up. Silver is also effective. -Walkthrough reference: Svamp -Costume: Black ninja-looking gear -Funds: $5 6. Ligaroo - usually appear as bosses. They run fast and have a lethal melee attack. Use SNS or a lot of SilMC to take them down. -Funds: $86 7. Cianteto - these are the furry monsters you first meet in the dungeons and catacombs. They are fast and furious. Go for criticals with your SNS and they will only take 2-3 hits, otherwise they can take up to 10. Or just blow them away with your SilMC. -Funds: $27 8. Turret - can be found mounted on walls, ceilings, or on the ground. They range in health, but are always susceptible to criticals. Because they fire so rapidly it is best to take them down as quickly as possible. 9. Tough Familiar - basically the same as regular familiars, but have about twice as much life. -Walkthrough reference: Tfam -Costume: Black body armor -Funds: $6 10. Upier - are very fast and their melee attacks can kill you in only a couple hits. It's best to kill them from as far away as possible. -Walkthrough reference: TFV (tough fighting vampire) -Costume: Green shirt Blue shirt Shirtless -Funds: $13 11. Faustinas - these are the spell-casting vampires that only appear twice in the game. Strategies are explained in the walkthrough. 12. Gun Vampires - identical to a Tough Familiar, but must be finished off with silver or a critical hit. -Walkthrough reference: Svamp -Costume: Black body armor -Funds: $5 ================= Environment Props ================= Save Point - after dying, Blade will return to the last previously used Save Point. Appears as a spinning blue circle on the ground. Resupply Point - by using a Resupply point Blade will automatically spend funds to restock ammo, health items, and the like. Appears as a spinning blue star on the ground. Ladder - use the action button to climb up a ladder. Button - use the action button to push a button. Wall switch - use the action button to flip a switch. Door - all doors will open automatically when walked against, assuming they can open at all. A door that is locked requires a certain key before it will open. Glass - shooting, punching, or stabbing can shatter certain windows. Wooden boards - sometimes a passage may be blocked by wooden boards. To clear the path, use your sword or fists. Explosive box and explosive barrel - shoot these to watch them explode. Pots - sometimes pots contain items; smash them to get it. Fire - don't touch, it'll hurt! ================= Basic strategies ================= 1. Strafing - a good technique for enclosed places is to "strafe" or move from side to side. 2. Targeting - enables Blade to lock on to an enemy and track him as he moves. This allows Blade to accurately attack his opponent. While an enemy is targeted, Blade while automatically strafe when moved. 3. Critical Hit - Blade is able to hit an enemy for greater damage or even an instant kill by timing his attack for just the right moment. Once an enemy is targeted, the Target Gauge in the top right corner of the screen will begin to fill up. Once it is full, it will become empty for a split second. At this moment attack the enemy and a Critical Hit will be performed. You will know if it is a Critical if the Target Gauge flashes will electricity. For each weapon the Target Gauge fills up at a different speed. The Multi-Launcher cannot perform a Critical Hit. 4. Save - there is rarely a reason not to save. Use the blue spinning circles to save your game. Assuming you are using this walkthrough you will never go the wrong way. ================= Combat Strategies ================= 1. Firing your weapon and activating a switch both use the Action button; so whenever Blade needs to hit a switch, button, or climb a ladder, make sure to holster your weapon before doing so. This will prevent you from accidentally wasting ammo when performing such an action. 2. Strafing depletes stamina quickly, so only do so when coming around a corner. 3. After killing an enemy, quickly run to his corpse to get the item he's dropped. The item will disappear after 8-10 seconds. 4. When facing an enemy with your sword, begin your attack before he is in range of your swing. This will ensure you get the first strike. 5. As soon as you see the enemy hit L2 or L1. This automatically pauses the game and gives you time to think. 6. Most enemies have particular patrol routes. This means three things: 1, don't turn your back to an unexplored doorway, for an enemy may walk by and shoot you whilst your back is turned; two, by waiting with a gun pointed at an unexplored doorway you can advantage of an unassuming enemy; and three, once an enemy passes you on his route you can get behind him and take your time for a well aimed Critical. 7. Camera tricks: a. Whenever Blade turns a corner, the camera must rotate to catch up with him. This can result in an enemy spotting you before you spot them. To solve this, simply watch your target gauge and hit R2 when you make the corner. Even if you can't see the enemy, you know he's there - so shoot. b. The perspective of game play in Blade is third person, which allows you to see around corners that the actual Blade character cannot. Position Blade so he is at the edge of a corner with his face planted against the wall. Now slowly turn Blade away from the direction of the corner, and the contents of the hall will be visible. Now you will be prepared for whatever lies beyond every corner. 8. Walking along narrow walkways can be tricky, especially when you are new to the controls. Try clipping, or rubbing up against, walls as you walk along catwalks. This will keep you from falling off. 9. Using firearms in melee combat is very ineffective, and results in taking a lot of damage. Instead, run away and then turn around to shoot, or simply switch to fists or your sword. 10. The sword is most effective against Vampires. 11. Always use height to your advantage. If you are of a different altitude than an enemy it is far easier for you to target and shoot them than it is for them to hit you. The down side of this is that it becomes far more difficult to retrieve the enemy's drop item. 12. Enemies will fight each other in certain situations. In these cases, it is best to let them kill each other off before rushing in. However, keep in mind that enemies such as vampires require silver to be killed, and thus no other enemy can actually kill them. =========== Walkthrough =========== As the walkthrough progresses, details that aid the player in specific skills such as strafing, jumping and basic combat will appear less frequently. This is done to mesh with the player's learning curve and speed up the walkthrough as the game progresses. It would be pointless to advise a player to strafe around a corner every time there is an enemy. Once a player has honed these skills for himself, reading them over and over would result only in annoyance. Therefore, I will indicate where every enemy is in a level, but not necessarily how to kill him. In Blade, there are two different modes of play: Normal and Hard. Yet, the versions are very similar. So rather than writing two separate walkthroughs that will end up being 90% identical, the features of both modes will be included in the same one. Any items, enemies, or sentences appearing square brackets  will indicate a feature exclusive to the Hard mode of play. Anything separated by slashes /\ indicates something that is only found in Normal mode. Everything else can be found in both. For ease of reading, please familiarize yourself with the 'Walkthrough Key' for each item and ammo type. Walkthrough Guide Locator 1.0 Shipping Area 1.1 Warehouse 1.2 The Evil Crate 1.2a The Boat (right path) 1.2b The Office Floor (left path) 1.3 BOSS: Ligaroo 2.0 Docks 2.1 China Town 2.2 MiniBoss: Dungeon 2.3 Buddhist Temple Garden 2.4 MiniBoss: HWG 3.0 Buddhist Temple 3.1 Sewers 3.2 Subway 3.3 Catacombs 3.4 Pallintine Boiler Room 3.5 Pallintine Building 3.6 Faustinas Ritual Area 3.7 BOSS: Faustinas Priestess 4.0 Garage 5.0 Museum 5.1 Museum Basement 5.2 BOSS: Faustinas Priestess 2 6.0 Storm Drains 7.0 City Limits 7.1a City Limits: Night 7.1b City Limits: Day 7.2 BOSS: Mannheim 7.3a BOSS: NightBeast: Night 7.3b BOSS: NightBeast: Day 8.0 End Game 1.0 Shipping Area (Cut Scene: Blade hangs from a news helicopter that is reporting on the current 'gang activity' in the area. Blade jumps off, does some running, then talks to Whistler about investigating the current vampire activity at the docks.) First, go around the box in front of you to the right. In the distance is a cop - target and shoot. Head to your right and shoot the guy on top of the boxes. Trust your targeting if you can't quite see him. Now around the box to your left is another cop [and a fam]. Kill him and jump up to the area where the familiar was. Use the smaller box as a step stool. Through the broken window you can shoot a guy on the left side of the room or just jump in and then kill him. Collect two Standard Handgun Clips(SHC), one of which is atop the shelf (use the ladder) <and a Medi-Kit(MK)>. Exit and face away from the broken window. You can see a moving crane in the distance. Jump from one crate to the next and wait for the crane to come to you. Jump on it, then hop off to the stone ledge once it stops. <To the right is a SHC.> Now jump down to the crate on the left side of the ledge to find a Carbon Handgun Clip(CHC). From here, look along the wall perpendicular to the stone ledge for a large glass window. Now make a diagonal jump up to that ledge. Shatter the window <and grab the SHC>. Brake the wooden boards blocking the doorway with your sword, grab the Ashe Glyph within, and use the Save Point to save your game. Jump down and run under the stone ledge you stood on earlier, and keep left. Through the doorway is a cop by the vending machines. Get MK. In the next room, pull out your sword, hit the button, and quickly turn around. (Cut Scene: door opens across from you) Slice the vampire that comes from the door behind you. Head back the way you came heading left to the newly opened door. Use Save Point. Proceed through corridors, but stop when you reach the orange lockers. A familiar is on patrol here, so wait for him to appear. Now switch to your blade and hack at the vamp. Pick up the CHC <and the Health Booster(HB)> betwixt the lockers. Head up the stairs and strafe around the rather humongous file cabinet to shoot a pair of fat cops. (Refer to Combat Strategies 7a for help with confusing camera angles). <MK here.> A familiar waits in the next corridor. The train garage has one fam on the far left wall patrolling. Be careful as you run past the train, as the car door will slide open to reveal a large cop. The next room has a button that needs power to work, so turn around and head through the next corridor. A fam is hiding immediately to the right as you walk out of the corridor, so try strafing out diagonally to face him. Get HB and MK <x2>. Shoot cop on lower floor and get SHC. Continue on [get the HB], turn the corner for two fams and then a vamp. Get the <MK>[HB] and hit the switch. Head back and hit the button now that the power is on. (Cut Scene: train spins on the turntable revealing 3 humans and allowing you passage) Shoot the humans and pick up the Energy Drink(ED) [plus SHC and CHC]. Shoot cop [, cop, and fam] through doorway. The fence to the left can be leapt using the small wooden box beside it. Find the SHC <and HB>. Continue down the corridor to fight [3x] vampire guarding a Save Point. Climb the stairs. Be ready for a vamp to jump you in the office. A fam patrols the next hallway, and then a vamp. On the opposite side of the oversized filing cabinet is [a cop and] an open drawer, which you can use to jump to the cabinet top for a <MK>[HB]. Jump through the broken window to reach the Alley Way. 1.1 Warehouse To your rear is a MK behind the stacked crates. Now jump the crates ahead for a HB. There is a vampire waiting behind the next box. From this box it is possible to make the jump to the highly stacked crates ahead for a MK. (Cut Scene: crane loads cargo on to a train and it rails away) Across the track is a pair of cops, and to the right is a SHC. All the way over to the left is a switch that opens a door to reveal two vampires. Back across the track is skinny cop. [There is a MK to the left of him and another MK atop a couple boxes.] Fight past the vamps, drop down the manhole, go straight, climb back up, and continue straight. To the left is a [2x] vamp. On top of the boxes in the middle of the room is a SHC. [Get the CHC.] <Immediately to the right of the next room is a SHC.> Three vamps [and a fam] patrol this floor. There is a fam in this room on upper walkway, but he's kind of tricky to shoot so just hurry through. The next room contains one human and Silver Nitrate Shotgun Shells(SNS). Jump up to the catwalk and shoot the fam. The stone wall at the end of the catwalk will explode to reveal a vampire. Shoot the fam [and hack up the vamp]. Get the MK and the Laser Transformer, your first weapon part. Take the narrow walkways to ascend up to the large warehouse room where three cops await: one immediately to your left, one across the room, and one down below. Shoot the explosive crate to proceed through the conveyer hole to find a cop. Climb the steep ramp for [2x] cop and a Save Point. Weave through this large-crate filled room to find [a ground turret, vamp and] another fat cop. When you see a stone wall ahead of you, the next crate to your left will open as you walk past revealing a vampire and MK. Around this box is a cop and a MK. Travel through the alleyway. (Cut Scene: Whistler tells Blade that he is almost there, and to watch out for Von Esper) Jump from box to box, shooting the dog hiding in the space between the two sets. [There are two more dogs that appear from around the alley corner just ahead.] There is a fam to your right in the distance [plus 2x vamps]. Continue the only way possible, making a U-turn around the boxes [to find a vamp]. When you reach a narrow squeeze between a wooden and a metal crate strafe out to your left to hit a fam and a cop. Then another cop is around the next crate. Get the ED. Hop down to see a vamp across the screen, then turn the corner to face [a turret and] a cop and receive a MK. Once you turn past the green-metallic cargo crate, the next wooden crate will explode with a vamp [and dog], Large Serum(LS), and MK inside. The next area has a cop and a dog that is guarding the Resupply Point. Climb the ladder on the left as you walk towards the tower. There's a [2x] familiar waiting up top. Head right and jump or walk down the ramp to fight a dog guarding a Save Point. Push the button in the elevator and ride up. 1.2 The Evil Crate (Cut Scene: a pair of workers talk about 'evil in a box') From this point there are two separate paths to take. To the left you will find familiars, cops, and zombies. To the right you fight zombies and a new sword-wielding vampire enemy. The paths are about equal in length, but I recommend taking the right path as it is far easier, has more powerups, and contains the next glyph, while the left path does not. Both paths lead to the same boss, but in different locations. Save the SNS you pick up for the fight with him. The paths rejoin at the beginning of the next level. 1.2a The Boat (right path) Continue straight for quite a while. [There's two Svamps heading for you once you reach the boat.] Once you are walking along side the boat and hopping over boxes you will see a white- shirted zombie hobbling about. Because zombies move so slowly, take this opportunity to practice your Critical Hits. Doing otherwise will result in the loss of much ammo or a tedious sword hacking session. There are four [+1] zombies at the end of the ship as well as two <SHC>[SSS] and a MK. Turn back around and enter the ship's cabin. Pass the stairs and kill the two zombies in the engine room. Here you find the Shotgun, MK, Standard Shotgun Shells(SSS), and a small switch located on the same wall that the door is. Now that the "Generator [is] powered up" you can push a button up those stairs you passed earlier, so go there now. There are four rooms as you ascend the stairs. First: 2x Zombs and MK; second: a sword vampire attacks immediately from the left, a zomb, MK, SSS, and SHC; third: [a zomb,] sword vampire in stall and HB; fourth: Svamp, [SSS,] SHC, and the now- pushable button. Now go back down to the newly opened door. You can simply run down this corridor to fight the boss if you choose so. Along this corridor are three small rooms. First: Svamp and zomb [+LS]; second: Svamp, Zomb, and Save Point; third: Svamp, SNS and Cianteto Glyph. Skip ahead to Walkthrough section 1.3 for boss strategies on Ligaroo. 1.2b The Office Floor (left path) Something has definitely gone terribly arye on this office floor. You begin with two familiars in front of you. There is a zombie and the Shotgun on the other side of the glass to your left. Now head to the first door on the right, which contains [a cop,] a zombie <and a HB>. The next door on the right contains a cop and SSS. Enter the room to the left and a zombie falls through the ceiling to the ground. Get the SHC in the hall. The next two rooms to the left have a [2x] zomb, fam, and cop. <Get SHC around the desk.> Go through the broken door. Oh, and yes - that is blood you're standing ankle deep in. Another zombie will fall through the ceiling as you move around the room. The doors are all jammed so brake through the window to the right. Two zombies and a key are in here. Note the locked safe. Now head back to the hall where the first zombie fell through the ceiling and open the locked door. Kill the two cops and look to the right of the projected screen for four blood-written numbers. Once it tells you they look like a combination go back and open the safe to receive another key and SNS. Unlock the door opposite to the safe. 1.3 BOSS: Ligaroo Equip your Shotgun with the Silver Nitrate Shells, make sure you have at least 75% health and proceed through either the hallway (right path) or doorway (left path). (Cut Scene (right path): Blade jumps down to the cargo floor and Ligaroo explodes out of some boxes and rushes toward him) (Cut Scene (left path): Ligaroo smashes a control panel and runs towards you) This boss is really easy as long as you keep moving. Immediately run past him. When you reach the other side of the room quickly turn around and shoot. Now run to the opposite side of the room while he is stunned. Try executing Critical Hits. Bosses are an excellent chance to exploit your Critical Hit skills. Repeat until he is dead. It should only take 5-7 shots. You'll find a LS if you took the left path, or a MK if you took the right. Grab his Key after he's dead (left path). (Cut Scene (right path): Blade elevators back up to find a henchman planting an explosive device on the ship. Blade runs and jumps out of the exploding boat.) 2.0 Docks (Cut Scene: Blade asks Whistler to look up information regarding the Pallintine vampire tribe and their involvement in the shipment of the 'evil box') There are two [+1] cops in the first alleyway, then three familiars around the corner. Walk up the ramp for a Save Point inside the room, along with a MK up the ladder. Continue down the alley and climb the boxes in the corner when the path takes a right. A familiar patrols the right corner so be watchful as you climb. Brake the glass and pick up SMC and the Machine Pistol. Jump down and take the corner. Another fam is immediately to the next left. Amongst the boxes ahead you will find two fams <and three SSS>. [Ahead in the distance is another fam.] Opposite these boxes you'll find [a fam and] a garage containing two vamps [plus a fam] and a MK nearby. Continue. Two more fams, then two cops. Amongst this crate ridden area you'll find two [+1] vamps, two [+3] Svamps, a cop, SSS, Key, and a door that requires a key. Immediately to the right is a Svamp, [SMC,] and MK. Outside is a cop. Hit the switch to open the garage door. Through the little maze you will find a Svamp and a split in the path. Head left first. Drop down the hole for two SMC and the Faustinas Glyph. Now take the right path for two cops. Climb the ramp and take down the three Svamps down below. Down the hole is a pair [+1] of vamps. (Cut Scene: Blade enters the subway. Whistler warns Blade of a set up, and the train crashes.) Ascend the escalator to fight a cop. To the right is a small semi-hidden area with another cop. (Cut Scene: Mannheim kidnaps Whistler and tells Blade to kill Dragonetti for him back.) 2.1 China Town There is an Svamp behind the car. Take a right [, Svamp here,] and climb the fallen steel support construct and fall down to fight a Svamp and get a Key. Exit through the door and head right for a Svamp, Save Point, and Key. Now head past the Buddha statue to the left. A zombie lurks in the cardboard box room and two [+2] more in the antiques room. Proceed, [2x] zombie <and MK>. Between the dining tables are MultiLauncher Blades(MLB). Exit to the streets, kill [2x] zombie and cop. Take a right and go through doorway on the right. <Grab MK, then> [2x] Svamp and MK outside. Svamp <and CHC> around the corner. Go left to the wreaked diner <and get MK and UV Grenades(UVG)>. <LS in next room.> Jump the fence for Save Point, then two [+1] Svamps in street. Open the door with the red light above it across the street. Down the pit are two [+1] zombs, the Kobejitsu Glyph, and a ladder to climb out. Zombie, Key <and MK> in adjacent room. Outside a cop shoots you from afar. By the dumpsters to the left is a zombie. Drop down the pit on top of a cop. These sewers also contain two [+1] zombies further along. Climb the ladder. <Atop the boxes are Explosive Shotgun Shells(ESS).> [Right to the right is a cop.] The bar to the right has a pair of cops, CMC, and SMC. Now take the left path to get LS. Continue through the box room and you will appear back on the street with the smashed diner on it. Head back through the level until you reach the collapsed pillars to your right. Behind the fence in front of you is a locked door for which you now have the key. A zombie is right in front of you when you open the door. [Grab the MK and] ride the elevator. 2.2 MiniBoss: Dungeon Use the Save Point and proceed through the double doors to fight a zombie. Equip your SNS and make a left to head down the catacombs, but be careful as you approach the right turn, for a horrible beast will emerge from his hiding. [Another appears simultaneously from the path a little ahead.] This furry claw beast may appear scary, but is still a vampire at heart. Repeat the Ligaroo hit and run strategy, but be wary, as this fight is a little tougher. The obstacles in the room make running back and forth difficult and the enemy is far quicker this time, so if you clip something on your run don't turn around until you are sure he is far enough away to make a successful attack. Criticals with SNS will cripple his health by 50%. Retrieve the MultiLauncher and Key that the monster was guarding. Don't bother with the left path, just head through the gate. As you do so, the left brick wall will burst open sending another furry beast after you. This arena is far more suitable than the last. The only problem here is that a zombie wants some attention too. If you inadvertently target him, ditch the attack and try running again. [Grab the MK and] jump over the instant- death pit to find an [LS and] elevator in the next room. Alternatively, this pit can be used to kill the monster and zomb. 2.3 Buddhist Temple Garden A zombie is right in front of you and down the hall are two more. The first left has a save spot. The second right has a Resupply Point. Through the first right you enter the garden area and two zombies attack. Grab the Machine Pistol in case you missed it at the beginning of the level. Shoot the zomb across the screen in the next water garden, run and jump to fetch the drop item, then turn around to shoot the other zomb you ran past. 2.4 Boss: HWG This boss is much harder in Hard mode. In both cases, just whip out your Machine Pistol with carbons or standard. Turn the corner, open the door, and meet the Heavy Weapons Guy. Immediately run up to him and stand as close as possible to him, firing all the while. By doing this he won't fire his instant- kill grenades at you. Now simply hold down the trigger button and watch his life drain. He should take around 50 rounds to finish off. Turn around to the left and shoot a familiar, who is apparently sitting atop the building wall. Enter the temple. (Cut Scene: a projection of Dragonetti tells Blade of the Pallintine's plans to release an ancient evil upon the city, and advises Blade on a solution.) 3.0 Buddhist Temple Two Svamps immediately attack you from both sides. Atop the benches ahead are SilMC and CMC. Take the right path to face a Svamp in the hall, then a zomb, then a Svamp through the doorway. In each little room to the left and right(slides open when approached) is a Svamp. <Left room contains HB and MK.> The right contains LS, Save Point, and a switch to make a Buddha statue somewhere slide back. Smash the pot in the room with the candle to find the Lemure Glyph. Now back track and take the path to the left of the huge Buddha statue. Kill the zombie. Pick up the ESS behind the first pillar in the room where the Buddha slid back. Drop down the hole. 3.1 Sewers Shoot the zombie across from the sewer pipe that you exit from. Right after the turn, a zombie will emerge from beneath the water, and then two more will do the same in the next pool of water. There is <SHC on the left and> SSS on the right. Immediately on the next left is a vampire [and dog], then there's a zombie [and MK]. Now go back and take the right path for three [+2] zombs, and a vamp. Head upstairs to fight two [+1] more zombies and a vamp. Hit the switch across from the entrance to unlock the downstairs door. Note the locked fence gate up here. So, go down through the now-unlocked door. Kill two zombs [+vamp], head right and kill the zomb on the walkway, then head downstairs for a Key [+vamp] and a switch that will drain the water from the storage tank. Now use this key to unlock that gate I told you to remember. The switch button behind this gate causes three tanks to explode taking out a wall with them. Head back to get the now-exposed [2x zombs,] [2x] SMC, [MK,] and SSS. Now go to the empty water drains, making a left at the rusty drainage tubes to get there. Once you're there, the wall to the left bursts open to reveal a vamp, two zombs, CMC, and SSS. Fall down the hole. Ahead is a zomb [+dog], <CMC>[ESS], and a Save Point. Try to stay conscious of where you're going here, as the sewers can get pretty confusing. Shoot the two dogs ahead, and take the right path. After the zombie [and SSS] take a right to fight a dog [+vamp] and get the Laser Coil in the dead end. Now go back and take the left passage. Down here are two dogs. Then two zombs, <ESS, SMC> and MK behind the exploding wall after the turn. The next left is a shortcut to one of the level exits. To the right connects to the right path you were on earlier. Continuing straight will take you to more enemies and items before taking you to the exit. So, continue straight to be faced with a left and right path. First go left to face 2 zombs that burst out of the left wall. Get the SSS and CHC in the wall. Shoot the [2x] dog and zomb down the hall. To the left is an exit, but take a right and kill the vamp. Now go back to the right path mentioned earlier. Take this path to face two zombs and a vamp. <Get SMC.> Before you is the Subway exit. This exit takes you to one more area, which includes a Glyph, before connecting in with where the other exit begins. 3.2 Subway Climb the long ladder to find SSS and HB at the top [plus a cop]. <At the top of the stairs is a cop.> To the right is a zombie and the Shotgun. To the left are two [+1] vampires, then two [+1] fams. <To the right, around the corner is a HB.> Go to the left passage. Down the escalator you will find two cops [+zomb], then two [+1] fams on either side of you. To the right, one of the subway doors opens to reveal a fam, a Key, and a Save Point. Head back the way you came and go up the escalator in the main room to face a cop, a fam, and a wall turret. Destroying the turret will blow open the door below it. [Destroy the turret then] Collect the Ligaroo Glyph and continue around the corridor. There is a cop [+turret] here, then a vamp and fam [+2cops] through the gate. Around the left corridor, in the 'Lost Luggage' area is [2x] SS, HB, and SilMC. There are two turrets mounted on the far wall in the Subway Depot room. Enter the donut shop immediately to your right, collect the CMC up the stairs, then fight a fam and vamp [+cop]. Get the SNS, and Key Card behind the cash register. Now go back down. Head into the bathroom on the right side of the Subway Depot. To the left is a cop. To the right is a zomb and LS. Open the door on the left side of the Subway Depot and use the Resupply Point. This Resupply Point gives bolts, blades, and Uvs for the MultiLaucher. Go through the next door, descend the stairs, and open the door. (At this point the Sewer paths meet each other.) Approach the zombies behind the wooden planks to make them break through. Be careful as a Tough Fighting Vampire or 'Upier Vampire' may come out of the room to the right and waste you. Kill him and the three zombs, and take the elevator down into the dungeon. 3.3 Pallintine Catacombs Well, we're back in the dungeons again, so expect much of the same. Go straight head. Behind the center object is SSS. The path to the right has explosive barrels, so shoot them from far away to destroy the wall, then head down to get the SHC. This hall has 'loose slabs' that sending you plummeting to your doom if stepped upon. Jump over the noticeably depressed ground [+zombs]. In the next room, get the SHC by the barrels and the MK in the far right corner. Now shoot the barrels to destroy another wall. Continue straight down the corridors, through the skull doors to use the Save Point. [A Cianteto may already be heading your way at this point.] Head straight to face another one of those odd furry monsters. Go through the skull doors, fight two zombies, and take a left. Before you another pit awaits, as does a vamp beyond it. Head right, then take the split left for a vamp and a Key. Don't even bother with the door on the left, you will simply fall in the trap pit, besides it's locked anyway. Go back and take the split straight to face another monster hiding in a little alcove to the right. Proceed through the skull doors. Another pit ahead, and a [3x] monster behind the locked gate. [This is a very difficult battle unless you lure them into the pit. However, they are smart and won't just fall in, so shoot them down as they stand around like idiots.] Take a left to fight two [+1] zombs for the Key at the end of the coffin room. This Key will open the Pallintine Boiler Room exit. Go back and head through the skull doors. To the left is a pit, then a zomb. On the opposite side of the walkway are SBl. Down the next corridor is a zomb. A monster will burst through the left wall here. Get the SSS and SNS <, then get the SHC further down the hall>. Now take the path in front of you to get back to the elevator. 3.4 Pallintine Boiler Room Enter the room to the right where the Upier was, then proceed into the hallway. Enter the room on the right side of the hallway to fight a zomb. The right wall of this room is weak, so break it open to find the Frost Glyph. Go in the left room to kill two more zombies. Now exit the hallway by running downwards, or towards the screen. Through this door is the boiler room, which is filled with three Tough Hooked Vampires. In the far left corner of the boiler room is a room with a THV and a Save Point. The next two rooms each have zombie. In the final room is the hole where the alternate Sewer exit begins this area, so don't bother going down as it is blocked. Now take the door that exits you from the Pallintine Boiler room. 3.5 Pallintine Building Ascend the stairs to fight a fam [+cop] and a TFV. Use the Save Point and take the left path around the corridor. Hit the two cops across the screen before the TFV emerges from the alcove to the right. Around the corner are two Svamps, and up the stairs is a fam on patrol. Descend the stairs to face a TFV immediately around the corner, then a fam [+cop]. Up the next set of stairs you will find two fams [+cop]. Then in the room on the right are a [2x] cop, a fam, a ceiling turret, and SMC. Be sure to hit the button on the control panel to release a glyph from its glass cage. In the hallway to the left you will find four statues. Touch the first one and you'll see the wall behind you begin to close in. Quickly touch the other three to open the door at the end of the hallway. Having narrowly escaped a wall of spikes, shoot the cop in front of you and the two fams hiding against the walls on either side of you. Strafe over to the right corridor with your back against the wall. Knock out the wall turret and a TFV should come running out. Kill him and head over to the left corridor. Kill the [2x] cop immediately to your right [and left]. Grab the Pallintine Glyph and HB. Down the next corridor is a cop guarding a MK. Quickly look into the next room as a TFV and Svamp may be headed your way. Grab the TFV's Key <and the MK to the right>. Open the door ahead and ascend the stairs. These are the upper floors of the Pallintine Building. In the first room you'll find a TFam, MK, SSS, LS, and SMC. There's a TFam in the hallway. At the opposite end of this hall there is a long room with a TFV that is best dealt with from afar. TFV in next room. As soon as you enter the blue-colored room [a TFV will attack you]<, turn to the left (or Blade's right) and head down this secretive hall to find a MK at its end>. Now head back, and in the next room you'll find a Save Point. Then the next hallway has two fams. Continue around the corridors to find a Svamp, then two more fams, MK, SMC, and LS in the next room. Activate the statue of the vampire and the wall beside it will slide back to reveal 2x LS and 2x MK. Continue until you reach a large room with a huge pillar in the middle of it. Now, if you look across the room to the left side you will see a TFV running back and forth. Without dropping down or descending the stairs, take him out. You'll notice that the pillar has four glass cases, which I can only assume are coffins, positioned around it. As you approach each one, it will open up to release the TFV contained within. Once you've dealt with all four of them pick up the SMC, LS, SSS, and MK along the edges of the room. Enter the right passage. At the end of the hall is a vamp and the Laser Battery. Once you pick it up a wall a ways behind you will open revealing 2x Tfams, 2x MK, and 2x SSS. Now take the left passage and ride the elevator up. You'll be faced with a TFV. Take him out before he has a chance to jump over the receptionist desk. Get the SSS to your right and the SMC to your left. Note that you cannot take the left elevator until you get Whistler. Open the door to the holding cells ahead and defeat two TFV. Use the save in the cell to your left. As you approach the last cell in the room, a Ligaroo will burst out of it and attack you. Lure him out to the previous elevator room and defeat him there. Return to his cell to receive 2x MK and 2x LS. Continue through the hall, take the elevator down, and approach Whistler's cell. (Cut Scene: Blade breaks Whistler free and they talk about Faustinas performing some weird stuff up stairs.) Smash open the second cell door on the right to get COAG, SilMC, and UVG. Now go back and take the elevator that you previously could not. 3.6 Faustinas' Ritual Area A TFV will immediately attack. Head right. Along this catwalk you'll find SSS, LS, and a button with the Faustinas' Glyph on it at the far end of the walk. Pushing it will drain the blood bath below you. Jump over the railing and drop down. Hit the button on the floor and climb the stairs out of the bath. Along the end of this room you will find two [+1] TFV, SilMC, <SNS,> and the Upier Glyph. Exit out of the large room to find [2x] TFV, then LS <+SMC>. Up the stairs you'll find a Resupply Point. Once you reach the elevator that you came from, go through the newly opened door across from it. Eventually, you will reach a larger room with 2x fams, 2x MK, 2x LS, SNS, SilMC, and a Save Point. Through the next set of doors is the Faustinas Priestess. 3.7 BOSS: Faustinas Priestess When you enter, you will see a mystical Faustinas Priestess arise from her coffin. Throughout this battle, make sure you stand behind the pillars to avoid damage. This boss is not dealt with by conventional means. However, the first action you must take is to shoot her. After the first shot she is immune to all your weapons. So, it is best to deliver the most damage possible in a single blow. Try a SNS critical. Since you now cannot hurt her, you must find another means to defeat her. You will notice strange skinny creatures running between the pillars in the back of the arena. Don't worry about this creature getting too close to you; it will always stay at the opposite side of the room. This little creature is the key to your victory. Every time it runs out from behind a pillar it will hurl a bluish-green ball of energy directly at you. The goal is to have these energy balls hit the Faustinas Priestess. It all comes down to timing. The strange creatures in the back will alternate the direction they run from behind the pillars. You must run out from behind your pillar so as to have their energy ball collide with the Priestess standing between the two of you. After the SNS critical, the Priestess will go down in five or so hits. Once she is down, run to the other side of the room and kill the energy-launching creature. 4.0 Garage -Whistler Rundown At this point in the game you are given control of Whistler. The general mechanics of this character are comparable to that of Blade with a few minor differences. Whistler can only use the shotgun and its three ammo types. Whistler cannot jump, and instead will head butt, which is his only melee attack. Whistler can use any item, though he has unlimited stamina making many of them worthless. (Cut Scene: Blade is blown away by the Faustinas Priestess and Whistler pulls him into the elevator, which then crashes to the bottom floor.) To the left is SSS. To the right are 2x zombs. Head around the corner<, grabbing the HB along the way>. Shoot the fam. Hit the control switch [+zomb and ESS] in the little booth. Head back and around the truck to kill a zombie and get HB. There are 2x fams along the path. Continue up the stairs and around the large crate to fight a fam. <Behind the last crate you will find a HB.> Now, straight ahead and along the wall is a [2x] zombie <and HB>. Go right, around the corner and use the Save Point [+HB]. Now turn around to shoot two fams [+zomb], then the explosive barrels. Continue up the stairs. Along this long and winding hallway, you will find 2x fams, 3x Tfams, 2x HB, and SSS. Then right before a set of double glass doors is a new enemy: the Gun Vampire. Through the doors you'll find 2x SNS, and HB. You'll also notice a button on a console in here, but don't hit yet. Exit this room, and just outside the glass doors you'll meet a Ligaroo. Deal with him, then push the button. Now run all the way back to where you entered this hallway and make a right into the now open room. In this room, behind the hanging sacks of blood you will find 'Blood' (for Blade). Now go through the door here to fight a Gvamp and get COAG. Take the elevator down and fight the two zombies in the garage to the right. Get the COAG in this garage and head back to the elevator where you left Blade. Along the way you'll face 2x [+1] fams. 5.0 Museum (Cut Scene: Blade and Whistler speak about the vampire civil war between Pallintine and Dragonetti, and the contents of the 'evil box'. Blade decides to go to the museum to find the curator, a Dragonetti familiar. When Blade arrives the museum is already crawling.) To the left is a cop. Ahead is a cop and 2x MK. Ascend the ramp and kill the two zombs to the right, then go through the right door to kill another zombie and get CHC and SHC. Now head through the door to the left and kill 5x [+1] zombs. Smash the pots in the center of the room to get a Key Card (red). Through the next hall is a split [+cop]. Take a left, kill the two zombs, and hit the button behind the first statue on your right. Get the 3x SHC in here, then head back up to the split. Kill the 2x [+1] zombs and get the Key Card (blue). Return to the statue room and continue down the path to see the museum curator brutally slain by a Ligaroo. Further along [+cop] and down the ramp are 2x SSS and a Shotgun. In the darkness here are 2x cops. The switch behind you turns on the lights and opens the exhibit doors for you. The first exhibit's glass to the left can be shattered. Enter to find a Resupply Point, the dead curator and the Amulet. Now enter the door straight ahead from the exhibit area. Turn the right corner to find a stair way full of 6x zombies and then a cop at the top. Get the MK and Key Card (green). Use the Save Point and head back down to take the left passage. Down this 'Employees Only' path take the first door on the right and get the book lying on the ground. (Cut Scene: Blade reads the book, which tells of the NightBeast that the Pallintine have been transporting in the box.) Get the SHC in here and follow the hall to face a cop around the corner and then another around the next one. There is a Cianteto in the room to the right, along with SilMC. In the room to the left is <LS>, <MK>, an elevator, and a [2x] Cianteto behind the boxes. Don't take the elevator. Continue down the hall for a zombie. In the right room are 2x cops, 2x SMC, and MK. Hit the computer to access the security terminal. Go out [face a Cianteto] and through the now-open door. Shoot the 3x zombs, then shoot the explosive barrels by the garage door to destroy it. Outside, immediately to the left are 2x cops (whom the explosion may have killed). In the room behind the crashed truck is the Von Esper Glyph. Now go back to where you fought the pair of Ciantetos and take the elevator down. 5.1 Museum Basement Straight out of the elevator you'll face two [+2] Ciantetos. Run behind the tank to get MK <and 2x SMC>. Don't bother with the elevator to the left; it takes you back to the statue room in the museum. Go down the passage to the left. Kill the zombies before you enter the room itself. When you do, a Ligaroo will burst through the wall across the room and attack you. This battle is a little tough if you didn't kill the two zombies already. Take the elevator down. There's a Shotgun [+zomb] behind you. Kill the 2x [+1] zombs, 2x [+1] Tfams. Then 2x dogs [+zomb] and a Tfam in the next room. 2x zombs [+CHC] in the next room. Then 3x zombs, SS, and SSS in the next. Then 3x zombs and <LS>[SS and SSS] in the next. 4x zombs and LS in next room. The filing cabinet room has three rows. First: ESS; second: Dragonetti Glyph; third: zomb and MK. In the next room is 4x dogs, SMC, and SNS. Turn left from the hall to fight a Tfam and get CMC. Down the narrow corridor you'll find a room with a [2x] zomb and 2x Tfams hiding against the walls on either side of you. The room to the right bares a zomb, as does the room to the left. Ahead are two doors. Take the right one first to fight a zomb. Run up the stairs [+zomb] to hit the red button. Now go back to the left room and kill the Tfam. Go behind the moved bookshelf for 3x zombs. Shoot the boxes from the corridor to get LS and Machine Pistol [+SS]. Now go to the right room, this time going in the passage beneath the stairs. Kill the Tfam and the other one on the other side of the boxes. Now quickly climb the boxes and shoot the Tfam [+zomb] on the other side of the railing. Jump over the railing and kill the dog up here. Use the Save Point and enter the next room, killing the 2x zombs. As you walk along the next hall, the ground will collapse bringing you face to face with a Faustinas Priestess. 5.2 BOSS: Faustinas Priestess 2 As soon as you regain control of Blade target the Priestess and don't let go until she's dead. Walk toward her positioning yourself behind the central pillar. This enemy has a protective shield that only dissipates after she attacks with her crazy spin attack. She will not unleash this attack if you are standing behind the pillar. If you remain behind the pillar then she will launch a bubble that homes in on you and damages your health by at least one third. It is best to simply expose yourself, prompting her attack. When she is spinning and a little bit after, she is vulnerable. Use this time to blow her away with your SilMC. Doing this will kill her in a single period of vulnerability. Using your SilMLB is not a bad idea as it damages her health by 50%, but they often will miss her. After she is dead she will fly around the room crazily. Eventually, she will explode destroying two walls. One contains 2x COAGs, while the other contains an exit to the next area. 6.0 Storm Drains On either side of you is a zomb. The left has LS, while the right has MK. Proceed straight and drop down the hole. (Cut Scene: Blade needs an out and Whistler has a boat ready for him.) Ahead are SSS, ESS, and SNS. Around the right corner is a zomb and SSS. Around the left path is a zomb and SHC. Further ahead is a [2x] zomb, and then down the winding corridor you'll find MK, SNS and a zombie. Up the stairs is another zombie and around the corner is a LS. The first pit in front of you contains a monster who is best dealt with from your vantage point. Then hop down. Use the box here to jump over the wall [+dog] and use the Save Point. Now jump over the wall to your right by first jumping over the wall ahead of you. Shoot the zombie then follow the path to find another one, plus SNS. Now head down the sewer drains. On the right is a zombie, and on the left is a dog. Enter the door on the left. Shoot the boxes to kill the dog and injure the Cianteto. Finish him off and grab the MK and LS. Hit the wall switch and go back down. Grab the SHC by the right closed grating. Then proceed through the open one on the left to its end. Run out of the tube, spin around and kill the vamp hiding in the tube on the left. Around the turn is a vamp, then another a little further. To the left, behind some boxes are SSS, and SMC. Along the wall to the right is a pair of LSs. Around the corner is a vamp and THV. Destroy the boxes and climb the ladder to find a vamp and THV. Grab the MK and SSS. Before you get the Laser Lens refer to '7.0 City Limits', as it will affect the outcome of the game if you do so. Either way, drop down the hole and continue until you reach a huge pit. In the pit are 2x THV and a Cianteto whom are best killed from where you stand. Once you jump down another Cianteto may decide to fall down from his perch on the upper left. From the broken middle drainage tube you can jump to its other half to receive an ED. Now climb the left most drainage tube and climb the ladder that is tough to in front of the grating. Up here is where the Cianteto mentioned earlier might still be. Take the hanging walkway to climb a ladder, and then drop down through a grating. 7.0 City Limits This is the final area of the game. Depending on if you got all the weapons parts, you will have two almost completely different levels. If you got all the weapons parts you will wait until night to approach the City Limits. If you did not, then you will attack during the day. The night level is about a tenth the size of the day level. Each path yields a different glyph, so to get all of them you may wish to copy your game from your last Save Point, and then play each path. Both paths lead to the same final boss, but he is defeated in completely different ways. (Cut Scene: both paths have similar dialogue. Whistler and Blade converse about confronting the NightBeast.) 7.1a City Limits: Night (all weapons parts) Blast through the wall. Get the 2x CHC. Around the corner is a dog and fam, then a zomb. Then another dog and fam around the corner to the right. Down the left alley is a Gvamp, then a fam, and then a Tfam. The next alley will have a turret and MK to the left and a Save Point to the right. By running down the left path the gate you passed by earlier will open. Head over there and defeat the two dogs. Get the Key Card, HB, and Shotgun. Now return to the street to face 2x Gvamps and get the Machine Pistol behind the van. Use the Key Card on the access panel to open the garage door. Through it is a HWG. Don't approach him, just hit him with 3 SilBl. Get his Key Card. To the right, behind the boxes and the van are UVG. Proceed through the doors that the HWG was blocking, grabbing the MK along the way. Kill the fam, then head left to fight two Gvamps. Now use the Resupply Point. Proceed through the sliding doors. Kill the Tfam [+turret] on the far side of the room. Now hit each of the three blue control panels to overload the power, opening the next door. Kill the [2x] Tfam in the next room. Straight ahead in the hallway is a turret, then a Gvamp [+Tfam] and turret around the corner to the right. Grab the [2x] MK. Now climb the stairs to the left from where you walked in. In the conference room is a [2x] Svamp <and MK>. Now take the hallway to the right. The next room has a Tfam to the right. The object of this area its to activate the four generators in their proper sequence, which is 1342. But to actually discover this you must journey down the hallway where you fight a Gvamp and a [4x] Tfam. The first room along the hall to the right contains a Save Point and Gvamp. Hit the switch to allow the door here to open, which is pretty much pointless. Anyway, continue down the hallway to the next room, which has a MK and the 'generator start-up procedure' written on the wall. Now go back to the generator room, and climb the ladder to input the sequence. Messing up will cause you to start the sequence over again. Once that's done, follow the hallway to the little copy room. Here you'll find a Machine Pistol, 2x MK, 2x SilMC and SNS. Exit to the airframe room for a little chat with Mannheim. (Cut Scene: Mannheim tells Blade he has played their game perfectly. The NightBeast will create eternal night causing all sorts of mayhem.) Refer to 7.2 for boss strategies on Mannheim. After Mannheim is down, get the SNS and hit the switch on the wall by the lift to activate them. Ride the lift up, go through the doors, use the Save Point, and continue straight. Skip ahead to section 7.3a for boss strategies on NightBeast. 7.1b City Limits: Day (not all weapons parts) Blast through the wall. Around the corner is a CHC [+fam] and - for some strange reason - 4 dollars. The street area has 3x [+1] fams. Down the alleyway ahead you'll find a Tfam [+HB], then a [2x] fam around the corner. Proceed down the alley to find a Resupply Point, SMC, and SS to the right. To the left is a Tfam potentially behind the first box down the alley. Go behind the second box to get SilMC and open a garage. There are two dogs, a Machine Pistol and SSS in the boxes. Right here is a fam and 4x zombs. Up ahead are two zombies who are lying down only to arise when you approach them. Around the corner is a fam and Tfam. Climb the ladder to the rooftop where you will fight a fam, 2x [+2] Tfams, and 2x [+1] turrets. Now jump down through the open window. Now fall down one of the holes here to face 2x fams and get a MK. Enter one of the open doors in this room to get LS. You'll notice that railing here can be leapt. Do so now to face 3x Gvamps in the room below. Get the SSS, <MK,> and Key Card in this room. Exit [to find a HB by the stairs] and climb the stairs. Fight two Gvamps in the hall. Take the door on the right to find 2x Gvamps, SilBl, and SilMC. Continue past the next two doors to kill a fam, and take the right door up the stairs. Kill the 2x fams <+MK>, then continue up the stairs for SNS and a Resupply Point. Now take the hallway to the Research and Development area. Kill the 2x fams in here, then continue straight across into a room with 2x fams and a dog. Over the desk is SNS. Note the locked door here, but head through the left door. From the tiny room, take the door to the right. Shoot the Tfam and get the HB. Take the stairs and hit the red button. Go back to the tiny room and shoot the picture of Blade. The wall will open revealing a Gvamp, then a TFV, <MK, SMC,> and Key Card up the stairs. Now open the door to your left as you enter the tiny room. Face 2x Gvamps, a fam, and a dog. Open the door in the corner to find SSS and a Save Point. Now go back to locked door. In the first room to the right along this hallway is a TFV <and SNS>. Blow away the barrels on the left and enter the exposed room. Get the <LS,> HB, and Erebus Glyph within. The next door on the right has a fam. When you enter the 'T' intersection a part of the wall on either side will blow open revealing a Gvamp each. The left hole contains a MK. During this time a TFV may come out of the left elevator room and attack you, if not, take care of him now. Now head right through the door to get a MK. Proceed through some doors to fight a shirtless TFV<, and get SilMC>. Go through the next door to fight a cop. Hit the red button to blow the pressure hatch and enter the next room. Once you reach the next room use the boxes to climb over the fence. On the other side is a cop and 2x Tfams. Climb the ladder against the wall to face a Tfam and cop at its top. Use the Save Point. Upon the next platform you will find a Tfam and a HWG. The HWG likes his grenades, so be sure to run up to him as close as possible blowing him away with your SMC/CMC. You can also just stand behind the railing and shoot him. Grab his Key, <a Machine Pistol,> and a MK that are also up here. Use this key to open the skylight to the right. Back into the hole and shoot the cop who's right in your face. Then kill the fam lurking outside the room. Turn around to face a console with three buttons. Either keep messing with the buttons until all three pieces of the airplane are at the bottom, or hit the sequence as follows: RLRLMM. Now head down to the plane. Turn around to kill the fam after the stairs. Get his Key and continue towards the plane. Enter the plane to make it across the tank of toxic dipping. Break, then jump through the glass ahead, turning to your right to fight a TFV as you do so. Activate the bookshelf to the left to reveal LS <and SNS> inside. Through the door on the right are 2x fams. <Through the next door and down the stairs is a UVG.> Down further are 2x fams, a shirtless TFV<, and MK>. In the next area you'll find 2x fams, then a 2x TFV[, then 2x fams past them]. <Next is a room with 2x MK and 2x SMC.> Then a dog through the next door. Up the stairs in the first room is a dog, fam, and 2x SSS. <Then up the stairs in the top room are 2x SHC.> Through the next door is Mannheim. (Cut Scene: Blade knows Mannheim is have trouble controlling the NightBeast. Mannheim tells Blade the NightBeast will create eternal night causing all sorts of mayhem.) Refer to 7.2 for BOSS strategies on Mannheim. Grab Mannheim's Key Card take the elevator down to face the NightBeast. Skip ahead to section 7.3b for boss strategies on NightBeast. 7.2 BOSS: Mannheim Each path faces Mannheim in a different arena. The night path will also have a fam in the arena. Mannheim is like the Ligaroo bosses only stronger. The easiest way to defeat him is by knocking him over with your SilMLB. Once he starts to get back up knock him down again. The blades will rapidly deplete his health, killing him in no more than eight shots. A critical with SNS will have the same effect. 7.3a BOSS: NightBeast: Night (Cut Scene: The NightBeast arrives, but Blade is unable to defeat it with his pistol. Whistler arrives on the scene with the UV Cannon.) Now that you have the UV Cannon, you can defeat the NightBeast. Use the same hit and run tactics you've been using for bosses. However, be sure to run perpendicular to the NightBeast as much as possible to better avoid his rockets. Before you finish off the NightBeast, be sure to find Whistler. Climb the broken ramp at one end of the arena. Inside the room you will find Whistler unconscious. Next to him is the Ultima Glyph. Once the NightBeast is defeated, the game is over. (Cut Scene: Whistler and Blade further their love-hate relationship as they celebrate their victory.) 7.3b BOSS: NightBeast: Day To defeat the NightBeast you must run around pushing all four terminal buttons in the proper sequence. Do your best to avoid the beast's rockets by running perpendicular to him. The first panel that you must activate is located up the stairwell to the left of where you enter the arena. The second is on the ground floor in the far back corner. The third is on the opposite side of the room. The final console is up the other set of stairs. Once all the consoles have been activated the NightBeast is finished. (Cut Scene: the bay doors open and the NightBeast is fried in the sunlight.) 8.0 End Game The credits roll. (Cut Scene: The camera pans to a vampire sucking a girl dry when Blade shows up. The vampire looks to Blade and says "DayWalker". Blade replies as he unsheathes his sword, "My name is Blade".) The End =========== Unlockables =========== The Library menu can be accessed from the main title screen. It is full of different facts and information regarding the lore of vampires and Blades role, as well information on the special items you find throughout the game. The Library menu has three subcategories: Character Files, Vampire Files, and Special Files. To be able to read about all of these, you must first play through the game and find all of the glyphs and special items. You start out with information about Blade, Whistler, and The House of Erebus. Three Glyphs reveal cheat codes. The Ultima, Erebus, and Frost Glyph will each unlock a cheat option. Quickly input the code listed under the Glyph when looking at the main screen. If you did it successfully, you will here the 'cancellation' sound. Then, when you're playing the game, push START and a new CHEAT MENU option will be available. Turn each of the cheats on to enjoy wholesome goodness of cheating. Here is a full copy of all the Library's listings: Note: this list is verbatim, meaning all spelling and grammatical errors are (indeed) found in the game (as well). Character Files - Blade Blade is the DayWalker, a half-vampire half-human hybrid who has inherited the strength of the undead, but not their weakness to sunlight. Unfortunately he also suffers from the vampire thirst for blood, a craving only assuaged by regular doses of serum, a chemical substitute provided by his mentor and friend Abraham Whistler. Blade has a sworn oath to kill all vampires in retribution for the fate inflicted on him when his pregnant mother was vampirized by Deacon Frost. - Whistler Abraham Whistler is Blade's partner in the ongoing war against the undead. Whistler lost his family to a vampire attack many years previously and has since waged his own vendetta against them. He first met Blade as a confused adolescent feeding off derelicts, seeing a possible ally Whistler took him in and taught him the ways of the vampire hunter. - Mannheim Leader of the Pallintine tribe. One of the richest and most powerful dynasties in the House of Erebus. The Pallintine cultivate an image of businesslike affluence and respectability in order to blend into human society. In reality they are ruthless racketeers and gangsters, driven by a will to power ethos that has served them well since their origins as warlords and robber barons in mediaeval Europe. - Deacon Frost Blade's progenitor and arch-nemesis. Frost disguised as a doctor fed upon Blade's mother while she was heavily pregnant. The stock of his attentions included labor and imbued the unborn child with vampiric powers and needs. Vampire Files - The House of Erebus The ruling council of the vampire nation, the House of Erebus encompasses all 11 pureblood tribes of the undead. Presided over by the wise and ancient Dragonetti, the House provides guidance and government to all vampires on Earth. - Dragonetti The Dragonetti are the leaders of the House of Erebus. They are aristocratic and aloof, taking little interest in the affairs of the human world. They number amongst their ranks the oldest and most historically noteworthy of all the undead. Their lineage stretches back to Julius Caesar, and the heights of the Roman Empire. - Ashe Members of The Ashe Tribe are extremely fragile, their pale bodies vulnerable to UV rays, sunlight, silver and garlic. - Cianteto The Cianteto tribe hails from Mexico: they are fierce warriors with the strength of many men and the ability to regenerate limbs severed in combat! - Faustinas The Faustinas are black magicians: they have gained their pureblood status by the practice of Santeria. The Faustinas are the only tribe to have two places in the ruling council of the House of Erebus: this is because they are always represented by identical female twins. - Kobejitsu The Kobejitsu are more often referred to as the 'Death Ninjas', for obvious reasons. Identify these ferocious assassins by the their red-glowing eyes. - Lemure The Lemure are the descendents of evil Roman spirits that possessed the dead and turned them into vampires. Often beautiful, the Lemure lure their prey with their seductive appearance. - Ligaroo The Ligaroo have the power to shed their skin and transform into a ball of flame! These French fiends are also the only tribe known to store blood for later use. - Pallintine One of the richest and most powerful dynasties in the House of Erebus. The Pallintine cultivate an image of businesslike affluence and respectability in order to blend into human society. Originally from the Baltic region the Pallintine are ruthless in their pursuit of power. - Upier Member of the Upier tribe are born with the ability to hunt and feed. This precocious nature makes them amongst the most feared of all of the undead. - Von Esper The Von Espers are the most violent and bloodthirsty of all the vampire tribes. Their ruthless, brutal nature makes them ideal recruits to do the evil bidding of others. Special Files - Amulet of Asiron An antique object forged from a bright mysterious metal. The word Asiron is engraved on the back. Believed to grant the wearer immunity from dark forces. - Frost Glyph This is not a true Glyph. Just Deacon Frost mythologizing himself and his followers. Code: DOWN, RIGHT, UP, LEFT, L2, L1, R2, R1 Unlocks: INFINITE WEAPONS - Erebus Glyph The secret symbol of the Vampire Nation. This object has a power. Code: LEFT, LEFT, LEFT, RIGHT, L2, L1, R2, R1 Unlocks: INFINITE HEALTH - Ultima Glyph The most sacred icon of the Vampire Nation. Believed lost a thousand years ago, this Glyph offers unlimited powers to he who holds it! Code: RIGHT, LEFT, UP, DOWN, L2, L2, R2, R2 Unlocks: ALL ITEMS - Sapphire Lens A powerful lens, manufactured for industrial use. Whistler can use this object. - Giga-Volt Transformer Can massively increase the output power from a mobile source. Whistler can use this object. - IAMC Laser Coil The primary light emitting component of an industrial laser. Whistler can use this object. - Micro-Battery Pack A tiny yet powerful battery pack. Whistler can use this object. ======= Credits ======= Name GameFAQs Name Credit Ryan (Archie) Davis None Walkthrough Paul Ardizzone HandsAcrossAmerica FAQ Special Thanks Game Adx The best location to find all the rare games, including Blade. Activision Maker of Blade for Playstation, and other quality software. Jesse Castro Gavin Found the first secret of the game: dubbed the moving crane secret. Also helped with testing. =============== Version History =============== Version 1.0 - Listing of Items, Ammo, Weapons, Inventory and the names, functions, and capacities thereof. Includes complete walkthrough and unlockables. Enemy listing, basic and combat strategies. ================= Legal Information ================= This Walkthrough and FAQ are for use by the public from the World Wide Web. It cannot be reproduced, retransmitted, or re-written in any other form except by the notice of the author. Any violation of this code will result in strict penalty, and high fines susceptible by law. This document is to be portrayed only on the website www.gamefaqs.com, and is to be used by the public and cannot be sold. This FAQ may not be used for sales, broadcasting, for commercial use, nor be included in any moneymaking product. This FAQ is solely for public use and may not be used in a password-protected area nor in a high security area. This FAQ may not be plagiarized in any way resulting in punishment via civil or criminal law. Do not do anything with this FAQ without the permission of the author: Ryan Davis. All characters and likenesses here presented are copyright of MARVEL and BLADE: TM and Copyright 2000 Marvel Characters, Inc. All rights reserved. Published and distributed by Activision. Activision is a registered trademark of Activision, Inc. Copyright 2000 Activision, Inc. Developed by Hammerhead. All other trademarks and trade names are the properties of their respective owners.
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