BloodRayne - Guide - Guide for BloodRayne

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Written By: Tony S.
E-Mail: [email protected]
Platforms: PS2, XBOX, GameCube, and PC (This guide will work for all)
Publisher: Majesco
Web Site:
Table of Contents
  1. About
      1A. Introduction
      1B. Version history
      1C. Contact Information
      1D. Copyright Information
  2. General Information
      2A. Story
      2B. Controls
      2C. Weapons
      2D. Abilities
      2E. Enemy Strategies
      2F. Cheats

  3. Bosses
      3A. Queen of the Underworld
      3B. Von Blut
      3C. Kommando
      3D. Dr. Bathory Mengele
      3E. Daemite Kommando
      3F. D. Mauler
      3G. G. Gosler
      3H. Mynce
      3I. Hedrox
      3J. Sigmund Kreiger and Simon Kreiger
      3K. Beliar
      3L. Jurgen Wulf
  4. Act 1 - Louisiana
      4A. Sanctuary 
      4B. City of the Dead 
      4C. Ghetto 
      4D. Town Hall 
      4E. The Hill *Secret Level*
      4F. The Beauregard House 
      4G. Colonial Power 
      4H. City of the Dead 
      4I. Old Town 
      4J. Queen of the Underworld 
  5. Act 2 - Argentina
      5A. Infiltration and Execution
      5B. The Dock
      5C. Communication Breakdown
      5D. Thule Chapel
      5E. The Barracks
      5F. Lurking Underground
      5G. Death's Quarters
      5H. Hell Hall
      5I. The Laboratory
      5J. Hell Hall
      5K. The Mill Mile
      5L. Deep
      5M. Deeper
      5N. The Temple
      5O. Temple Internal
      5P. Temple Guardians
      5Q. Daemite Chamber
      5R. Dante's Inferno
      5S. Walls of Jericho
  6. Act 3 - Germany
      6A. Emden U-Boat Station
      6B. Red Summit
      6C. Old Gaustadt
      6D. Unholy Mecha
      6E. Teachers and Traitors
      6F. Nightfall
      6G. Courtyard
      6H. The Windmill
      6I. The Bridge
      6J. Doppleganger
      6K. Of Wulfs and Demons

1. About
1A. Introduction:
  This is a FAQ/Walkthrough for BloodRayne, PS2 version, though most of it will
  probably hold true for all other versions of the game as well. Keep in mind
  this is a FAQ/Walkthrough, so spoilers (mostly small, but some a tad big) 
  abound. Most of the information here you won't need as the game is quite 
  linear and it is typically quite easy to tell where you need to go.
  I've tried to be relatively thorough, or at least as much as needs to be 
  considering you have a nice blue sphere to follow, about how to get from
  point A to point B, but I don't spend much time on exactly what is between 
  those two points. I've included a small section on how I dealt with each 
  enemy type, so just apply that to any of them you stumble across while 
  running about.

1B. Version History:
   Version: .7
   Release Date: 22.11.2002
   Initial release of the FAQ/Walkthrough. All of Act I and II has been
   completed, and most of Act III as well. Boss section completed, and various
   other sections done.
   Version: .8.5
   Release Date: 22.11.2002
   Fixed formatting issues that I forgot to deal with before sending the FAQ in
   (sorry CJayC...). Also some more added information (controls, another two
   levels for Act III).
   Version: .9.8
   Release Date: 23.11.2002
   Corrections to spelling, grammar, word misusage, and general fixing 
   throughout. Finished up Act III and rewrote the section on Wulf (I was wrong
   about him being able to block your attacks; I thought he could...oh
   well...). Only thing left, really, is the Characters section. 
   Version: 1.0
   Release Date: 25.11.2002
   Some rewrites, reformatting, and typo fixes. Added a missing cheat and enemy
   type. Added The Hill, the secret Louisiana level. Decided screw it and 
   tossed the Character section. I'm sure CJayC is sick of seeing this in the
   FAQ submissions.
   Version: 1.0.1
   Release Date: 26.11.2002
   Blargh! Fixed a mistake in the ToC.
   Version: 1.0.2
   Release Date: 11.12.2002
   Added a suggestion for the fight with Simon and Sigmund Kreiger to the FAQ.
   Thanks to the many (bit too many to list) people who emailed and told me
   about it.

   Version: 1.0.3
   Release Date: 18.12.2002

   Updated cheat ONTHELEVEL. 
1C. Contact Information:
  If you have anything to add to the FAQ, corrections that should be made,
  or questions NOT ANSWERED in the walkthrough (key words there), email me at
  [email protected], or, better yet, take a visit to for some 
useful information.
1D. Copyright Information:
As I said in my othere FAQs/Walkthroughs, this walkthrough of BloodRayne is 
copyrighted by itÂ’s respectful owners and trademarks. It is however NOT copyrighted 
by me. But if you would like to put this guide on another web site, you must e-mail 
me with permission along with the web site you wish to put it on (so I can make sure 
it is a REAL web site). Thank you for your cooperation!
2. General Information
2A. Story:
  From the BloodRayne Manual (Copyright (c) 2002 Majesco Sales, Inc):
  In 1932 an American teenage girl was apprehended in Europe after carving a
  path of destruction trying to track down and kill her biological father. The
  girl's name was Rayne and she claimed the people she killed, and her father
  who was still at large, were vampires.
  Before more information was attained, the girl disappeared.
  The girl is a Dhampir; a product of her human mother's rape by a her vampire
  father. Born with powers of a vampire without all of the weaknesses. She was
  taken in by an underground organization calling themselves the Brimstone
  Society - a top-secret fraternity that hunts down and destroys supernatural
  threats. Agent BloodRayne, as she is now known, protects humanity from things
  that ordinary people shouldn't have to deal with.
  In the years between the World Wars, Agent BloodRayne works as a killing
  machine for The Brimstone Society. Two missions, five years apart, turn out
  to be connected by one man. For years, this man has been searching the world
  for powerful occult artifacts to bring Germany into a new age of domination.
  Agent BloodRayne must face this man's elite Nazi army to prevent them from
  releasing creatures of unfathomable terror onto the world in their unwavering
  quest for the artifacts.

2B. Controls:
  D-Pad Up: Normal View
  D-Pad Left: Aura Vision
  D-Pad Down: Dilated Perception
  D-Pad Right: Extruded View
  L1: Normal Attack
  R1: Fire weapons
  L2/R2: Cycle back/forward through weapons
  Triangle: Blood Rage
  Square: Harpoon/Feed
  X: Jump
  Circle: 180 degree turn
  Triangle+L1: Rage Attack
  Start: Pause
  The default analog controls are as follows:
  Left analog stick: Forward/Back, Strafe Left/Strafe Right
  Right analog stick: Look Up/Down, Turn Left/Right
2C. Weapons:
  From the BloodRayne Manual (Copyright (c) 2002 Majesco Sales, Inc):
  Act 1 - Louisiana:
  Name                                          Ammo
  W&S M1917 Pistol                              6
  W&S Double-action pistol                      6
  Cole44 Pistol                                 6
  Springbrook Rifle                             5
  Winkesler Rifle                               16
  Kennings Rifle                                20
  Breaning A5 Shotgun                           5
  Ethica 33 Shotgun                             8
  Double Barrel Shotgun                         2
  M1918GAR                                      40
  Dynamite                                      1
  Act 2 - Argentina, Act 3 - Germany:
  Name                                          Ammo
  Walthurm PP Pistol                            7
  Mauz 9mm Pistol                               10
  Leug PO8 Pistol                               8
  Lueg PO8 Artil Pistol                         8
  Greaser Sub Machinegun                        30
  SMP34 Sub Machinegun                          32
  Greaser Artil Large Sub Machinegun            50
  SMP34 Artil Large Sub Machinegun              32
  Bergstein MP28 Large Sub Machinegun           50
  Blitzgewehr32 Assault Rifle                   20
  ZZG33 Assault Rifle                           30
  G33 Sniper Rifle                              10
  Ethica 33 Shotgun                             8
  Kaxik Mgo8 Machinegun                         Belt
  MG32 Machinegun                               Belt
  MGO6 Machinegun                               Belt
  Granatewurf Grenade Launcher                  10
  Panzerfaust Rocket Launcher                   1
  Panzershrek Rocket Launcher                   3
  Tatermasher Grenade                           1
2D. Abilities:
  1. Aura Sense:
      Aura Sense allows Rayne to see enemy health and attitude. Enemies in a
      relaxed state (patrolling, standing guard, etc), appear with a red aura.
      Healthy unaware enemies have a bright red aura, whereas unhealthy unaware
      enemies have a very dim red aura. A healthy, alert enemy has a green
      aura. As it takes damage, the aura changes to yellow to orange to red,
      then dims.
      Objectives will also appear in Aura Sense as a blue sphere.
  2. Extruded View:
      A first-person zoom/sniper view that Rayne obtains later in the game.
      Rayne cannot move using this view.
  3. Dilated Perception:
      Dilated Perception expands Rayne's perception of time, making the world
      seem to move more slowly. Using this Rayne can more easily dodge bullets
      and enemy attacks.
  4. Blood Rage:
      The world will take on a blood-red tinge, and everything will slow down a
      little, while Rayne will speed up. She has a new set of combo attacks in
      this mode, and she does far more damage. Your Bloodlust meter will slowly
      drain, and when it is empty, Rayne will drop out of Blood Rage.
  5. Rage Attack:
      Rayne will consume about 1/3 of her Bloodlust meter and perform a strong
  6. Rebound kick:
      Rayne will jump at the target, then push off of it. If it is a breakable
      door or a weak spot in a wall, it will break. If it is an enemy, it will
      inflict damage and possibly knock it off of its feet.
  7. Harpoon:
      Rayne will fire a harpoon (ala Scorpion in MK) and drag the enemy towards
      her, kicking them to the ground when they get to her. If it is an enemy
      you can feed on, she will jump onto them while they are on the ground 
      and feed if you continue to hold down Square, otherwise they will be 
2E. Enemy Strategies:
    Mutate Shamblers:
      These guys are slow as molasses and not very tough. If you hit them with
      the harpoon and drag them to you, they won't be able to get up off the
      ground, so if you want, you can just ignore them.
    Armed Mutates:
      The armed mutates are quicker and stronger, but they are still easy
      pushovers. Feed on them, beat them up, or shoot them up, it's your
      I found that if you aren't in a hurry, the easiest way to take one out is
      to harpoon them and kick them. Just keep doing it until they die. If you
      don't want to do that, circle strafe to stay off to their side or back,
      and pound away on them.
    Nazi soldiers:
      Three words: mobile feeding stations. Nazis by themselves are pushovers.
      In a group, they can hurt you, especially if you let them fan out and
      circle around you, but the chances of them actually being able to  kill
      you are minimal. In large groups you may want to feed off a few of them 
      to reduce their numbers, then take out the rest normally.
      They will also set off alarms, especially if you lop off an arm, so
      either kill the mortally wounded ones before they can set off the alarms,
      or take the time to destroy the alarms ahead of time so you can enjoy
      their screams of agony.
    GGG member:
      They can block your normal frontal attacks, so you either need to 
      1.)Shoot them to death, 2.)Use Dilated Perception to circle strafe behind
      them so that you can hit them with your blades, or 3.)Use Dilated
      Perception so you can circle strafe behind them and feed on them. They
      need to be standing, though; if they are kneeling, Rayne won't be able to
      jump on them. If they are kneeling, back up a bit so they stand up, then
      jump on them.
    GGG member in red (your targets):
      The Nazi soldiers on your target list can be treated the same as the GGG
    Bodiless Daemite:
      These guys are relatively easy to kill, though keep in mind that just
      because you've cut off their head or hacked off half of their body 
      doesn't mean they are just going to lie down and die. Kill the little
      buggers, then back up so that they die before they can attack you again.
    Daemites with a body:
      Treat them the same as Nazi soldiers, and then once they are bodiless,
      the same as the above. Keep in mind that just because you lop off their
      head or both of their legs and/or arms that that doesn't mean they won't
      stop shooting you/attacking with their head (they are damn good  
      shots without their heads...).
    Tentacle Demons:
      There are only two of these that you don't have to fight in the game, and
      I recommend running from them as they are an unneccesary waste of health,
      ammo, and your Bloodlust gauge.
      For the ones that you do have to fight, try to lure all of them together
      and then Blood Rage. Most of Rayne's attacks will hit all of them at
      once and do enough damage that you should be able to take them all out
      with a single Blood Rage. Heavy weapons, such as grenades and 
      Panzershreks/Panzerfausts, are also useful.
    Nazi soldiers:
      Same as before.
    Jetpack Nazi soldiers:
      The easiest way to take them out is to wait for one to come close enough,
      and then use the harpoon to drag him down to the ground. You can either
      beat the stuffing out of him while he's down on the ground, but you risk
      him getting away, or just feed on him (far easier). Be wary of the fact
      that they tend to explode after you kill them (if you didn't kill them
      via feeding).
    GGG members:
      Same as before.
    Vampire bats:
      If Nazis are pushovers, I don't know what to call these. One or two hits
      is enough to kill them.
      These guys are easy enough to take out, but in a pack (or even alone)
      they can quickly waste you if you aren't careful because their attacks 
      are extremely fast. I found it easiest to just feed on them rather than 
      trying to take them out with normal attacks or with weapons.
2F. Cheats:
  These cheats are courtesy of
  There are two cheat menus: one in the pause menu and one at the main menu. 
  To enter a cheat, scroll up/down to the word, and then either press right or 
  press  X. To delete a word, press left. Once all of the words have been 
  entered, press start. Don't enter the last word, merely leave the selector
  over it.
  To active or deactivate a cheat once it has been unlocked, choose the cheat
  and, if applicable, choose "Yes" or "No" for the cheat (or in the case of 
  Time Factor, choose the factor), and then press start.
  Note that cheats do not persist between game sessions. You will need to 
  reenter the cheats if you turn off the system, reboot the system, or play a 
  different game.
  TRIASSASSINDONTDIE: Unlocks God mode at cheat menu (Note: Doesn't work
                      on Unholy Mecha level).
  ANGRYXXXINSANEHOOKER: Fill Bloodlust gauge.
  NAKEDNASTYDISHWASHERDANCE: Unlocks Time Factor at cheat menu (can 
                             increase or decrease passage of time).
  ONTHELEVEL: Level select. Press Select, Circle, and X at the main menu to
              display level selection screen.
  BRIMSTONEINTHEBAYOU: Unlock a Louisiana secret level.
  SHOWMEMYWEAPONS: Unlocks Show Weapons at cheat menu (weapons are visible
                   on Rayne).
  INSANEGIBSMODEGOOD: Unlocks Gratuitous Dismemberment at cheat menu 
                      (more gibbing, enemies are easier to kill).
  JUGGYDANCESQUAD: Unlocks Juggy mode at cheat menu (Rayne's breasts are
                   larger and jiggle more).
  DONTFARTONOSCAR: Unlocks Enemy Freeze at cheat menu.
3. Bosses
3A. Queen of the Underworld:
  Despite its size, it's really quite easy to take out. Blood Rage and attack 
  one of its legs, and it will fall over. Pound on the torso for a bit, and 
  then take out another leg before it has a chance to get back up. Rinse, 
  repeat. You can just ignore any Maraisreq meandering about because they're 
  likely to  get chopped to pieces while you are in Blood Rage without you even
3B. Von Blut:
  Hide behind the pillars about two or three away from him and wait until just
  before he has to reload. Run out, and run toward him and jump over his head, 
  doing an aerial 180, and come down behind him firing. Follow him all the way
  to the other side (he won't spin around until then if you keep shooting him),
  then duck behind a pillar. Rinse, repeat. If you get hit, chomp down on one 
  of the mobile feeding stations that pop in every once and a while.

3C. Kommando:
  Right in the beginning take out the GGG members and the Daemites so that they
  won't bother you while you are fighting Kommando. Don't worry about leaving
  some of the GGG members to feed on if you get hit, because they are more
  likely to hurt you than Kommando is.
  Kommando is pretty easy. The best way to kill him is to Blood Rage and attack
  using Dilated Perception. He can block frontal attacks, so circle strafe to 
  stay behind or off to the side of him. Don't waste your ammo on him, you'll
  want it for the next boss fight which happens not too long after. After 
  taking some damage he'll toss a flashbang, the room will go bright white,
  and your radar will go screwy. Just meander around until you can find him
  again, and beat him up some more. There will be some mobile feeding stations
  after killing him, so don't worry too much about taking damage, which, if you
  do take some, will likely be very little.
3D. Dr. Bathory Mengele:
  This fight was crazy difficult for me. She's essentially Rayne with a skin
  change and the added ability to block frontal attacks. Annoying. Right in
  the beginning dump everything you have into her (weapons wise) to try and 
  keep her off balance, then Blood Rage and hope you can take out the rest. 
  Every once in a  while she'll run to one of the control consoles and open up
  the floor. You will want to  be standing on one of the crossbars, but not 
  directly in the center of it because an electrical spark runs along it.
3E. Daemite Kommando:
  Barely worth mentioning because he's such a pushover. Blood Rage and pound
  on him; you're likely to knock his head off long before you bring his health
  down. Either way, piece of cake.

3F. D. Mauler:
  Despite his size and air of formidability, he's a pushover. Blood Rage and
  use Dilated Perception, and stay to his sides and back, which shouldn't be
  difficult because he's rather slow, and pound on him. He hits pretty damn
  hard, so try not to get in front of him. Mobile feeding stations pop in 
  every once in a while, so if you do get hit, chomp down on them.

3G. G. Gosler:
  Ug. To be honest, I really don't have any advice. Take him on like you take
  on the other mecha: keep moving, keep shooting. Try and stay out of his line
  of fire, and especially try and dodge his rockets. Keep firing your chain
  gun, and launch grenades and rockets as fast as possible and hope that you
  hit him more and faster than he does you.
3H. Mynce:
  Don't waste your Blood Rage in the beginning. Instead, unload all of your
  weapons into her, and if you run out of ammo, just attack her normally. 
  After a bit, she'll retreat up the stairs. Follow her up, hitting her if you
  get the chance. At the top there will be a short cutscene. Now use your 
  Blood Rage. You should be able to waste her easily with just one Blood Rage.

3I. Hedrox:
  Key word for this fight: pacifism. Don't attack Hedrox, you'll only make
  things worse. If you look around the floor, you'll see wooden supports
  connected from the floor to the wall at an angle; you need to destroy those.
  This is easiest if you switch to Dilated Perception and run to each one and
  attack it; they usually take three hits to destroy. If you are lucky, Hedrox
  will hit one instead of you, speeding up the process. After taking out all of
  them on the first level, the floor will drop out and you'll fall down to the
  second level. Rinse, repeat.
3J. Sigmund Kreiger and Simon Kreiger:
  This battle isn't so much difficult as it is an exercise in frustration.
  There are two enemies, though you only need to focus on one (you'll see why 
  when you kill one). So, pick one, either one. Essentially all they do is hide
  behind the two columns in the room and throw a boomerang type weapon at you.
  As long as you keep moving, your chances of getting hit are very minimal.
  Destroying one of the columns using the rebound kick will force one of them 
	out into the open, and you can Blood Rage to take them out (Okay, stop
	emailing me about it now!).
  Depending on which one you attack, the battle end cutscene will be different.
  I kind of prefer the one one you get for attacking Simon (and therefore 
  killing Sigmund). 
3K. Beliar:
  To kill Beliar, you need to hit his heart, which is in the center of his
  chest. You'll need to use Extruded View to aim and hit it after his first
  growth. When you hit it, Beliar will freeze momentarily, so if you can keep
  hitting it, you can waste  him really quickly. There is a limit on how much
  time you have to kill Beliar, so you really want to not waste time and ammo.
3L. Wulf:
  Blood Rage and attack him. It helps if you can get him trapped between you
  and a column, which will prevent him from running away. If you can't take him
  out with one Blood Rage, use Dilated Perception and attack him (it'll be much
  easier to prevent him from running using Dilated Perception). Rinse, repeat.
  If you haven't killed Beliar, don't waste ammo on Wulf because the amount of
  damage it deals is insignificant, and the weapons are a requirement for
  taking out Beliar.

4. Act 1 - Louisiana
4A. Sanctuary:
  This level opens up with an in-game cutscene of Mynce and Rayne in a boat. 
  After the cutscene, either go into the church or meander about a bit, though 
  there are no enemies at the moment. After the next cutscene in the church, 
  the mutates show up. Nothing difficult. Either take them out with your 
  blades and/or guns, or go the easy route and just feed on all of them, or,
  even easier, ignore them. 
  Once the mutates are dead (or otherwise), head to the glowing blue sphere
  on the radar and in aura vision. Another cutscene will follow. After the
  cutscene turn around and you'll see a powerline. Jump on it and head towards
  the sphere on the radar to advance to the next level.
4B. City of the Dead:
  Hop down off the powerline and kill or ignore any mutates you encounter on 
  the island. You'll reach the end of  the island as you head towards the blue 
  sphere. You need to hop from gravehead to gravehead to avoid the water 
  (standard platformer fare). As you pass a building, a small cutscene will 
  show you the first Maraisreq, three in total. You can either stop to beat 
  them up, or just continue by.
  Continue on towards the glowing sphere. You'll encounter a couple more
  Maraisreq and some more mutates. As you reach the glowing sphere, a cutscene
  will show the biomass. Simply Blood Rage and waste it, ignoring any 
  Maraisreq. Another cutscene, then go to the blue sphere to move onto the next
4C. Ghetto:
  Leap frog from the truck to the islands until you are at the one with houses.
  You'll encounter a couple mutates and some Maraisreq will pop out of the
  ground, nothing serious. The order in which you visit the different 
  objectives doesn't really matter.
  There are four houses. The one second from the right, on the right side, has
  a weak wall that you can kick through. Inside is a shambling mutate, a
  Maraisreq, and a biomass to take out. To get to the biomass, enter the first
  room and you'll see a weak spot in the wall to kick out. Blood Rage and take
  out the biomass (piece of cake).
  There isn't anything but some Maraisreq in the far left house. Run through
  and kill them.
  The house second from the left has some Maraisreq and a survivor, Kazi, on
  the second floor who advances the story a bit.
  The house on the far right has another survivor. The easiest way to get to
  him with the least damage is to jump on the roof of the house on the far 
  left, and then jump from roof to roof to the house on the far right. At the 
  back-right corner you'll see some stairs if you look down. Hop off the roof
  and on to those. Kill the Maraisreq, bust through the walls, and watch the 
  cutscene. If you head out the front, a Maraisreq will pop in through the
  wall. Out front there will be some more mutates, all easy pickings. Head to 
  the next area.
4D. Town Hall:
  You'll probably want to skip the first blue sphere and move to the second one
  (you'll see why in a second). Head around the back of the next building, 
  taking out the various mutates and Maraisreqs you see. On the back side 
  you'll see a boarded up window on the second floor. Jump up and kick it out 
  and enter the building. Head downstairs (more mutates, more Maraisreq). The 
  door on the left has a Maraisreq and a mutate. On the right is a weak section
  in the wall you can kick out. Kick it out, watch the cutscene with 
  Deputy Gorham, and then go pick up the weapons. You'll get two sticks of 
  dynamite (ahh...). Now head back to the other building.
  No way about it, you'll have to walk through water to get in to the other 
  building. Walk in through the double doors and into the other room. Hop up on
  the gantry, and take out the Maraisreqs and the mutate. Now toss the dynamite
  at the biomass, which should take out most of its life. You should easily be 
  able to shoot it to death now. 
  Or, conversely, you could just Blood Rage and waste it up-close and personal,
  but you are bound to lose a little more life this way since you have to stand
  in the water. Doesn't really matter, because outside you'll find some more
  mutates to munch on. Proceed to the next level.
4E. The Hill:
  This is the secret level that is unlocked by using the cheat
  BRIMSTONEINTTHEBOYOU. To get to this level, merely enter the cheat before
  finishing Town Hall.
  There's nothing special here. The first three houses hold Maraisreq and 
  mutates, the last a nest. To get into the first two houses, jump up onto the
  second story balconies. To get into the third, there is a weak spot in the
  back left side, if you are facing the front of the house. The fourth house's
  back door is open, and the nest up on the second floor.
4F. The Beauregard House:
  Head straight, wasting Maraisreq and mutates as you find them. When you reach
  the house, jump up onto the second floor balcony and waste the two mutates.
  The door on the right is locked, but the door on the left isn't. If you go in
  the left door you'll find some shiny dynamite. 
  Jump from the balcony up onto the roof. You'll see a chimney, into which you
  should drop down. Use your physical attack to break through the chimney once
  at the bottom and then slaughter Maraisreq and mutate to your hearts content.
  Upstairs you'll find There are four doors in the
  corridor: the one you came upstairs through, two on the left wall, and one 
  at the far end of the hall. The first one on the left is locked, the far one 
  at the end of the hall leads back outside. Enter the second one on the left 
  and kick through the wall, watch the cutscene, etc.
  Downstairs you'll find a lift (beware the toilet monster!!) and hear some 
  complaining about batteries and such. Head outside and go into the door on 
  the ground floor of the other part of the house. Grab the battery (behind
  the car, next to the barrel). Take the battery back to the lift, and head
  downstairs, where you'll find another biomass. There really isn't a dry
  place to stand here, other than on the bricks right in front the biomass, so
  the dynamite isn't exactly helpful. Blood Rage and waste it. You'll find some
  easy-pickings mutates to munch on on the way to the next level.

4G. Colonial Power: 
  On the roof of the building you'll find some more (very useful) dynamite, if
  you don't have dynamite left over from the last mission.
  Head to and in through the front door, killing Maraisreq and mutates as you
  go. Once inside, Maraisreq will pop out of walls and barrels and possibly try
  and kill you (omg, really?). Head upstairs into the control room and hit the
  switch next to the now dead (or at least he will be in a minute) mutate.
  Now head out of the control room and hop down to the wheel thing nearest to
  the biomass, killing Maraisreq and mutates as you go. Toss the dynamite at
  it, and then shoot it up. Tada! Cue cutscene and gratuitous jiggles!
4H. City of the Dead:
  Cutscene! You can kill the Maraisreq that are still hanging around and then
  pick up the leftover weapons inside the mausoleum, or you can head straight
  through the hole in the wall to the next level. Your choice.
4I. Old Town:
  This mission's basic premise is easy: follow the Maraisreq. It plays out a 
  bit harder than that because you can't get too far behind or ahead of it or 
  you lose it, and you need to stay on those damn powerlines! Jump from roof 
  to roof, and run along the powerlines. Don't stop to feed and don't stop to 
  beat stuff up or you'll lose the Maraisreq and have to start over.
4J. Queen of the Underworld:
  Another easy mission: follow the blue dot. You'll find some mutates to munch
  on to restore any health you lost on the last mission, and on an island
  on the far side of where you started you'll find some dynamite (which isn't
  helpful). Jump from boat to boat until you get to the one with the objective.
  Cutscene, followed by a monster freaking boss that wants to have you for 
  dinner. Cue cutscene and end of Act 1.
5. Act II - Argentina
5A. Infiltration and Execution:
  Ah, the real start of the game, and now the fun begins! Head towards the blue
  dot, killing the mobile feeding stations as they come to be harvested. Take
  your time to meander and beat the Nazis up. 
  Your target, Braun Mekay, can be found by heading out from the starting point
  and hugging the right wall. When you reach the open area, jump up to the 
  third level and run to the door on the left side. You may want to pause 
  before busting through the door to listen to the joke being told. You have 
  three options for beating Braun (which are the same for all of the other
  targets): 1.)Blood Rage and waste him, 2.)Shoot and dice him up, 3.)Use 
  Dilated Perception and feed on him. Rayne is the fastest being (pretty much)
  in the game; she can circle strafe far faster they anyone else can pivot, so 
  it's a simple matter to get behind him and then feed on him.
  After you take out Mekay, you have three choices. Although you really don't
  have to do them in any order, you'll probably want to do The Barracks last,
  otherwise you'll miss a cutscene that only seems to happen there that, though
  not too terribly intrinsic, will make Rayne's line after killing the last
  target make sense.
  At some later date I'll give the paths to each area, but I'm as confused as
  you are about the exact path, I imagine. Just follow the blue spheres.
5B. The Dock:
  When you enter there will be a guard-station on your right with some Nazis in
  it. They may decide to set off the alarm, or they may just die quietly. If
  they do, feel free to bash it. You have your choice of targets and routes you
  can take from here, which I've (conveniently) given an arbitrary number 
  system and a spiffy ASCII state diagram (0 is the starting point, and I know
  I've missed some connections, these are damn hard to do in ASCII...*is 
  finished with the diagram*...odd...looks like an airplane...).
  1.)Behind the guard-station is a door, and at the end of the hallway is 
  another door you need to bust through. You'll get a short cutscene, and then
  you'll be in a wide open room. On the third floor gantry to your left will be
  Stefan Gustafson. Waste him. There is also a lovely Panzershrek here, and you
  might be able to get to it before that fool wastes all of the ammo!
  2.)At the end of the room, next to a tank is a door. Take that out and you'll
  be at a sub dock, and in front of you will be Nicholaus Reinhardt. Waste him.
  3.)In between where you entered and where you wasted Gustafson is a door 
  you can bust through. Bust through it and you are in a hallway type area
  with doors and rooms off to the sides with plenty of Nazis to take out. At 
  the end is a door leading out to the second level of the sub dock. Read 2.).
  4.)Facing the water in the sub dock, there is a door to your right and a door
  behind you. If you take the door behind you, read 3.) backwards. If you take 
  the door to your right, read 5.)
  5.)You'll enter a hall that goes in either direction. If you go left, read
  6.), otherwise read 7.).
  6.)Long, long hallway that dead ends. At the end on your right is a door
  that leads to a second level gantry. Hop down to the first floor, and take
  the door on the other side and go up the stairs. Read 7.) backwards.
  7.)Long hallway with room offshoots with on each side with plenty of Nazis
  to waste. Take a right at the next hallway and run into the bathroom at the 
  end. If you don't raise much ruckus, Timitheus Tischler will be in on the 
  pot, otherwise he'll be out running about the bathroom. Waste him. If you've
  taken out everyone, head back to where you started, otherwise, read 6.) 
  backwards if you haven't dealt with 2.) yet.
    /   |
   /    |      /----6
  0-----3---5-|     |
   \    |      \----7
    \   |

5C. Communication Breakdown:
  Pretty straightforward, just follow the blue sphere. After a bit you'll see a
  cutscene of your target going down on an elevator and a guy taking the
  battery. Enter that room, go in the door on the far end at your right, and up
  the stairs. Go through the next room and out into a hallway; take a right. Go
  in the door on the right, and the guy with the battery should be in there.
  Waste him, get the battery, and go back to the lift and take it down. Go
  through the door and straight through to the next one and you'll find J. A.
  Cotter too busy to pay attention to the fact that he is about to die. Waste

  For an interesting easter egg, if you haven't already been in there, after
  taking out Cotter, take the other door out, and then go in the door on the
  right and you'll be in a room with a crate and a shovel. Break open the crate
  to see the Ark of the Covenant.
  Now, head back upstairs and take a left at that hallway and enter the door
  at the end. Don't worry about the room on the right, you'll be coming back to
  that in a bit. For now, jump to 5D., then come back to here. Now go into that
  room. In the guard room on the other side is the communication center you can
  use to contact the Brimstone Society. After doing so, you are told to destroy
  it. Head back out and take a left in that hallway. Go all the way down to the
  end and you'll see a weak spot in the wall, kick it out. The dynamite is on 
  the second shelf (easy enough to see by the blue sphere). Take it back and 
  blow up the communication center, then head back.
5D. Thule Chapel:
  Follow the blue sphere; it's a one way path to the chapel. Once finished with
  Von Blut, head back the way you came, and back to where you left off in 5C.
5E. The Barracks:
  Run down to the end of the hall. There will be a quick cutscene, and 
  afterwards, take a right. You'll see two doors. You can either take the left
  or the right door, though the right one is quicker. Assuming you take the 
  right door, you'll enter another room with some Nazis. Down at the other end 
  is a door on the right that leads to a hallway and at the end, a mess hall 
  type area.  You'll see two Nazis run in through a door on the right. You can 
  go in either and inside you'll find Ruprecht Reiner. Waste him. If he is the 
  last objective from Infiltration and Execution, you'll get a turnkey off of 
  him for the door, otherwise you'll get it off one of the other guys. If you 
  got the turnkey off him, go to the locked door, otherwise head back to where 
  you came in. You'll be back here later.
  Once down in the basement, take a right and run down to the end of the room,
  then another right (two cutscenes in here). Follow the truck out.
5F. Lurking Underground:
  Follow the truck down the hall, and enter the room at the end. On your right
  will be some windows, bust one out and hop through. Do the same with the 
  other set of windows in the room you end up in. As you walk out, there will
  be an explosion on your right, and some windows up above a door will 
  shatter. Jump through them. As you enter, on your right will be a guard room
  with a locked door. One of the windows will be a type you can bust out and 
  get through. Cue cutscene.
  After the cutscene, hit the switch, and go through the door that just opened,
  and then down the lift on your left.
5G. Death's Quarters:
  If you are in need of some weapons, spend the time to bust open some of the
  boxes as some of them contain weapons. Now head down the hallway and bust
  through the door. Head down to the other end of the room (some Daemites will
  pop out of the vents), and take a right, and you'll be able to get the drop
  on a Daemite with a body. Head through the door and into the next room (more
  Daemites, with and without bodies). You can find some more weapons and some
  grenades in the locker area on the left at the end of the room, otherwise,
  head through the door. Cutscene! Now waste what was R. Wauher.
  Head down to the end of the room, take a right, then a left (it's all pretty
  linear, you can't miss it, and neither can you miss those pesky Daemites). 
  Eventually you'll get to a door you need to bust through. You'll see a room 
  in front of you filled with water, and if you walk up to it, it'll show you 
  where you need to go. Go to the door it showed, cue another cutscene. Now 
  walk into the water and the floor will fall through. At the bottom, off to 
  your right, will be a gantry, and in front of it a weak spot in the wall. 
  Bust through the weak spot and head up the stairs to your left and watch all
  of your pretty guns go bye-bye (*sob* goodbye Panzershrek with still three 
  shots!! I barely knew thee!). Take a left at the top of the stairs and down
  to the lift and the end of this level.
5H. Hell Hall:
  After coming out of the lift, take a left, and then another left and go down
  to the end of the hall and through the door. Take a right, and then cue
  cutscene. Hit the switch, then go through the door to your right and into the
  door that just opened.
  Now, when she says time to run, she really means it. If you stay and try and
  fight, it'll turn into one big bloody mess, with most of the blood being
  yours. Don't stop to hit someone, don't stop to feed, just keep running.
  After the cutscene, follow the Daemite with the grenade launcher. DON'T go
  the other way, across the hallway, not because of the machinegun bullets
  (which probably won't even hit you), but because you'll end up in one giant
  Daemite tentacle demon mess, and as exciting as that may sound, it isn't.
  Hit the switch to stop the grinder (or whatever the heck it is), and go
  across and up the stairs. When you finally get to the Daemite, hit him, and
  he'll fall into the grinder, grenades and all, which conveniently somehow
  make it through undamaged. Head back down, and grab the grenades. As soon as
  you are across, hit the switch for the grinder thing again, and you'll waste
  some of the Daemites that came down the stairs after you.
  Head back to the hallway with the machinegun nest and toss one of the
  grenades into the hallway. After the explosive mess, head down the hallway
  and into the lift.
5I. The Laboratory:
  As soon as you can, run to the windows and start pounding on one of them.
  It'll probably take three to four hits to destroy it. After the gas goes in,
  wait a moment for it to dissipate before jumping in to turn off the alarm
  (which, consequently, opens the door that closed earlier). Head through the
  door, and hop up onto the second level gantry. Hit the switch, and then head
  through the door it opened.
  At the end of this room, you'll see a cutscene. After the cutscene, head to
  the door on the left side of the room. On your right you'll see a weak spot
  in the wall, bust through it. Head straight into the room with the Daemites
  and on the right you'll see a weak spot in the wall, bust through it. At the
  end of the room on the right there will be some windows you can get through.
  Once through, head back up the hallway and on your left will be another set 
  of windows you can get through. At the other end of that room will be a weak
  spot in the wall, bust through it. Head to the door on the left side of the
  room and go through it, and then go down the hallway. Cue cutscene and your
  fight with Kommando. 
  After beating Kommando, jump up to the second level gantry (if you aren't 
  already there) and hit the switch. Hop up to the third level gantry and go
  through the door. Go into the door at the end of the hallway, cue cutscene.
  Same as before, take out the glass and the gas will kill P. Eckstein. You'll
  move directly on to the fight with Dr. Bathory Mengele after this.
5J. Hell Hall:
  Yes, it's named the same thing. After beating Mengele, jump down into the
  pit. Head down the hall, and take a left in the room. At the end of the room
  some Daemites will pop out of a shaft. Hop down the shaft.
5K. The Mill Mile:
  If you look up and to your right you'll see a little ledge up above you. Jump
  up to it (jump on the machinery next to you and then up to the ledge), and
  then head down to the end of it, where you'll find a window you can bust 
  through. On the opposite side of the room, about the halfway point between 
  the other two walls, you'll see a switch. Hit it, and it'll start the 
  crushers on the conveyor. Run over to where the crushers are and hop up onto
  the conveyor. Switch to Dilated Perception so you can get through (you have 
  to run underneath them).
  Hop down into the room, and up onto the first conveyor on your left, and head
  through the wall. Head through the conveyor hole on the left side of the
  room. At the end of the conveyors in this room there are drop bin type 
  things. Unless you want to start the level over, don't fall/climb into them.
  On the right side of the room there is a switch, hit it, and head through
  the door it opened.
  Head to the lift in the next room, and Rayne will complain about a battery,
  which can be obtained from the fork lift at the back right of the room. Head
  down the lift. Follow the blue sphere, and at the end you'll find two nice,
  big tentacle demons (dunno what their actual name is...>_>). Blood Rage to
  take them out. After you kill the two you have to, another one will bust
  through the wall. I recommend just running from it, through the hole it just
  made in the wall. 
  In the next room, on the opposite side on a third floor gantry is a switch.
  Hit it, and it'll bring the lift up. Jump down to the lift and to the next
5L. Deep:
  Head straight ahead and into the room at the end. On the back wall, towards
  the right you'll see a weak spot in the wall, bust through it and go into the
  next room. Look to your right and you'll see two doors, one with boxes in
  front of it. Destroy the boxes and then bust through the door. Head across
  the room and into the hallway; go all the way to the end of the hallway and
  bust through the door on your left. Inside you'll find J. Ecker, waste him,
  and get the detonator off of him. 
  Head back out and go back up the hallway. On the left you'll see two doors, 
  go in either of them. Go through the double doors at the end of the room, 
  and then go through the doors on your left. Take a right and head down to the
  end of the hallway. On your left you'll see a door, go through it, and at the
  back of this enclosure you'll find a switch. Hit it, and it'll open a door;
  go through the door and down the hallway. In the next room you'll find the
  dynamite. Now, you can either go back the way you came (if you want to avoid
  enemies for some bizarre reason), otherwise follow the blue sphere and it'll
  take you to where you need to use the dynamite. Set the dynamite, then head
  through the hole it opened.
  Head down the right side of the shaft, and through the doors to the next
5M. Deeper:
  Head down the shaft and take a right at the dead end. On your right you'll
  see a bunch of boxes and barrels stacked up. Destroy them and go down the
  hall into the next room. At the back right there is another door; go through
  it and, even though you have no reason to, hit the machine with the flashing
  red light (doing this now saves some backtracking later) to activate a water
  pump. Head back out into the mineshaft and continue down.
  When you come to the junction, head down either the left or the middle shaft;
  they both end at the same point (the left tunnel has fewer Daemites to deal
  with). As you head down, you'll see a hallway on your right blocked off with
  boxes and barrels; bust through it and go through the door at the end of the
  Jump across the gap, and you'll find Otto Gottleib. Waste him and you'll get
  the detonator. Go through the door on the left and activate the other pump,
  then head back out to the shaft.
  Farther still down the rabbit hole. Go through the door and down the hall.
  Beware the Daemite with the Panzerfaust in the area at the end. He's to your
  left and on top of the building. Be careful trying to get it from him, as
  he's likely to blow himself and his comrade (and you) to smitherens if you 
  get up close to him. On the right of where you entered this area there is a 
  glassed in room. Bust through the glass and then out the door at the back. 
  You'll see a building with smoke coming out through a hole in the ceiling; 
  drop down through the hole. Go through the doors at the back left of the room
  and down the hallway and into the next room where you will find *gasp* 
  Kommando! No, not really, just a Daemite using his body. Waste him and take
  his turnkey.
  Go into the room on the left at the end of this room and pick up the
  demolition charges. Head back out and out the door on the right. As you come
  out, the wall to your left will explode and there will be an opening, head
  through it (Daemite with a Panzerfaust). Head back up the hallway that is
  straight ahead and follow the blue sphere. Set the charges, and then head 
  through the new opening. Now, thanks to the fact that you already activated 
  the pumps, this room isn't filled with water like it was before. Note that 
  there is an indention in the floor down a bit. If you walk across it the 
  floor will collapse and you'll end up in a puddle of water, so hop over it. 
  Go through the door at the end of the shaft, and hit the odd green eyeball
  plant head to proceed to the next level.
5N. The Temple:
  Go down the stairs and hop across to the next platform, and then jump down to
  the ledge. Run along the edge into the next room and jump up onto one of the
  branch type things stretching across the room. You'll see another branch with
  what looks like teeth. Jump over to it, and hit the eye plant above it to 
  open it; drop down the hole and hit the next two eye plants you see, the
  second one is the end of the level.
5O. Temple Internal:
  Turn to your left and hop across the water. You'll see a platform above you
  on the left, attached to the wall. Jump up on it and then jump from it to the
  other platform in front of it (if you can't make it, you can go the other
  route, which is to turn right and go through the tunnel; you'll just have to
  fight Daemites that way). Jump from here to the platform in front of it, then
  jump up to the bridge on the other side of the platform. Head up into the
  next tunnel. Essentially you just keep doing this. You can either head up
  through the tunnels (the easier route), or you can hop up the branch things
  (the quicker, but harder route, because Rayne often won't stay on the branch
  Once at the top, go through the hallway, and then hop down to the bottom of
  the pit. Hit the eyeball plant, and then the next one to move on to the next

5P. Temple Guardians:
  Circle around to the other side of where you came in. You'll see a ledge up
  above you. Hop up to it (you'll probably need to use the rebound kick to be
  able to make it all the way over) and hit the eyeball plant, which will open
  a door up at the bottom of the pit. Jump down to the bottom of the pit. Grab
  the Panzershrek off of one of the Daemites, and then jump up to the first
  ledge inside of the column (don't waste ammo on the tentacle demon in there).
  Hop up each ledge to the top. If you can't make a jump for whatever reason,
  note that there are lights above each of the ledges that you can jump up on
  to to gain some more hight. 
  At the top you'll find three tentacle demons you have to take out. Try to
  lure two (or all three) together and then use Blood Rage to pound on them. If
  you have the Panzershrek, feel free to use that as well. Use the assorted
  Daemites scattered about to feed if you get too badly damaged, but, more
  importantly, to refill your Bloodlust gauge so you can use Blood Rage again 
  if need be.
  Once you've defeated the tentacle demons, hop up to the second level, and
  from there, take a look at the branches going across the room. You should see
  one that connects perpendicular to another one that goes up, from which you 
  can jump up to the third level. If you don't see what I mean, wander about 
  until you do or find some other way up (but stay out of the green gas). Once 
  on the third level, hop over to the structure in the center, and then up to 
  the door. Go through to move on to the next level.
5Q. Daemite Chamber:
  There are two ways you can go. The first way is the way the level designers
  want you to go. The other way costs you a bit of life (since you have to go
  through some gas), but it's far faster and easier. Now, I only go the second
  way, so...
  Go to the left edge of the platform. Jump for the protrusion from the wall,
  though you don't actually have to get to it. You should be able to run along
  the wall because it is at enough of an angle. You have to go through gas, so
  don't dilly-dally. Once on the other platform, keep going straight. Again
  jump along the wall and run as fast as you can, staying as far up on the wall
  as you can (if you get high enough you'll be out of the gas). You'll get to a
  point with two branches. The closest one to you leads off to the core (where
  you want to go) so hop onto it and run along to the core. The hole is in the
  top, so hop up.
  After the cutscene, you'll be on a branch. Run to the end of it, then drop
  down onto the ledge with the Nazis. Take them out, then hit the switch on the
  left side of the driller. Run up into the cave, away from the explosion, and
  to the next level.
5R. Dante's Inferno:
  The first part of this level is the deciding factor. If you make it past it,
  the rest is a cake walk. Run straight forward, trying to avoid any barrels.
  When you get to the truck, angle left. At the corner, angle right and head
  straight. You shouldn't have a problem seeing where to go from here. When you
  get to the end, jump up onto the truck, and then up again to exit the level.
  I've never actually stopped to see what the explosions look like. I guess I
  should sometime...
5S. Walls of Jericho:
  Head straight through the door and down the hallway. On the other side is the
  next boss battle, with Mauler.
  After defeating Mauler, jump up to the door on the second level gantry
  (assuming the gantry still exists...). Run down the hallway and out to the
  sub dock and the end of the level. Make sure to save your game at the end of
  this level.
6. Act III - Germany
6A. Emden U-Boat Station:
  Completely not-interactive level. Note that the game has a high probability
  of locking after that kick-ass cinematic. If it does, restart the PS2 and
  then when the cinematic starts, press X or start to skip it.
6B. Red Summit:
  The closest target, D. Von Haber, is off to your left. Jump up on the ledge
  and waste him. The next closest target is Heinrich Eberhard, behind the
  castle wall, next to the tanks. Waste him. After that, turn left and head up
  the path. You'll find a bridge on your right after a bit, or you can jump the
  chasm. You'll find Andreas Zahl on the other side. Once you've wasted him,
  head back to the gate that just opened up and to the next level.
6C. Old Gaustadt:
  Head off to your left and forward. You'll get your first glimpse of Vampires
  as one of them runs off with Hans Eldrich. If you look off to your right, you
  should see an archway; head through it and the one opposite from it. Take a
  left through the hole in the wall and head up the stairs. Go through the door
  off to your left, and then bust through the crates blocking the archway in
  the back right corner of the room. You'll find Demetrius Klaus, some Nazis,
  and some Vampires. If you hang back the Vampires will waste him for you, but
  then you have to deal with the Vampires. Or, you can help the Nazis kill the
  Vampires, but they won't be grateful about it. Once you are done, head back
  Off to your left you'll see some stairs, go up them. At the top, go forward a
  little bit and then look right. You'll see a door; hop up to the level above
  it, then up to the balcony on the building to your left, and then up again.
  After dealing with the Nazis, shoot the top of the bell, which will cause it
  to go crashing through the floor. Drop down and go through the opening that
  the cutscene showed you. Turn right and head to the back of the room. You'll
  see a weak spot in the wall. You'll have to rebound kick it a few times to
  bust all the way through. Head through the room, and take a left in the
  hallway (this should be painfully obvious, but for the sake of
  thoroughness...). You'll find G. Saxon in the room at the end. Waste him.
  Take a left out of the room. At the hallway you can either take a left and
  drop down through the hole in the floor, then backtrack up to the door that
  opened (faster), or you can take a right. If you take a right, follow the 
  hallway until it leads outside. Drop down through the floor, and then head 
  down the stairs. Go through the door, jump across the water, and through the
  door at the other end of the room, down the hallway, and out the other door.
  Look familiar? Head up the stairs, then the other stairs to your left, do a
  180 at the top, go up the stairs, and then through the door on your left to
  the next level.
6D. Unholy Mecha:
  And now for something completely different. This level puts you in the
  cockpit of a German supertank for the first half. I like to think I'm pretty
  good at mecha games, but man was this level difficult. The basic mantra for
  the mecha portion is this: keep moving, keep shooting. Try to keep out of
  their fire as much as possible (I mean, duh, but seriously). Keep your
  chaingun going at all times and launch as many grenades and rockets as
  possible. Try to use the columns for cover whenever possible.
  Once you've killed Gosler, head to the altar at the end of the room. There
  will be plenty of flying Nazis to take out. Once you've dealt with them, head
  up the gantry stairs (left of the altar when facing out). Jump up onto the
  column next to the gantry, and then keep going up until you reach the top. 
  Head up the stairs. After the cutscene, take a right and head down the hall 
  to the end of the level.
6E. Teachers and Traitors:
  Bust through the window and watch the cutscene, then take out everyone in the
  room. Beware of the chasm in the center of the room; if you fall down into
  it, it's game over. When you kill all of the guys in the room, three Nazis 
  with jetpacks will appear. One of them has a Panzershrek, so be wary. Once 
  you've beaten them all, the door to the room that Mynce entered will be open.
  Head through it. After the cutscene, you'll fight Mynce. After the fight, 
  head through the hole in the wall she opened up, and down the hall to the 
  next level.
6F. Nightfall:
  The first part is pretty linear. Just keep heading straight, and watch out
  for the vampires. Once you step outside, you'll see some vampires off to your
  right, as well as one of your targets. Turn around and jump up onto the
  archway above the door you just came out of and go through the window. Take a
  left and go up the stairs, and follow the hallway. At the end you'll end up
  in an a glass enclosed room. For goofy fun, jump up and rebound kick to try
  and kill the bats flying around. Hit the switch on the right and go down the
  stairs. Hit the next switch, and go down and waste C. Reichard. After you're
  done, return the way you came in.
  Go out straight and down the stairs. Turn right and jump down to the building
  hanging off the cliff, and go in the door on the backside. After the
  cutscene, follow Hedrox out the hole in the wall. Jump up the wall on your
  left, and jump from the top of it to the main ground, and head through the
  door after the Nazis to the end of the level.
6G. Courtyard:
  Turn right and jump out the window. Off to your left will be a Nazi with a 
  Panzerfaust, so don't stand around waiting to get shot. Head across the 
  courtyard, and jump over the chasm. In the center of the wall, on a second 
  floor balcony you'll see a door, bust through it. Head down the hallway on
  your right, and then up the stairs to your left in the next room. Head down
  the hallway at the top of the stairs, and take a left in the next room and go
  up the stairs across the room. At the top you'll find Arno Samsa, waste him.
  Head back out the way you came in.
  As you come out the door, a custcene will show a bomb blowing a hole in a
  wall across the courtyard. Go over and into the room that was opened up, and
  up the stairs in the back. At the top there is an open window, and if you
  move out onto the ledge, it'll tell you to jump. Do so. It doesn't matter (I
  don't think) if you aim for the windmill or not, though I always do.
6H. The Windmill:
  Battle with Hedrox. After the battle, follow him through the wall like the
  nice text tells you to.
6I. The Bridge:
  Like the good lady says, it's a mine field, so don't try and walk through it.
  Off to your right, you'll see a tank. Hop to it, and from there to the next
  building, and cross the mine field. On the other side will be some Nazis with
  Panzershreks, so watch out (like all good morons they're likely to shoot it 
  off while you are right next to them, blowing themselves and you to hell). As
  you head up the stairs, a mecha will round the corner. It may be possible to 
  take it out on foot, I don't know, I didn't have much luck the first time I 
  tried, and haven't tried since. I recommend leading it down the stairs and
  then jumping over it and leaving it there. Head across the bridge.
  Be careful as you reach the other side, because portions of the bridge will
  start to fall out underneath you, first on the left side, then on the right.
  On the other side you'll find D. Traugott, waste him, then head through the 
6J. Doppleganger:
  Head down the hallway and to your battle with Simon and Sigmund Kreiger.
  After the battle, head up the ladder and watch the cutscene, after which use
  your rebound kick to destroy the gate. I don't believe it is possible to bust
  through the gate before Wulf leaves the room, though I keep trying. Head down
  the hall and to the end of the level.
6K. Of Wulfs and Demons:
  Head down the hall; don't waste ammo on these guys, just feed on them or take
  them out with your blades. Watch the cutscene, and the end battle ensues.
  I highly recommend taking out Beliar first because there is a limit to how
  much time you have to kill him. If you squander your time focusing on Wulf
  you may end up overruning the time limit and losing the battle. Plus, Wulf
  will split his time between you and Beliar, so at least he'll help you.
  After Beliar is Wulf, and there is no limit to how much time you can spend
  taking him out.
  End game. Halt. Power down.

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