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    FAQ/Walkthrough by None

    Version: 1.0 | Updated: 10/22/02 | Search Guide | Bookmark Guide

    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
    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
     - 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)
    Parts -	Also hidden, though not as well and in less frequency, are 
    pieces of weapons that Whistler can use to 
    	Laser Transformer
    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.
    	Critical Hit speed - N/A
    	Critical Hit speed - normal
    Machine pistol
    	Critical Hit speed - slowest
    	Critical Hit speed - fastest
    	Critical Hit speed - N/A
    UV Cannon
    	Critical Hit speed - N/A
    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
        -Funds - $8
    2.	Familiar - shoot them before they shoot you. Carry a submachine 
    -Walkthrough reference: fam
    	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
    	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
        	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 
    -Walkthrough reference: Svamp
    	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 
    -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
    	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 
    -Walkthrough reference: TFV (tough fighting vampire)
    	Green shirt
    	Blue shirt
    -Funds: $13
    11. Faustinas - these are the spell-casting vampires that only 
    appear twice in the game.  Strategies are explained in the 
    12. Gun Vampires - identical to a Tough Familiar, but must be 
        finished off with silver or a critical hit.
        -Walkthrough reference: Svamp
        	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 
    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 
    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 
    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 
    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 
           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 
    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 
    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 
           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 
    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
    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 
    	- 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 
    		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 
    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 
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    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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