When I first saw BLADE II the movie in my local cinema, I was not quite sure whether it was meant to be "serious" or not.
I thought it will be something like "Interview with the vampire" with more action, but boy, I was wrong...
The movie consisted mostly of hi-speed battles wrapped into a thin storyline.
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It was obvious that the violence level was WAY to high, but on the other hand the movie was simply "stylish", with its eastern-like high-speed battles and the typical hollywood line dropping.
Not long after the game came out, and - no surprises here - it is a mission-based fighting game.
Story: 4/10
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Its Blade versus an army of bloodsuckers, period. The only saving grace is that the story is original, instead of a movie clone. Not the main reason to buy this game :-)
Graphics: 7/10
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No "Metal Gear solid" quality, but I didn't really expect anything that grand. But the graphics aren't bad either.
The character models are done with nice details (especially the tattoos are nice to look upon), there is good dynamic lighting (especially in the sewers) and blade carries the weapons you select prior to a mission visibly on his back/sides.
The framerate is quite stable, as far as I can tell, and that's about it. Throughly solid work with small details (knock vampires into pillars in the asylum and they scatter chunks of rock around)...
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Sound: 3/10
Music: 7/10
The sound effects are nothing to write home about. You hear your basic punches, kicks, grunts and screams, together with some (cool) weapon sounds.
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The MP Blade carries simply rocks. The voices are well done too, but Blade seems to know only the same three punch lines throughout the whole game.
During his finishing moves he either says "Ah, how exciting" or "keep your friends close... keep your enemies closer" or "gotta love this gun". There could have been more!
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The music on the other hand fits perfectly.
A nice techno/rock-style soundtrack kicks in when the actions steps up, otherwise you have your standard gothic ambient sound. Well done all in all.
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Gameplay: 6/10
The idea is quite cool. Instead of turning around and mashing buttons you simply point the right analog stick where you want to kick/punch. Do it slow & rythmically and Blade performs combos.
Sounds nice in theory, but in reality it crumbles - a bit.
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Since the analog sticks on the ps2 controllers have quite some way to travel from the center to the rim, the controls feel sluggish. but this is countered by a rather generous amount of block time.
Small things help, especially when you're surrounded by a horde of blood thirsty vampires.
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Added to your hand-to-hand abilities is a host of goodies from the movie, including the shotgun, the mach pistol, the throwing knife, UV granades and others, which you unlock by collecting points. It's quite motivating.
The downside to this is that at the end of Campaign I you'llhave nearly everything that is to unlock.
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They should have put more stuffinto it or spread the points more evenly. But you'll be glad you have thegoodies.
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The missions are rather unspectacular, usually boiling down to "go in and kill everything that moves", with a few escort missions thrown in for good measure.
It is cool that the levels are rather large, but this adds to the difficulty of the game too, since you usually have to travel the level twice, once to get to your objective and back to the entrance/exit.
And the enemies respawn on the way back out... The later levels compensate for that with save points, but its quite hard after all.
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Replay: 2/10
I know that you can unlock the "daywalker" difficulty setting, but if you get anything besides that escapes me... So, nearly no replay value except the fun factor :-)
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To buy or to rent: rent first, buy later!
I was a fan of the old-school beat em ups like double dragon or final fight. this game reminds me a lot of the good ol' times.
So, if you like beating up hordes of bad guys, don't mind the high difficulty at times and don't care about so-so graphics, then this is the game for you. All others should rent it first.
high difficultytoo less speech samples for Bladegory (too much is simply boring)
Total: 7,5, 7 (rounded) for Gamefaqs
2) THE BASICS
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2.a - The Controls
The Manual covers most of the obvious control issues, but here's a quick summary:
D-Pad : Switch Weapons
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Left Stick : left/right lets you turn, forwards lets you go forward, double pull back and you do a 180 degree turn. They should have bound this to a button imho, since it takes way to long to pull the stick back twice.
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Right Stick: Attacks in a 360 degrees circle. Although I have the feeling that you have just 8 directions to go, it works more or less.
Triangle : You reload your guns with this.
Circle : not used (my favorite would be the 180 turn :-))
Square : Jump. In conjunction with the Left Stick you may jump in the four major directions. You can jump over railings too, as long as they are about waist high.
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L1 : Lock on & strafe (lock on with mach pistol only) It centers the cam behind you too, quite helpful
l2 : Blocking. Unlike most fighting games you have approx. 2-3 secs when holding this.
R1 : Activate Rage mode. During play you charge the red bar in your life meter. At certain intervals you receive messages like "sword" or "shield". Pressing the R1 button activates the rage mode and Blade unsheathes his ... blade for some slicin' and dicin' :-)
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R2 : Weapon select. Hold this and use the right stick for changing your gadgets. Much too bothersome imho, use the d-pad instead.
One of the nice touches about this game is the ability to fight independent from your view direction. Its no prob to attack enemies to your sides while still looking ahead.
Its just bad that your gunsusually fire in your view direction...
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2.b - Of Rage and War
Every hand-to-hand fight charges Blade's Rage Meter a bit. At certain points you can get several Rage Levels.
-> Sword
When tapping R1, Blade will get out his sword and use it in hand to handcombat
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-> Shield
During his Rage Blade is nearly invulnerable. I don't know if this extendsto fire/lightning, but it is likely.
-> Strength
Blade becomes faster and knocks his enemies back. Usually one hit kills.
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Obviously Rage is a good thing. Use it when you're surrounded. Don't waste it on anything under four enemies.
Usually I prefer to charge the Rage Meter until I get Strength and use it then, but circumstances or preference may callfor a different way to use Blade's rage.
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When you tap R1 to activate the rage, you have about 15 to 20 seconds ofrage time, during whick you can humiliate your enemies.
But watch out, sinceBlade will simply pack his sword back when the Rage ends. Not a good thingwhen surrounded by enemies.
Finishers:
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As far as I know, finishers are a rather random thing. There are two boradgroups of finishers, those with weapon and those without.
To have Blade perform a finisher, you first need to knock an opponent arounda bit, so that he appears "dizzy".
That won't obviously work with some "1-hit-kills"-moves like the uppercut. When the opponent is dizzy, your next hit willusually result in a finishing move.
(Staking w/o weapon, gut shots withpistol)
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2.c - Weapons
I'll just cover each item as you acquire it in the game and give my opinion...
Mach Pistol
A trusty handgun with auto fire. It can destroy the usual vampire punk with two to three bullets, better armored guys need more. You have 30 bullets in a clip and this baby eats 'em like crazy.
Very nice for cleaning enemies from long range. Watch the crosshair, when it's green, you can pop the enemy with a single shot.
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Glaive
It looks cooler than it is. You can charge this thingie up, lock on to enemies and let fly, hopefully cutting them heads off.
The downside is, you are stationary while charging and throwing this sucker. No good.
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Shotgun
To quote Duke Nukem: "Suck my boomstick!". This thing packs quite some punch close up, but it suffers from a harsh lack of ammo (8 bangs compared to the mach's 30), it is damn slow and has no lock-on ability.
In the earlier levels an item to lug around anyways, but I drop it for the Armor Vest instead.
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Silver Knuckle Duster
Looks cool and is a MUST HAVE, especially later on. You can do about twice the melee damage with these.
UV Grenade
Another MUST HAVE. These beauties come in threes (3 bangs for each slot) and you only may carry two slots worth of 'em.
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They act like a "smart bomb", blasting nearly all vampires out of existence within a given area. And they are the only weapons with which to kill the reapers, who will become a major pain in the sewers and onwards. I usually pack one slot of them.
Armor Vest
It may be bulky, but it will save your hide countless times. With this thing on, damage suffered will be cut in half (I think).
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But It WILL NOTprotect you from fire or lightning, so don't get cocky!
Serum:
Straight from the Manual:"Raises Blade's Serum Level which will allow Blade to regenerate his Energy (Life) and also increases the speed with which rage will accumulate." Too bulky to have around imho.
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2.d - Pickups
Note: Pickups usually remain in play until you leave the level, so if you find a health kit at the beginning of a level and don't need it, you can go back later and grab it.
Ammo:
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Depending on your weapon. If you carry the pistol, you'll get Pistol Ammo, if you carry the shotgun you'll get shotgun ammo and if you happen to carry both, sometimes you'll get ammo for both.
At leastwhen the designers intended a "drop point". Enemies who will have a pistolonly drop handgun ammo, though.
Health:
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Keep an eye out for these slim packages. They refill your health meter to the max.
Glyphs:
The reddish-golden ones give 50 Points, the white Skulls'n'Bones give 200 and the brightly golden ones give 500 Points. Collect 'em all, especially in the earlier levels, since every point gets you closer to the next gadget.
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Poison/Bomb Cylinders:
In some missions you have to drop big canisters into certain areas.These things are so heavy that even Blade needs both hands to carry 'em, which makes fighting impossible. But you can set them down, slay the vamps and pick it up again.
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2.e - Enemies
Standard Vampires:
Looking like "normal" people more or less, these guys areyour standard enemies in every mission. They look like punks, bikers, workers,mafiosi or whatnot.
Usually they are not such a threat, except that they comein groups. Sometimes (mostly in the later missions, Campaign II and up) theyare armed, but still not much of a threat.
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Guards:
I don't know why, but these guys have me think of the body armor of"Red Faction".
These are not vampires, but humans, and they are heavily armedand armored. The biggest problems with these guys are their sub-machine guns.
They are accurate and have long range. So try to silence them asap.
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Assassins:
Found in the last three missions of Campaign I, these ninja-styleenemies deal out some serious damage.
They look like the vampire assassinsfrom the movies, but are humans, since the UV Grenades only blind them.
Ghouls:
Except for their weird looks (deathly pale skin and black leathers)these guys are not a real threat.
Found in Campaign II and up.
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Stinky-Corpses:
I have no clue how the designers call them, but I think their"new" name fits. They produce damaging fumes which can paralyze Blade.
Worsestill: they come in packs, so drop a grenade into their midst or pick 'emoff with your handgun.
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Reapers:
The major villains from the Blade II movies are reduced to a side-note in this game.
They are invulnerable to every weapon you have - save theUV Grenades. So if you plan to battle these suckers (see the sewer missions)have two slots of grenades ready for them.
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Electro-Vamps:
They come in two variants: Sleek and fast or fat, ugly anddamn tough. Both can easily be recognized by their toys, electrified weapons.Take them out first, since these weapons can do some harm.
Arcan Vampires:
These guys look more like aliens, but are no more dangerousthan your standard vampire punk. Just smash 'em and be done with it.
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Exploding Vampires:
These meanies have a bomb rigged to their vital functions.Kill them and a beeper will be heard. A good sign for you to put somedistance between you and them, since they are about to blow up, causing somedamage.
Test subjects:
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Found in the later missions of Campaign III, these beastiescome in small and extra large. The small ones are rather weak, but they arequick as hell and come in large packs.The big ones dish out some big damage and can take it, too. So watch out.
3) WALKTHROUGH
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I am not a fan of "step-by-step" walkthroughs. Since the objectives are usually quite simple and - hey, they have BRIEFINGS at the start of each mission.
These level strategies are for "Human", but notes on Daywalker will comeshortly. Some general tips:
Difficulty:
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The only difference between Daywalker and Human is thenumber of enemies.
In Mission I-1 on "Human" you have bikers and punks,who want some, but in Mission I-1 on "Daywalker" you'll have gunners aswell.
Follow the glyphs. They are not only bonus symbols, but the designersused them to show the way.
Usually they are right, but straying from thepath has its benefits, too.
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Look for secret areas. Starting with Campaign II some mission goals are hidden behind fake walls.
This is especially true with "The Blood Donors" where one of the three switches is hidden behind a wall.
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Blow Things Up!!! Honestly, if you destroy certain amounts of sceneryyou may get extra pickups.
Try for example to destroy all server machinesin the last levels of Campaign I. You will get extra glyphs or ammo pickups.
A word of advice on equipment selection. Even if you take no extra ammo, youwill have a clip of ammo in your weapons each.
So if you want to take, say,the handgnu, the armor vest, the knuckles and the UV grenades, so do it. Youwill have one clip of handgun ammo slotted.
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Start: Tutorial
Preferred Equipment: none
Simply do as you're told and it should be a breeze. You'll HAVE to do this butonce, so do it and go on.
Campaign I - Karkov Tower
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Mission 1: The Exchange
Preferred Equipment: Handgun w/ammo
This is fairly straight-forward. Simply go in, kill everything that moves, blast the barrels and AVOID THE CARS.
Since you have no Armor (yet), one hit will drain about half your health. On the ramps, keep to the walls, let the car(s) pass and get the glyphs AFTERWARDS.
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Otherwise, just explore each park deck and destroy the red motorcycles as you see them.
The last one is hidden in a stairwell at the end of the level. Should be a cake walk.Oh, by the way, thrashing the white limo at the start of the mission yieldssome bonus glyphs.
Mission 2: Horror Stories
Preferred Equipment: Handgun w/ammo
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If you were busy in the last level, you should have the Glaive by now, but I'dleave it in the drawer and take more handgun ammo instead. Don't shoot the barrels when you start the level.
This will kill the sleeperbehind them and cost you big points. And keep avoiding the cars, keep to thewalls. When you enter the second parking deck, look for two red cyclesparking next to a chain-linked doorway.
Behind that is one limo and somepick-ups you don't want to pass up.
Some more straight forward stuff. The Comm Ports you have to destroy shine bright green and are usually easy to spot.
If you have troublefinding one, look in the stairwells and adjoining rooms.The Sub-Objectives are the white limos. Simply thrash them with punches,save your ammo for the punks :-)
And after thrashing limos and comm ports you have to get back to theelevators - and there WILL be enemies coming to stop you.
You havebeen warned. Just conserve your ammo and RAGE when you can.
Mission 3: The Blood Club
Preferred Equipment: Shotgun and Pistol, with 1 ammo each
By now you should be sick of parking lots, right? Don't worry, just a fewmore minutes and you'll get to see the whole decadence of vampiric luxury.
Before you start blasting happily around, just save your ammo and use thepunks to build up your rage meter as much as you can. You'll need it shortly.
Make your way through the parking space, avoid oncoming cars and look fora blue exit. This is the entrance to the club. Still save your ammo as muchas you can and clear out the lounges and toilets. Look in the shithouses aswell, since there might be vampire elders around, which you have to eliminateas well.
When you're done, enter the main dance hall and prepare to fight. This willbe one of the biggest battles yet, since all the vamps will come to youwhen you touch one.
Don't bother, simply start to rage, use your guns ifneccesary and clear out the small separee as well. When you have eliminatedthe vamps, another wave will drop from the ceiling. Deal with them and clearout the rest of this level.
Find your way to the next set of elevators andyou're done.
Mission 4: Nth Phase
Preferred Equipment: Knuckles, Pistol w/ammo
One of my favorite missions. Advance slowly through the corridors, killeverything that moves and destroy the hardware.
Don't waste your ammo on thesurroundings, use fists and boots instead.
Something to think about: There are Cola machines scattered about therooms... I wonder what vamps do with coke :-)After you thrashed their hardware, get back to the lift. Watch out forreincorcements...
Mission 5: Cover up
Preferred Equipment: same as above
This one will be a bit harder than the last. You not only get shot at ona regular basis, but the level is a lot bigger and more twisted than the onebefore.
In the first large room be sure to collect all glyphs, since it will yield anextra pack of handgun ammo.
Your main objective in this level is to get a thrice-locked door open.
Followthe glyphs and keep an eye open for reddish-glowing tube thingies which actas switches.
And be careful, some of the dragon heads lining the wallsactually breathe fire!
About halfway through the mission you'll find your first in-game savepoint.Use it.
Explore all rooms thoroughly and collect ammo packs, glyphs and healthpacks. As long as you don't get careless everything will be alright.
After opening the thrice locked door you'll have a cutscene and then need todestroy this reddish glowing machine.
Simply aim your gun on the glass tubessticking out of this thing and let fly.
Whey you manage to collect all glyphsin this room, you'll be awarded a health pack - quite handy with this horde ofvamps, right?
The last mission is a slugfest per excellence. You'll have to fight your wayinto the heart of this level, open the roof access, get the canister andput it into the vent system near the starting point.
Lots of walking, Ipromise you. And it won't even help that you clear out all the vamps, sinceon your trip back you'll meet resistance en masse.
So conserve ammo, ragewhen you can and use the UV bangs to your advantage.
When you have the roof access opened, you may save your game. I suggest youdo so, since it will be no sunday afternnon walk in the park from here on.
First, you'll have to walk and fight all the way back to the t-branch,where one way will bring you back to the entrance.
Continue onward and movetowards the heli sounds.
When you reach the roof, head towards the helicopterand grab the ammo and the medkit and then go and take the poison vessel fromthe brightly colored storage bin.
Go back down and WATCH OUT, since the dragon heads on either side of thecorridor will start spewing flames.
Head back to the entrance area and goback into the vent system. Follow the glyphs and you're done.
Enjoy the rather morbid cut-scene, because here is the
Campaign II - Lairs of the Byron
General:
The levels get bigger here, from about as large as "The Cover-Up"to "insanely big" at the later stages. So keep conserving ammo all the way,you'll need every extra bullet you can find.
One Warning ahead: Listen to the Briefing (especially the part about subwaytrains *g*).
Usually one hit from those rolling coffins can kill you. Andthis is particularly bad because you have about half of the level behind you.
Worse yet, there is no save point. So take care.
Your secondary objective is to "kill the ghouls". They are just like vampires,but they have white skin and an all-leather outfit.
One has hidden behinda freshly repaired wall. It's fairly obvious.
The tricky part comes when you reach the platforms. The timing between thetrains is rather tight and you MUST NOT be on the rails when one comes.
That's particularly interesting when fighting the guards between two rails.Afterwards follow the tunnel, clear out the vamps and you're done.
Mission 8: City Sewers
Preferred Equipment: Pistol, 2x UV Grendes, Armor
This is one of the trickier ones. You need to stay very close to Whistler.
One problem: Whistler DOES call out for help, but it's usually too late whenhe does. And he has a shotgun, but a lousy aim.
Problem two: You CAN hurt Whistler while fighting. Especially bad whenusing the sword to keep those vamps off his butt.
Third problem: While you fight, Whistler won't stop moving or help you,no he simply goes on, thereby triggering more enemies who will hurt him.
And lastly, you need too much time whacking bad guys. So keep the vampsoff Whistlers back, blast 'em with your gun and when they come a-massin',drop a bomb, literally.
One nice thing about those Grenades is that Whistlerwill stand still for a moment rubbing his eyes. Use this time to scout aheadand eliminate any obvious threats.
But do not get too far ahead, sinceWhistler may walk away. But try to restrain yourself with those grenades,since there are about five reapers you'll have to kill.
Lucky for you, they come in pairs, as far as I can remember...BTW, don't try to grab every bonus you see, you'll have a second chance nextlevel.
Its more important that Whistler stays alive.In short, this mission is a nightmare!
This one is slightly less hard. You'll need to set off the bombs Whistlerplanted before. So make your way through the sewers (down the hexagon-shapedhallway) and find the control room.
On your way collect all bonusses you'llfind (although you should have the serum by now, which concludes the unlockingprocess, as far as I know) and detonate the bombs.
After pulling the switch, head out the second tunnel (the one with the glyphs)avoid the flame jets while doing so and RUN to the exit.
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If you have builtyour rage meter to "strength", you can give yourself an extra speed boost.And did I mention that more reapers are on the list? But this time thereare ten of them...
Mission 10: Quarantine
Preferred Equipment: Handgun, Armor and as much ammo as you can.
First off: You don't have any secondary objectives in this mission, so thereis absolutely NO reason to hang around.
Follow the small rats, use your rage when appliable and STAY THE HELL AWAYfrom that big rat-vamp thing.
Whenever you see a turning handle, use it.(Hint: have the "Help Text" option turned on!) The flame jets producedstarted will force the rat-thing to go another way, giving you more time.
Sooner or later you arrive at a ramp leading down. Follow it, then turn righttwice and look for another ramp, this time going up. Beware, when the groundlevels again, you will crash through the floor.
TURN LEFT and run like hell.DON't think about heading towards the branching corridor on your right,because shortly after you fall down, the rat-vamp-what-the-hell monsterwill appear and its game over... so HEAD left and run.
Shortly thereafteryou should reach the exit.
Mission 11: The Blood Donors
Equipment: Handgun, Knuckles, Armor, UV Grenade
This one gets a bit more convoluted. To finish the mission (and to get thesub objectives done) you have to shut off the electrical floors scatteredthroughout the upper level.
To do this, you have to look for three switches.Unfortunately they are rather well hidden.
After you cleanse the first few rooms, head into the great hall with theground fog. Do NOT jump into the hole in the lower portion of the hall,search the small room formed by pillars.
To be more exact: Smash the backwall in this small pillar-framed room. Behind it you'll find a secret arealeading towards the first switch.
Switch number two is found in the catacombs you arrive in after fallingthrough the hole mentioned earlier. Simply follow the path, blast thestinky-corpses into dust and throw the switch.Number three is rather obvious.
Follow the path until you arrive in theupper floors. Walk through the blue double doors in front of you. You are atan intersection.
Just go straight ahead into the room with the iron maidens.The switch is on the back wall.
You'll have most of the electrical floors shut down, save two. But those oneshas "downtimes" long enough for you to sprint over 'em.
Make your way through the upper floor, releasing the patients as you go. From there on you'll just have to find the room with the really largestaircase and "unpress" the buttons on the upper floor.
A pedestrial willemerge, use it to open the door on the lower floor and you've done it.
It's rather simple... go all the way back to the start.
On your way backyou'll have to kill the "nurses", which wear nice black mini-skirts for yourviewing pleasure.
So do as you're told and move it.
If you're badly wounded, re-visit the hidden room where the 2nd (in theprevious mission) switch was.
The room holds a few vamps and glyphs and ahealth pack.
When you get closer to the exit, you'll be greeted by a horde of reapers.I hope that you didn't waste your UV-bangs yet...
When you have reached the room with the three normal doors and the "jaws"door, use the newly opened one (hint: watch for gunfire :-)) and make yourway along the corridor and up the stairs.
You'll find a BIG winch and canopen the jaws - finally...
Take a shortcut through the window on your left (jump down) and head intothe jaws and prepare for a kind of "survival match", because when you meetDr. Grant, she is bound to a chair with some vmaps in it.
And since miseryloves company, the iron maiden things on the sides of the room will spit outvamps by the dozen... have fun I say. Lucky if you have some UV-Bangs or ahigh Rage level.
Mission 14: The Escape
Preferred Equipment: As above...
This one is a VERY long trip. First, you'll have to get the doc safely outof the asylum (one long way, fraught with the same perils as the first escortmission) and then you'll have to go back in and fight the BOSS.
Well, youshould be used to the difficulty by now, so lets get going.
Right at the beginning you can just follow the doc, but you won't get far.AMBUSH! Keep the vamps off the doc and you'll be fine. The doc'll try toopen the lock and you may go on.
Just follow the glyphs or the doc andeventually you will reach the exit.
Make sure you'll visit each room, sinceyou'd miss either health, ammo or hostages.
When you reach the exit, the doc will tell you about the "project" and Bladeagrees to shut it down. So, all the way back.
At least Whistler left somestuff (a health pack and ammo for the weapons you have with you).
Kill the "welcoming party", save your game and check out the right-hand wall.
There is a secret room containing a hostage.
Then go back in and make your way back to the first spiral staircase. At thebottom of it there is a 200 points bonus and a newly unlocked door. Go in andfollow the path.
Try to keep some handgun ammo handy, because you'll meeta bunch of stinky-corpses along the way.
Just go along the corridors, kill allwho oppose you and when you arrive at an intersection, head first into theright branch to open the door on the left.
Afterwards, when you get close to the door, the game takes over and you'redone.
Mission 15: Project Vorpal
No Equipment, just the ol'Blade
This is another sick nightmare. The first half of this boss fight is easyenough.
You just have to slap open the bulging metal pipes in the floor whileavoiding the pack of ghouls thats after you.
But after that it gets ugly.The "boss" in this case is a vampire monstrosity hooked to a bunch of cablesthat let him bounce like a yo-yo in semi-randomized places. The pattern israther simple.
First it jumps to the 'cubator in the center of the room, afterthat it jumps rather close to you and attacks with either a direct lightningor a lightning wave.
Either way, try to avoid the attacks and slash it, sincethe timing is rather tight. Worse still, even if you manage to kill one packof ghouls, another one will re-spawn, so you never can fully concentrate onthe boss.
By the way, don't step on the gratings around the incubator, they'reon fire. Try to persevere and you'll get another nice cut scene. After thatyou have reached
Campaign 3 - Arcan Mountain Base
General: These levels are rather huge, bigger still than the last couple oflevels in Campaign II, so expect lots of walking.
There will also be someinsanely difficult mass combats, so take some aspirin beforehand.Well, on we hack, on we slay :-)
Mission 16: Into the Mountain
Equipment: Handgun, Armor, Knucks, UV Grenade
It's some kind of outdoor level. There isn't much that could go wrong. Simplyfollow the path to the first intersection and try to stay alive.
Watch out forthe grey guys with the spiky heads, they detonate when slain. The guys inwhite with the yellow rubber boots are not such a big threat, except thatthey can take some punishment and sometimes have guns.
Be sure to inspectthe huts along the way for some helpful goodies.
Sooner or later you'll arrive in a cavern complex. Beware of the smokingcorpses. When you arrive at the intersection, head to the left.
At the end of the path you'll be greeted by a motley assortment of vamps.Dispose of them and enter the hut.
Get the ammo, flip the switch and get out.Walk back to the intersection and follow the right path instead. Enter thehut found at the end of the path and get onto the roof.
Follow the path.When you're inside the tunnels, look out for a huge pile of rocks. These canbe smashed to reveal an opening.
Go inside, look for a switch (hint: the samekind of switch that was used to free the prisoners in "blood donors") andcontinue outside.
Inspect huts, flip switches and follow the path until youreach a sharp drop. Blade will hitch a ride into the base by jumping on a van.
Mission 17: The Energy Stores
Equipment: Handgun, Armor, Knucks, UV Grenade
To progress through here, you'll first have to switch on the lift power. Justuse the switch next to the big loading lift.
Use the lift down, get thehealth pack behind the green airlock and make your way through the blue one.
Follow the path, visit the embryo chamber behind the stairwell, drop an UVGrenade to scare off the dwarf vampires and let the embryo pillar taste yourfury.
Then go upstairs, kill the guard and pull the lever.
Make your way back up and enter the complex. Watch out, because a few feetinto the complex you'll be greeted by a sentry device.
Just go around andknock it off line. Follow the corridor, avoid/destroy the sentries until youreach a chamber with some kind of tank/generator.
Make your way to the secondairlock in this room and follow the path until you arrive in a huge storagearea.
Search for a poison container (the same kind you used in the finalmission of campaign I) and carry it back to the dark energy tank. You knowthe drill :-).
Find the second chamber downstairs (best to bring the secondcontainer along), get rid of the second embryo chamber and you should havedone this mission.
Mission 18: Out of the Fire
Equipment: Handgun, Armor, Knucks, UV Grenade
Okay, the first thing you'll notice when starting this mission are thefalling rocks. Try to avoid them and get moving.
The path is fairly linear,so there is little chance of you getting lost. AND you'll find glyphs alongthe way.
The hard thing about this mission is the massive amount of enemies.Try to stay alive :-) Once you're outside, take the loading lift down.
As soon as you dispose of the first "welcoming party", you'll be greeted by aliftful of bad guys, including one of the large mutant vampires with twinaxes.
These guys look cool or what? Get rid of them and use the lift theyso graciously brought up. See? Done already :-)
Mission 19: The Blood Sucker
Equipment: Handgun, Armor, Knucks, UV Grenade
Ugh. Lotsa walking. Follow the path and the glyphs, dispatch the vampiresand take out the sentry devices... Not much to go wrong on this mission,really.
One nice touch is the large room with all the huge blood tanks. Findthe one with the open door, cross through it (yum, yum) and enter theventilation duct that will lead you to the landing site.
A shot cutscene lateryou'll have a refill on ammo and a save point.
Use it! With the doc in tow,just follow the glyphs. They will, ultimately, lead you to a switch withwhich you will turn the bridge in one of the circular rooms.
Make your waythere. When you've crossed the bridge, you'll see another save point. BADFeeling (did anyone play "Terra Nova"?) No, just kidding.
A cutscene. Afterthat you'll have to dispose of another group of vamps and use the big rounddoor at the other end of the room. Mission Successful.
Mission 20: The Core
Equipment: Just bare steel!
This one is a nice finish. You've got to destroy the machine sustaining thevampire ugliness. First, run up to the round seals and thrah'em. Careful:the vents in the the floor spew damaging fumes.
Don't bother with the vampiresaround, if you keep moving, you'll just catch a few glancing blows.After you've knocked open the holes, Whistler will appear.
Guard him as best as you can. Hopefully all the vamps are after you now :-)But if you did as I say, all the vampires in this area will be surroundingyou, leaving a nice open path for Whistler.
Finish the vampires. Whistlershould have prepped the first two holes by the time you are finished.
Occasionally a new vamp will drop by (literally!), but if you finished thefirst big bunch, then the rest will be just a formality.
After Whistler hasrigged the third bomb, get the hell outta there and enjoy the lame credits.
4) CHEAT CODES
When you're done playing this game through, you'll might want to try outthese handy little codes for that "damn, I'm god!"-Feeling :-)
In-Game Codes:
Pause the game, hold L1 and input the codes:
Infinite Ammo:
Left, Circle, Right, Square, Up, Triangle, Down, X
Infinite Health:
Triangle, Square, Triangle, Square, Triangle, Circle, Triangle, Circle
Infinite Rage:
Left, Down, Left, Down, Right, Up, Right, Up
Invulnerable Friends (works only on "Excort-Missions") :
Square, Circle, Triangle, X, Square, Circle, Triangle, X
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