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    Combat FAQ by cjh87

    Version: 1.09 | Updated: 11/10/04 | Search Guide | Bookmark Guide

    For Microsoft X-BOX
    Version 1.09
    By Chris Harrison
    User: cjh87
    E-mail: cjh@illicom.net
    Created: 10/26/04
    Last Update: 11/10/04
    Copyright 2004 Chris Harrison
    ===== Table of Contents
    I.   Introduction
    II.  History
    III. Key
      A. Conventions
      B. Definitions
      C. In depth Combat discussion
    IV.  Combat
      A. Basic Combat
      B. Lock-on Combat
      C. Jumping
      D. Feeding
      E. Feeding Fatalities
      F. Evasion Combat
      G. When Down
      H. Special Moves
    V.   Special Powers
    VI.  Gun Modes
    VII  Tip and Tricks
    VIII Vampire Lair locations
    I. Introduction
    I always considered the original BloodRayne cheap thrills. What else would you
    call a game where you assume the role of a sharp witted, sarcastic,
    well-endowed, red headed, vampire (excuse me - Dhampir), with a penchant for
    slicing and dicing Nazi's.
    With the Release of BloodRayne 2, the franchise comes out of the closet, and
    is no longer just cheap thrills (though it still has all the trappings of the
    original and more) but a high quality fighting game.
    When first starting the game, I found the moves easy to perform and kind of
    redundant, but when taking a closer look, I found there was more to this new
    game than meets the eye.
    Slow the action, watch the moves she performs, and experiment, there is plenty
    to discover and more is revealed on a every replay.
    "We're looking for a hot, big breasted, red headed Dhampir, it's not like
    there's thirty of them around here!"
                          "minion in Kagan's tower"
    II. History
    10/26/04: Most basic combat moves and powers
    10/29/04: Re-arranged several categories, added several move descriptions,
              added tips and tricks, added gun modes and descriptions
    10/30/04: More restructuring, more combat dynamics, Basic/Lock-on/Jumping
              details completed
    11/2/04: Blood Rage and Blood Fury move details, Gun mode details complete,
             more tips
    11/3/04: Detailed descriptions added for Feeding, Feeding guns, and in-front
             Feeding Fatalities.
    11/4/04: Added definitions of Cartwheels and Somersaults, detailed Evasion
             combat moves, added "when down" moves, none of had been documented.
    11/4/04: Reorganized content, added Introduction, and Table of Contents.
    11/5/04: More Reorganization, added some more definitions, added In depth
             Combat Discussion, added discussion of interruptible and unterruptible
    11/8/04: Corrections, added some more tips
    11/9/04: More corrections, additions and changes to in depth combat discussion,
             more tips.
    11/10/04: A few more changes and corrections, added a couple more tips, added
              Vampire Lair section.
              thanks go to abordoli at http://www.bloodrayne.co.uk
    III. KEY
    * , = Then: Input right side command after left side command
    * () = Hold: Hold the button longer than a simple tap
    * + = And: Input left side and right side commands at the same time
    * ... = Pause: Pause before the next command is issued
    * L = left
    * R = right
    * > = forward [not right]
    * < = back [not left]
    * tr = trigger
    * th = thumbstick
    * Dpad = directional pad
    * [] = notes
    B. Definitions
    * Slashes = a full swipe across the front of the body; they are
      from the outside to inside unless noted.
    * Cartwheels = Rayne flips end over end with her hands touching the ground.
    * Somersaults = Rayne flips end over end without her hands touching the ground.
      [Rayne also performs sideways cartwheels and somersaults, her upper torso is
      parallel and her legs will spin perpendicular to the ground.]
    * Execution point = The point of an attack animation at which the a second
      command will execute.
    * End point = The point of no return in a command animation. At this point,
      any commands inputed will begin a new series, or the animation will return
      Rayne to her "at rest" stance.
    C. In depth Combat discussion
    * Attacks are begun off of what ever foot (left/right) is favored in her
      basic "at rest" stance, at the time command is entered.
    * The combos are based on timing of the button pushes and attack animations,
      although hitting 3 X's very quickly may get you the triple X combo, hitting
      those buttons the same while in Dilated perception will not.
    * A single attack command, (X for example) begins at Rayne's basic "at rest"
      stance and ends at the "at rest" stance. [Although holding the left trigger
      is part of many attack commands, it does not begin an attack animation
      frame.] The X is an uninterruptable move, meaning that if another command is
      input, the first move will continue to completion, at which point a new
      command will execute (execution point - see definitions) or the animation
      will return Rayne to her "at rest" stance.
    * You can add another single command at any point within the attack animation
      frame and it will execute seamlessly afterwards.
    * Same with a combo, if you tap X, X Rayne will slash with one blade, at the
      "execution point" (see definitions) she will slash again with the other
    * However you can time your button taps so that she will perform the next
      command when input, meaning: there is still a portion of the X animation that
      is available for command input after the "execution point". [You can not get
      Rayne to slash with the second blade sooner than the "execution point" but
      you can have her slash later.
    * Same with the X, X, X
      You can tap X, X and she will do the double slash, but as long as you tap the
      third X before the "end point," the third command will execute. This makes
      dilated perception very powerful in this new game. By slowing the action, it
      is easier to find the opportune moment to put in the third command,
      increasing damage or adding damage to multiple enemies.
    * This is very evident and useful when jumping and using jump attacks. If 2 A
      commands are put in very quickly Rayne will jump and then somersault at the
      "execution point". However, tap A..., A; Rayne will jump and then somersault
      when the next A is input. [this will drasticly increase the length of her
    * When combined with the thumbstick, Rayne will change direction, this allows
      her to jump around corners. When combined with another attack command, it can
      drasticly increase damage. [(L tr) A, X - the longer you pause between the A
      and X commands the higher Rayne goes and the more powerful her downward slash 
      becomes. (L tr) A, B - tap the B early and Rayne will do a forward roll, and
      a heel kick. You can have her initiate this kick at any time before she hits
      the ground, you can tap it on the way up to interrupt her jump and
      immediately somersault and heel kick, or input it after the apex of jump for
      an extremely powerful focused kick to the head, or have her come all the way
      down to do a roll kick to the ground which creates both immediate and
      collateral damage.
    * The combos are not stackable, meaning you can not tap X 6 times and get 2
      triple X combos one after the other; Although it does seem that as long as
      you add another command before the "end point" you can begin another series,
      however I believe timing is very crucial on this; input the command too soon
      and it is lost, same with being too late. If either of these happen, the
      combo finishes before the game will accept new input.
    * There is a recovery time after a successful combo, and all commands sent
      during that time will not be effective.
    IV. Combat
    * (L tr)
    * X
      One blade slash
    * X, X
      One blade slash, followed by another slash with opposite blade. 
    * X, X, X
      One slash apiece from both blades, followed by both blades slashing to the
    * L th > X
      While moving forward Rayne will perform a downward slash
    * L th > X, X
      While moving forward Rayne will slash downward with one blade then the other
    * L th > X, X, X
      While moving forward Rayne will do 3 downward slashes, alternating blades
      with each slash. [Although there is no difference in the slashes, there is a
      recovery time after the combo]. 
    * B
      One Round House kick
    * B, B
      A Round House kick followed by another with the same leg.
    * B, B, B
      2 Round House kicks, Rayne than jumps and performs another Round House kick
      which is higher and more powerful.
    * L th > B, B, B
    Blood Rage and Blood Fury versions are no different, only more powerful.
    When in Blood Fury, at the end of all 3 button combos, add an additional button
    push; Rayne will then perform an additional 360 spin and roll with blades
    oustretched. This extra move causes extreme damage.
    * (L tr) Y + L thm for direction
      Harpoon throw, the L thm will direct the throw of the harpooned minion
    * (L tr) X
      A forward stab with one blade
    * (L tr) X, X
      A forward stab followed by another with the opposite blade
    * (L tr) X, X, X
      One stab apiece from both blades, followed by a full slash across the front
    * (L tr) L th > X
      While moving forward Rayne will perform a upward stab
    * (L tr) L th > X, X
      While moving forward Rayne's one blade will still be in the forward position,
      she will then stab upward with the other blade with them meeting in the
    * (L tr) L th > X, X, X
      While moving forward Rayne's one blade will still be in the forward position,
      she will then stab upward with the other blade with them meeting in the
      middle, she will the do outward slashes with both blades.  
    * (L tr) L th < X
      This series of commands will peform the same actions as the X commands, but
      they will be locked on. [ (L tr) Lth < will cause Rayne to block and retreat,
      but a soon as the X commands begin she will move forward slashing the blades,
      when the commands stop or the combo finishes, she will once again retreat.]
    * (L tr) B
      A forward kick to the midsection
    * (L tr) B, B
      Forward kicks to the midsection with one leg then the other
    * (L tr) B, B, B
      3 Forward kicks to the midsection alternating legs. [the second kick will
      continue through causing her to spin and then kick with the other leg.] 
    * (L tr) L th > B
      High kick to the head
    * (L tr) L th > B, B
      High kick to the head, followed by a kick to the midsection with the opposite
    * (L tr) L th > B, B, B
      High kick to the head, kick to the midsection with the opposite leg, she then
      does a small jump with a 360 spin and another kick to the head [ever wonder
      why your kicks decapitate so much?]
    * (L tr) L th < B
      Very low forward kick
    * (L tr) L th < B, B
      Very low forward kick, followed by another with the opposite leg
    * (L tr) L th < B, B, B
      2 very low forward kicks alternating legs, followed by a 360 spin ending in a
      leg sweep.
    Blood Rage and Blood Fury versions are no different, only more powerful.
    When in Blood Fury, at the end of all 3 button combos, add an additional button
    push; Rayne will then perform her most powerful move.
    Rayne flips upside down, does a 360 spin on her head with her blades
    outstretched, after which she flips back over and slams her heel into the
    This whole 4 button combo covers alot of ground,in fact it is easy to pass your
    opponent and be be beyond them when she does the final blow with her heel.
    If you are able to maneuver her so she stays in front of her opponent, the
    final blow is an immediate kill, or in the case of a boss or sub boss, it will
    reduce their health by 1/3.
    This is best used with a kicking combo as the first kick will propel them back
    a great distance.
    * A
      Simple jump, use the L th for direction while running
    * (L tr) L th for direction, A
    * A, A
      The second A will cause Rayne to do an in-air flip which increases the length
      of her jump. If the L th is moved at the same time the second A is hit,
      Rayne's flip will direct her in that same direction.
    * A, X
      Rayne jumps and brings her blades above her head, she then brings them down
      and out with the blades hitting the ground as she lands.
    * A, B
      As Rayne lands, she does a forward roll and brings her heel down into a
      powerful strike
    * Y
      Feed, either from front or from behind
    * Y, R tr
      Feed Guns: Rayne stabs one gun into the side of victims neck, then stabs the
      other gun into their stomach, she then pivots on one foot lifting the victim
      and throwing them forward above her head head.
    * Y, Y, R tr
      Feed Guns: Rayne stabs both guns into the front of the victim's neck. she
      then flips over them and twists, lying flat on her back, behind and under
      the victim. She then throws them backward, bringing both knees into their
      crotch; propelling them back and flipping her back to her feet.
    in Front
    * Y, A
      Rayne flips backward kicking off the victim's thigh with one foot; as she
      continues her backward flip her other foot stikes them under the chin, her
      follow through takes her over and back to her feet.
    * Y, Y, A
      Rayne does a back flip, plants both feet on her victim's thighs and then
      kicks off propelling the victim backwards. Her follow through takes her on
      over and back to her feet. 
    * Y, X
      Rayne impales her victim and lifts them off their feet with one blade, she
      holds them above her, showering herself with blood. She then pulls the blade
      out, as the victim falls, Rayne brings her other blade across in a
      decapitation move that propells the victim away from her.
    * Y, Y, X
      Rayne rolls backward, grabbing her victim with both legs. She rolls over
      taking them to the ground with her on top. She then stabs them in the stomach
      as she stands up straight.
    * Y, B
      Rayne jumps up and hooks the victims head behind her knee, taking them to the
      ground with her on top. She then brings one blade across in a decapitation
      move; her momentum brings her up into a 360 spin on one hand and back to her
    * Y, Y, B
      Rayne jumps straight up above her victim, grabs their head between her feet
      twisting down and to the side which decapitates the victim. She then
      roll/flips foward bringing her back to her feet. 
    From Behind
    * CRANE'S REPLY = Y, Y, X
    * RABBIT'S LASH = Y, B
    * COMET'S TWINGE = Y, Y, B
    * WEEPING COBRA = Y + R tr
    * LOVER'S GRIP = Y, Y +  R tr
    * (L tr) A
      Rayne jumps straight up, 2 1/2 times her height
    * (L tr) A, X
      Rayne jumps straight up; as she lands, she brings one blade all the down to
      the ground with enormous power.
      [This move and the following A, B move, will drasticly increase in power as
      Rayne builds carnage points; they both become special moves by games end, and
      arguably the most powerful of Raynes moves.]
      [When this move is at it's most powerful, it will slice the enemy in half
      from   head to toe.]
    * (L tr) A, B
      Rayne jumps straight up; as she lands, she does a forward roll and brings her
      heel down to the ground with enormous power.
      [Depending on when the B is executed, Rayne can do a focused kick to foes
      [This move and the preceding A, X move, will drasticly increase in power as
      Rayne builds carnage points, They both become special moves by games end, and
      arguably the move powerful of Raynes moves.]
      [When this move is at it's most powerful, Rayne will somersault and kick
      multiple foes.]
      [Rayne may lock onto an object, she will still jump straight up, but when you
      hit the B she may fly sideways, destroying the object. After the object is
      destroyed, she will then fly back to where she should have landed and then
      perform the somersault and heel kick.]
    * (L tr) X, B
      Rayne will stab forward and do a kick to the midsection.
    * (L tr) L th for direction, A
      Rayne will do cartwheels in the direction the L th is held.
    * (L tr) L th > A, X
      Rayne does a sideways somersault forward, windmilling her blades. As she
      touches ground with her rear leg, she brings the blades down and around with
      one blade finishing with a round house slash to the inside.
    * (L tr) L th > X, B
      While moving forward, she will stab forward and do a kick to the midsection.
    * (L tr) L th > A, A, A
      Rayne does three cartwheels forward
    * (L tr) L th < A, A, A
      Rayne does three backward cartwheels
    * (L tr) L th < A, X
      Rayne does a back somersault, then a somersault forward; she has both blades
      above her head, as Rayne lands she brings both blades down and through the
    * (L tr) L th < A, B
      Rayne does a back somersault, then a somersault forward with a downward kick.
    * (L tr) L th right A
    * DEXTRAL THORN = (L tr) L th for direction A, X
      Rayne cartwheels in the direction specified
    * (L tr) L th for direction A, B
      Rayne does a sideways somersault, then does another with her legs spinning
      into kicks. 
    * A
      Rayne does a forward somersault to her feet.
    * L th for direction
      Rayne twists and rolls in the specified direction, brings her heel down in
      a blow to the ground; as Rayne rises to her feet she brings her blades up
      and out.
    * B
      Rayne does a forward somersault to her feet, followed by a spinning back kick
    * X
      Rayne does a forward somersault, followed by a slash to the middle with one
    * TWISTED WIND = rotate L th 360,  B
    * SILVER CIRCLET = rotate L th 360, X
    * QUIET THUNDER = rotate L th 360, R tr
    * SHIVA ASPECT = (L tr) A, B
    * CURTAIN TWICE TORN =  (L tr) A, X
    A. Aura Powers
    * AURA VISION = tap Dpad Left
    * GHOST FEED = tap Dpad Left twice
    * ENTHRALL = tap Dpad Left 3 Times
    B. Rage Powers
    * BLOOD RAGE = tap Dpad Up
    * BLOOD FURY = tap Dpad Up (twice)
    * BLOOD STORM = tap Dpad (3 times)
    C. Speed Powers
    * DILATED PERCEPTION = tap Dpad Right
    * SUPER SPEED = tap Dpad Right twice
    * FREEZE TIME = tap Dpad Right 3 times
    Cycle through modes with the black button
    * Blood Shot
      Gun will fire once for every trigger pull.
      Accurate, and deadly from long range.
      A couple of shots will kill a minion
    * Blood Stream
      Gun will fire continuously while trigger is pulled.
      Accurate, and deadly from long range.
      Great for dispatching enemies quickly at long range
    * Blood Spray
      Similar to a shot gun blast
      One hit kills and will kill multiple enemies.
      Not effective at long range
    * Blood Bomb
      Shoots a blast of blood, after about 4 seconds a minion will explode, it will
        also stun Foremen
      One hit kills
      Effective at medium but not long range
    * Blood Flame
      A large projectile the burst into flame when it hits.
      One hit kills
      After gaining gun experience for this mode, it will send out 2 projectiles
        auto aimed at 2 different enemies.
    * Blood Hammer
      A large projectile very similar to blood flame, except they explode rather
        than burst into flame.
      After gaining gun experience for this mode, it will send out 2 projectiles
        auto aimed at 2 different enemies.
    * Listen to Severin; he will give you clues as to the next objective and the
      killing puzzles.
    * Use harpoon to disarm minions of melee weapons.
    * Save Ammo, use harpoon to destroy destructible objects.
    * When coming into a new area, pull left trigger to check for destructible
      objects. [these objects are good for carnage and rage, but will cause
      damage to Rayne if she is in close proximity when they explode.][At times, an
      object may need to be destroyed to trigger the next objective.]
    * When coming into a new area, use aura vision to check for vampire portals.
    * When in doubt throw bodies at objects with your harpoon.
    * Throw or kick bodies out of windows or off of high places for carnage and
      rage points.
    * Save ammo for the minions, guns are not very effective against bosses and
    * Back humanoid bosses into corners or up against walls and kick the bejesus'
      out of them.
    * Leap over large non-humanoid sub bosses and attack them from behind.
    * When low on health and surrounded by minions with melee weapons, use dilated
      perception and kicks to disarm them and then feed.
    * Your health does not lower during rage mode, when at low health use Blood
      Rage sparingly to get through.
    * Destroy "everything" you can; the more destruction you cause the faster you
      gain carnage, which increases both your life bar and your rage bar.
    * Use aura vision to check dead end rooms, or rooms with no obvious use, it may
      possibly be a vampire portal.
    * When having difficulties reaching an objective, whether if be finding a
      correct route or a difficult jump, use aura vision. [At some points in the
      game you will find invisible routes, such as: invisible cables to climb
      betweemn floors.
    * Practice: After getting through a difficult part, don't just go "Whew", wipe
      your forehead and move on. Repeat that section several times, chances are
      there is either a trick to it or a technique that needs to be mastered. A
      little bit of practice will probably come in handy on down the road. Oh yeah,
      did I mentin using your Harpoon? :)
    VIII. Vampire Lair locations
    credit for this section goes to abordoli
    I truly appreciate his permission to include this in the combat Faq
    1----I------Zerenski's Bedroom-Bathroom
    2----III-----Union Station(Abandoned Shopping Center)-After second escalator
    3----IV-----Sewers (Access Tunnels)-Behind waterfall
    4----IV-----Sewers (Smuggling Route)-After three poles
    5----V------Wetworks (Electrification Silos)-Across blood pool
    6----V------Wetworks (Mess Hall)-Elevator shaft
    7----V------Wetworks (Chemical Processing)-Before vat/pipe-overloading puzzle
    8----V------Wetworks (Turbine)-Before getting on the elevator
    9----V------Wetworks (Furnace)-Underneath stairs
    10---V------Wetworks (Loading Bay)-Glass control room
    11---VI-----Shroud Tower (The Lower Tower Ascent)-Before heart puzzle
    12---VII-----Twisted Park (Aquarium)-Bear-pit
    13---VIII----Kagan's Tower (Xerx's Laboratories) -Top of flight of stairs
    14---VIII----Kagan's Tower (Llewlyn Corporate Offices)-Near scafolding
    15---VIII----Kagan's Tower (Media Center)-In hallway after Dhampir fight
    16---VIII----Kagan's Tower (Rooftop)-One of the corner rooms
    Directions and comments
    * Vampire Lair #: 1, Act: I, Location: Zerenski's Bedroom
    This vampire lair is unlike the other 15 vampire lairs in the game. The
    recharging health/rage aspect of it is external to the lair, the bath-tub
    filled with blood in Zerenski's bathroom that you can enter before entering the
    vampire lair doorway located on the wall nearest the billiard table. What also
    makes this vampire lair different from the others is that the vampire lair is a
    connector between one part of the mansion to another. The typical vampire lair
    dumps you out at the same point that you entered. Unlike the other vampire
    lairs, this vampire lair can be used multiple times before heading through the
    actual "one-way" vampire-lair door. There is also a coat room (it looks like a
    coat room, but it's probably just Zerenski's closet) in Zerenski's bedroom that
    reminded me of Resident Evil I's cloak room except without the mirror (notice
    how there were no mirrors in BR2; of course with the exception of reflections
    that come from shiny and blood-drenched floors). This would have been a neat
    place for Rayne to access her different outfits instead of having to reset the
    game between outift changes. Once you enter the vampire-lair, you fight the
    first dhamphir boss. Conceptually, this room is pretty cool because it reminds
    me of the underground coffin vault room in the movie "Underworld". One wonders
    if this is really where Zerenski sleeps when he's not balling his female guests
    in the other room labeled as Zerenski's bedroom.
    * Vampire Lair #: 2, Act: III, Location: Union Station
                                 (Abandoned Shopping Center)
    What? No vampire-lair in the meatpacking district?
    Odd, but true. The vampire lair is located in the room to your left as you
    ascend the second escalator. This vampire lair, although similiar to the next
    14 vampire-lairs, does have one unique characteristic. The "throne" is opened
    at the back of the chamber whereas all of the others open up toward the front
    of the chamber. Other than that, this is the exact same cookie-cutter
    vampire-lair that you will see everytime you enter one of the 14 remaining
    vampire-lairs. Health, rage and guns are all topped off. On a developer's note,
    I can now see the reason for making the first vampire-lair unique. Simple.
    Rayne didn't have her guns when she entered vampire-lair#1. This little item
    would have caused a continuity error in the standard animation that showed
    Rayne's guns visible. Did anyone notice the similiarity between these
    vampire-lairs and the Fairy Caves in Zelda64? I wish they would have mixed
    these up instead of using the same identical room/animation each and every
    time. The vampire lairs could have been unique rooms that were decorated in
    relation to the boss before which it appeared. Instead, these vampire-lairs,
    although cool, are like dank, dark, public vampire restrooms. These fit in and
    seemed plausible in the sewer type levels, but they were a little far-fetched
    in Kagan's tower. Those corporate offices reminded me of my office, but I
    couldn't see having a hidden portal to door that connected to a circular
    blood-filled chamber. It makes these vampire-lair doorways more than just
    secret entrances, but teleportation portals.
    * Vampire Lair #: 3, Act: IV, Location: Sewers
                                (Access Tunnels)
    The vampire lair is located behind the waterfall near the third machine-gun
    nest. The location of this vampire lair gives a clue to the location of the
    remaining 13 vampire lairs. Almost without exception, they are located in rooms
    that appear to seemingly be dead-ends, rooms with no purpose. In most cases, if
    you have found that you've managed your way to a dead-end, use your
    aura-vision, and in most cases, there'll be a vampire-lair right in front of
    * Vampire Lair #: 4 Act: IV, Location: Sewers
                               (Smuggling Route)
    Although vampire-lairs will be fairly common throught the next couple of acts,
    this is the last vampire-lair opportunity before fighting Slezz (not that she's
    really difficult). The location of the fourth vampire-lair is in the alcove you
    land in after rail-blading down a pipe and swinging over three horizontal bars.
    If you drop prematurely, you may not be able to reach this ledge.
    * Vampire Lair #: 5, Act: V, Location: Wetworks
                               (Electrification Silos)
    This vampire lair, although accessible by standing on the very edge of the
    right railing on the broken walkway over the blood pool and making a very
    difficult double-jump to the room on the same level, is more easily accessed by
    using aura-vision and looking for the yellow glow of the invisible vertical
    poles hanging from the ceiling. (These are not the only invisible vertical
    poles in this level as there are a few in the three-level rooms containing the
    two electric tesla thingies to make getting up from the 1st floor to the second
    floor faster).
    * Vampire Lair #: 6, Act: V, Location: Wetworks
                       (Mess Hall)
    When you climb up the pole in the elevator shaft from the first floor to the
    third, try to jump off the pole on the second floor. This is a perfect example
    of a vampire-lair being put in a dead-end that appears to be, at first, a
    meaningless room in the game.
    * Vampire Lair #: 7, Act: V, Location: Wetworks
                               (Chemical Processing)
    Right before you get to the killing-puzzle of sending enemies into the vat so
    as to overload the pipe, there is a corridor and room to your left that looks
    like a dead-end room.
    * Vampire Lair #: 8, Act: V, Location: Wetworks
    After completing the turbine killing puzzle, but before jumping on the
    elevator, look for the 8th vampire-lair to the right of the elevator.
    * Vampire Lair #: 9, Act: V, Location: Wetworks
    After overloading the furnace and going through the newly opened door above the
    furnace, go down the stairs and find the vampire-lair underneath the stairs.
    * Vampire Lair #: 10, Act: V, Location: Wetworks
                                (Loading Bay)
    Ride the conveyor belt and smash through the glass control room to find the
    * Vampire Lair #: 11, Act: VI, Location: Shroud Tower
                                 (The Lower Tower Ascent)
    Before you use the elevator leading to the heart puzzle, jump off the railing
    across to the pipe toward the chasm. The vampire-lair is located on the wall at
    one end of the pipe that you hopefully land on.
    * Vampire Lair #: 12, Act: VII, Location: Twisted Park
    After completing the wood-chipper puzzle and proceeding to the area with the
    merry-go-round and the two shadow legionnaires, there is a vampire-lair located
    down in the bear-pit.
    * Vampire Lair #: 13, Act: VIII, Location: Kagan's Tower
                                   (Xerx's Laboratories)
    Climb up the stairs and go up three more flights past the exit (the door with
    the spotlight on it). The vampire lair is located at the top.
    * Vampire Lair #: 14, Act: VIII, Location: Kagan's Tower
                                             (Llewlyn Corporate Offices)
    Once on the scaffolding, go accross the vertical poles and jump on the vertical
    pole on the edge of the building. Climb up to the upper platform but before
    going into the room jump down to the intermediate platform and enter the
    building again. The vampire-lair is in the hallway adjoining this room.
    * Vampire Lair #: 15, Act: VIII, Location: Kagan's Tower
                                             (Media Center)
    After killing the Dhampir in the cubicles, the second to last vampire-lair is
    in the next hallway.
    * Vampire Lair #: 16, Act: VIII, Location: Kagan's Tower
    One of the four corner rooms contains the game's final vampire lair.
    posted by abordoli

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