Bloodrayne 2: Game Walkthrough and Guide

ZERENSKI’S MANSION: Entry.
Our sexual vispillers appears on a welded reception, but not at all to combat everyone pushed everyone with their frank toilet. The faithful friend and commercial north of this moment will allocate two blade to her, and bloody fun with the corpses of the corpses will inevitably begin. Run along the corridor to the next room, jump onto the bottom floor, the piano standing in the chips. Two guards will appear from the doors and report that your appearance here is extremely undesirable. Let it be bleeding them, then redist the chops from the lady in the corridor with statues, return past the rooms with some exhibits in the shop windows. Rise on the screw staircase to the second floor, go to the bedroom. Here turn on the aura – you will see the gate, you go there. They will be pounced on you with dispaired paint face and two swords, in addition to talking on an old dialect. After the victory over this dumpier, your arsenal will be replenished with a new specialist – twisted wind. It is good to use when surrounds several opponents at once. Rise up the stairs next to the knight, turn on the aura and go to the gate with a green marker. Save
ZERENSKI’S MANSION: Courtyard.
Raine will see the portrait of his kagan dad on the wall and informs us his thoughts on this: now for more than sixty she sends himself and mercilessly kills one after the other of his descendants, messedy for the destroyed family of his mother, almost no one left. And then we will show a colorful roller from the past about how Kagan died. When the control returns, throwing harpoon on the chains in opponents and throw them into the fireplace. This is the first of the so-called “Killing Puzzle”, with which the developers tried to diversify the gameplay. When you think there are three bodies, the floor in the fireplace collapses, and through the chimney it will be possible to jump onto the floor below. Next follows a series of no remarkable rooms, run until you get into the courtyard, where North will offer a little acrobatics. Jump on the nearest crossbar sticking out of the wall, from it to the neighboring, and so continue to jump to the vertical pipe. Cool over it up, jump on the adjacent pipe and finally on the balcony. A rope is tied to it, jump on it and slide on the balcony opposite. Continue to jump: crossbar, pipe, crossbar – balcony. Come to the house, minute a few rooms until you advise. Save.
ZERENSKI’S MANSION: ROOF.
You are on one roof of one building, and you need to get on the roof of another. If you turn on the aura, the green marker will tell the right direction. So first jump on the rope tied to the railing, and run it into the tower. About falling with a big height Do not worry, the Rhine has such an ideal vestibular apparatus that it never falls in life from thin glands or ropes, stepping on them, like on earth. What is called, do not wait. In the tower, jump from the pipe to the pipe, then slide on the rope to the balcony. It remains very little: three jumps on the crossbar in the wall, and you have a goal. However, the door will not open, it turns out that first it is necessary to cut out electricity. That is, to turn into a meaningless set of wires and burned two-sized boards on the roof of the house opposite. Slide on the rope to the building forests, take them to the tower, then jump over similar forests upstairs and cut down the shields. Return to the door opened. Rhine will detect a couple of pistols, Carpatian Dragons, whose feature is that they are blood. That is, they need them at the moment when the vampire sucks blood out of his victims, otherwise the pistols will reduce her health strip. Until you have to resort to help… Save.
ZERENSKI’S MANSION: Ballroom.
Run a couple of rooms to get to the tiny courtyard with a fountain. Jump on the beams and pipes upstairs balcony. Soon the relationship will Severen and say that Zarinskaya gave guests a big surprise. Continue down the stairs, then run to the room with stuffed animals. There will flash for a few seconds he north and disappear, but the next door you come across Zarinskaya. He wishes all the best to turn into a flock of crows and uporhnet window. Save.
Zerenski’s Mansion: Zerenski.
The final battle with the owner of the mansion is nothing special: a raven is better to shoot pistols and knives to peel himself Zarinskaya mode Blood Rage. When you cut it once, he will fly to a new place – jump on the structures in the yard behind it and repeat flogging. After three run-ins will be finished with it. Severen arrives for his girlfriend in a helicopter, and the Rhine will gain a new ability – Super Speed. After watching the new movie about how a professor Zerks growing new breed of people, destined to feed the vampires. Save.
The Meatpacking District: O’Leary’s Cow.
Severen washed away from the bar for a second before it would hit a police car. Though that car there – just look for a new outfit Rhine! High boots in the company with the red and black leather pants and tops, black ribbons hanging from the rings in her hair… Where there is shabby Catwoman, our flame-haired lady vamp give them a hundred points handicaps… Go up the stairs to a room with a pool table and a fan. Here it is necessary to harpoon six people at a time, and throw them into the fan (the second killing puzzle, you guessed it right). He breaks down, then we can get through the hole in the wall. Save.
The Meatpacking District: Alleys and Rooftops.
Climb the scaffolding up, go past the railway tracks from the passing train, then slide along the curve pipe down. Destroy two thick logs, are propping up the wall. Then shoot the harpoon in the red container hanging on the chains to reset it down. Close to the container and exercise in acrobatics, jumping over the crossages and forests. Slide down the crooked pipe, you will find yourself next to the garbage truck that blocks the passage. Here you need to pick up the harpoon six of the hosts and throw them in the body of the garbage truck until it explodes. We climb into the resulting hole and preparing to fight with the infirous Vampires Kesterl. After cutting over a dozen thugs, the drawers will fly from above. Jump on the crossbar on them, from her to the ledge and climb above, to the MEATS & SUCKLING PIGS poster. Continue to pursue Kerstel until it deigns, finally fight in a honest match. Having received tumakov, insidious furies will change his mind to die, wrap the metal spire and wash. Slide on this spider (it was a radioanten) down, break a similar antenna, and run on to a poster that support two backups. Bare them, the poster will fall, on it run to the next antenna. Feed it out and will find yourself on the street. Run to the entrance to the subway, next to which again will have to fight with Kerstel and her assistants. After the battle, get a reward, the second shooting mode of pistols – Blood Stream. Save.
Union Station: Train Bay.
Rise the stairs upwards, you will see the train standing on the tracks. Curl into the car, go through it and jump on the platform. Again, a restless kertel will appear and continue exercise in wit. Tell her mind again, at the end of the fight Kerstel jumps on the platform over the car, where and will wait for you. Go to the fallen bridge on the roof of the car, with it on the pipe slide to the next composition and in the crossages and pipes jump to the offensive. After the battle you will get a new Superdar – Silver Circlet. Jump on the platform and run in the doorway at the opposite wall of the room. A series of rooms will be changed by a corridor with penetrated pipes (carefully, Rhine is panic!), then upstairs on the stairs and the very top of the packers at the station. Do not touch the stuck kerstela, but jump on the crossbar under the ceiling, from it to the neighboring and so, until you reach the new bridge and entering ventilation. Run a small labyrinth to complete this mini-level. Save.
Union Station: Shopping Plaza.
Kerstel will shoot two power shield by closing the grid behind them. To open it, it is necessary to solve a new Killing Puzzle: to go out two opponents in each electrical panels. This puzzle is a little more complicated than those who encountered earlier, although using advanced time deceleration is still solved in a couple of minutes. Further on the stairs, climb a couple of floors (if you turn on the aura, you will see the gate, for which the room, compensating for health) and at the door at the end. Jump into the mine and again for long stairs upstairs. At the end of the way, break the mirror and finish the punk in stock. After that, you can go to the door, Rhine comes running to the clock tower. Join the room and jump into the hole in the floor. Save.
Union Station: Club Strages.
It is necessary to find a way to get into the club – Fish the CLUB STRAGES sign next to the stairs. Again, rest in a new puzzle: Changing four punk and pop them in the speakers located at the corners of the dance floor. The complexity here is that the enemies should be touched under the currents of the current, four speakers at the same time, and in no way differently. Then take to the very top of the club, and in a small room shoot harpoon in the roof to pull it out. Top falls every trash, take up to it upstairs and run to the clock tower. Again you have to jump – you need to get to the screw staircase and climb the clock. Continue jumping over the crossages and pipes, trying not to fall under rotating gears. At the end, jump on a big girlet on a chain that will raise to the very top. Here do not rush to fight with the ephemera, you can just run away from her. After some time she says goodbye and runs away. The tower will collapse, and Rhine will be deep underground. New skill, ghost feed (second degree of aura), allows you to run a ghost that sucks blood from the victims, while Rhine herself can do something else. Convenient, damn. Save.
The Sewers: Access Tunnels.
Jump on the pipe at the Danger sign and climb the higher platform. Soon you will see how the gangsters will lead to innocent people somewhere. Send all opponents, the door will open. Next, use the machine gun to shoot two barrels by the wall, and jump over the grilles at the resulting waterfall upstairs. The labyrinth of the corridors will soon end near the blown bridge. Jump on the crawled railing and slide down to the water. Near the machine gun jump on the crossbar and after a couple of jumps, land on the floor at the floor above. Panca will wear the entrance, look around the machine gun near and extend two tanks from it from the opposite wall. One of the columns will collapse, breaking through the hole in the floor. Jump there. After that, the Rhine jump will long slide along the pipe, do not forget to jump at the very end to grasp the crossbar. Studyagi raise the water level, and you need to omit it, having shut down two pumps. Another Kerstel will demonstrate his new weapons – Kamikadze demolitions. Load all Kamikaze, the door will open in West Water Pump. Click here a lever, knocking on it by foot or hand, the pump will stop swing water. Next, go to the East Water Pump, on the way Waving to the kerstel and receiving a new shooting mode – Blood Spray (Analog Shotgun). The second pump is so simple not to turn off, you need to catch the kamikaze explosives and throw them into each of the three pistons. When the pump is destroyed, return to the central room and jump into the drained pool in the center. Save.
The Sewers: Smuggling Route.
First slide through the pipe, then driving supercorns and try to escape from the wall of water, which rushes behind your back. Take advantage of the machine gun to shoot two parts of the bridge. They plop out into the water, and it will be possible to move on the other side. On pipes climb up and on the survived pieces of the bridge jump on. If far, you need to use a double jump. Soon the passage by stones will have to look for a workaround. Garpunge kamikaze explosives and throw them into a crack in the wall. From explosions a passage will be deepened and deepen. To do the hole you need, you need to throw six suicide thumbs there, which will require a certain dexterity. Then, from the machine gun, shoot the container, jump and slide along the fallen pipe, upstairs in the lattices and fall into the hole in the floor. Raine will long slide through the pipe for a long time, at the end jump on the crossbar. Fall down and run left from the waterfall. North will offer to destroy the working system to raise the water level. You can not really hurry, after a couple of seconds it will explode herself, the water will rise, and with it and the bridge that will move to the other side. Save.
The Sewers: Slezz.
This is really – all bosses boss: big, terrible, and it is necessary to destroy it with a cunning way. First, press the lever to go water. Then, when the monster rushes in you Kamikazeze, harput them in flight and throw in his belly. Through three successful attempts to the belly of this creature will open. Run and shoot Garpoon in the heart. Tears will die, and Raine will receive the ability of Blood Fury (it goes after Blood Rage). Then watch the video about the subcovery intrigues of two vampires, ephemers and ferril, and save.
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