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