BloodRayne 2: Terminal Cut

BloodRayne 2: Terminal Cut

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Info and Tips.
By Elder_Moloch
Hello!
I wanted to provide some info for players, if they need one.
Here would be some stuff, which I learned: a bit of info about movement, combat, abilities, regular enemies, (mini-)bosses and warning about some issues with some tips.

For Achievements, Vampire Rooms and Cheats, I recommend to check other guides.

Be aware - there are spoilers in this guide!
   
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Issues, which I want to warn about from start
  1. Checkpoints saves work only, until you exit current game session. If you exit – you can only start level from the beginning.
  2. Game basically crashes for me, if to press Windows menu button. It loses active .exe file, but still works in task manager as a process, which I can't switch to. Same happens, when opening screenshot in Steam overlay.
  3. I heavily recommend not to delete your Ending (final credits or “Game Complete”) save file, since you may lose “New Game +” and other unlocks, upon relaunching game and would need to use this save file to reactivate it (you can exit it as soon as it launches). On a positve note, this way you can both have "New Game" and "New Game+" and start whatever you like.
  4. There are almost half more levels, then save slots so some of your save files may need to be rewritten. Shroud Tower - Ascent is one you may need in case you would get bug with not unlocking achievement for Vampire Rooms.
Important Movement (outside of basic movement)
  1. Pressing double jump will get you further/a bit higher.
  2. Holding Target (Ctrl default)+jump towards enemy will allow to jump over enemy to instantly get behind enemy's back. After you turn around, it would allow to feed or attack slower enemies, but faster one may switch their position facing player again. Also it may be not very precise.
  3. You can set direction of harpoon throw with movement buttons. Game may help a bit, when throwing them to death traps (doesn't always work properly, though). Best registration seems to be, when you throw enemies behind you, but it may be just coincidence.
  4. You can use enemies as shields, when feeding (movement buttons to the left/right to turn victim). Take into account that big enemies, like some mini-bosses and some bosses hit through this shield.
  5. Special attacks button – I recommend to change it to some other from default “C” (I changed to “Q”).
  6. Instructions may say press “E”, “E” + something to perform execution. It means use feeding and press feeding 1 more time to perform it, not twice after starting to feed.
  7. Rayne would face direction you ran to, instead of where enemies are, if you press Targeting, even with auto-targeting enabled. So you always need to turn her around towards enemies. Thankfully, jumping over target and attack works properly and targets enemy.
Tips
  1. Esc allows to skip most cutscenes. In case Menu game stays on Pause, pressing Esc again or Resume Game will return to a game. Pressing Tab while in Pause Menu will hide/unhide text (good for screenshots).
  2. Killing with traps, feeding and killing knocked down enemies (especially standing on them) seems to be fastest way to deal with regular one.
  3. Feeding distance is very short. It's impossible to feed on enemies, which lost limb(s). You're not immune to damage during feeding or when performing finish moves and enemies may attack you during both.
  4. Feeding has same pool with Blood Rage/Ammo restoration, so if you fed on victim, you'll get less Rage/Ammo restoration. All feeding finish moves (outside of none/Space related or charging Pistols) restore same amount of Rage. Same with all finish moves for charging Pistols – they restore same amount of ammo.
  5. Melee attacks restore Rage a bit.
  6. All abilities apart from basic Aura vision spend Rage points (also basic slowmo spends it, but can work without it). Stronger upgrade – faster consumption.
  7. Rage gives stronger attacks, immunity from knock down attacks and from damage. Damage consumes Rage points (higher damage – higher consumption).
  8. HP/Rage bars don't restore on their own at all, so you always need to feed/perform finish moves for that.
  9. Rayne can be stunlocked and knockdown – during both, she can't perform attacks, but can be damaged. After being knocked down, Rayne gets up and may perform attack, if to press W/S/A/D, which can be useful and if hits target restores a bit of Rage. Thankfully, all these things with stunlock/knock down/being damaged, while laying are fair for regular enemies as well.
  10. Using harpoon to throw enemies in death traps, slowly upgrades your Health/Rage bars, when it hits 100%. As a melee fighter, I upgraded these things in the first place and tried to use as many death traps as possible. Take into account that it seems that same traps stop to give any bonuses after they're used few times. Death traps are not highlighted in any way (even with Aura Vision). Death traps, which I remember are:
    • Mansion – rhino/hog/deer horns, pikes/swords of the statues – aka sharp objects. Explosives - big gas tanks, small one and square small engines (fire can be used further for all). Height (around 2-3 floors or higher).
    • Other levels: Height. Barrels with fire or other burning things. Trash piles of rocks with metal sharp armature sticking from them, trees branches (Park). Elements you can throw on the heads of enemies. Mechanisms (electric, grinding etc). Electric panels and lamps on the ceilings. Explosives - same big gas tanks, small one and square small engines for explosives and yellow blowing up things (last in Sewer). If I remember it right, deep water also counts. Also counts sliding on the railings of the stairs and cutting off limbs from enemies. You can both feed on victim and use them for traps. I got achievements for using all of these after blowing up 2 yellow things in Sewers.
  11. Ammo pool is shared between all Pistol Modes. When ammo fully spend it starts to spend Rayne Health with each shot.
  12. Ammo capacity upgrades via killing enemy with specific Upgrade Mode. Each Mode upgrades separately. Not sure, but infinite enemies seem not to count.
  13. Speaking of infinte enemies - there are plenty of spots, where enemies spawn infinitely, until you finish a task (destroy something or kill (mini-)boss). As said, they don't seem to count towards upgrades for Pistols, but counts towards Health/Rage upgrades with few enemies per trap, it seems.
  14. Regarding upgades, I personally would recommend HP/RAGE, since ammo capacity, while improves for each mode separately still shares same pool and HP/Rage upgrades simply more effective. But you can prioritize Ammo upgrades, if you want - game allows for some different approaches (HP/Rage, Ammo, mixed)..
  15. Platforming may have some issues (register when shouldn't or not register, when should). I encountrered some cases, which had wrong jumping off animation - happens on polls. Also take into account that city lights in Streets/Park considered platforming elements for jumping.
  16. Animation of jumping from bitten victim may drop you down, so either try to perform other animations or try to turn your back to wall.
  17. You may get stuck in objects and die in rare cases (most noticeable in Shroud Tower chapter, where you need to use mini-boss to destroy 4 electric things). Thankfully, dying is better alternative, than restarting level and most stuck cases I encountered happened after checkpoints.
  18. “New Game+” opens up after finishing a game and grants you fully upgraded Rayne: full HP/Rage bars, fully upgraded Pistols with all Modes and all special moves and all abilities upgrades. You can also check content for game (artwork/models/videos) and choose dress (including new) for Rayne.
  19. Cheats don't disable achievements.
  20. A lot of objects are breakable in a game, but it doesn't seem to affect gameplay and more like pleasant visual feature.
Rayne moves and abilities.
Special moves and non-basic abilities unlocked through story progress. All 3 basic abilities accessible from start and all abilities can be turned off with "4" button. Pistol Modes also unlocked that way, but pistol ammo capacity upgrades unlocked via killing enemies with this specific upgrade. Pistols use Mouse Button 2 and scroll for Modes. Fwd / Bwd- move forward / backwards. Right / Left - move right / left. MB1 / MB2 - Mouse Button 1 / 2. Knock down - against weak enemies. Up to X ammo - when fully upgraded.

Basic Combat:
  1. Blade – MB1 (attacks).
  2. Black Wasp – MB1, MB1, MB1.
  3. Bull's arrow – fwd, MB1, MB1, MB1.
  4. Kick – F (kicks - may break through blocks, kick away/break some weapons or knock down enemies).
  5. Twisting Gull – F, F, F.
  6. Silkworm Spins – fwd, F, F, F.
  7. Feed – E.
  8. Feed Guns – MB2.
  9. Block – Hold Ctrl.
  10. Harpoon Throw – Hold Ctrl, E, W/A/S/D.
Jump Combat:
  1. Jump – Space.
  2. Somersault – Space, Space (further and a bit higher jump).
  3. Silver Moon – Space, MB1 (jump, with fast landing attack).
  4. Tiger Wing – Space, F (jump+instant knocking down attack from above).
Lock-On Combat:
  1. Lotus Spear – Hold Ctrl, MB1, MB1, MB1 (attacks).
  2. Manis Kiss - Hold Ctrl, fwd, MB1, MB1, MB1.
  3. Suspended Stag - Hold Ctrl, bwd, MB1, MB1, MB1 (same as previous one?).
  4. Butterfly Flick – Hold Ctrl, F, F, F (knocks down/breaks breakable melee).
  5. Turning Dragon – Hold Ctrl, fwd, F, F, F.
  6. Encircled Steer – Hold Ctrl, fwd, F, F, F.
Evasion Combat:
  1. Falcon Surge – Hold Ctrl, Space (Space+Target).
  2. Shattered Cloud – Hold Ctrl, Space, MB1 (attack from above – replaced with way stronger speial move later).
  3. Focused kick – Hold Ctrl, Space, F (knocking down attack from above).
  4. Flip Over – Hold Ctrl, move forward, Space (this helps to jump over target).
  5. Spider's Daughter – Hold Ctrl, fwd, Space, MB1 (jump over and attack in the back).
  6. Garuda Cross – Hold Ctrl, fwd, Space, F (jump over and knock down in the back).
  7. Ascending Lust – Hold Ctrl, fwd, Space, Space, Space (jump over and make distance).
  8. Descending Lust – Hold Ctrl, bwd, Space, Space, Space (jump away and make distance).
  9. Rising Thorn – Hold Ctrl, bwd, Space, MB1 (jump backwards and back to target to perform (strong) attack).
  10. Secret Lightinng – Hold Ctrl, bwd, Space, F (jump backwards and knockdown).
  11. Dextral Flower – Hold Ctrl, right, Space (circle around target).
  12. Dextral Thorn – Hold Ctrl, right, Space, MB1 (circle and perform (strong) attack).
  13. Dextral Bloom – Hold Ctrl, right, Space, F (circle and perform knock down).
  14. Sinistral Flower – Hold Ctrl, left, Space (circle around target).
  15. Sinistral Thorn – Hold Ctrl, left, Space, MB1 (circle and perform (strong) attack).
  16. Sinistral Bloom - Hold Ctrl, left, Space, F (circle and perform knock down).
  17. (lying) Dolphin Tail – Space (nothing – just getting up).
  18. (lying) Spring's Wrath – W/A/S/D (jump and AoE hit).
Feeding Fatalities (throws can be useful for traps):
  1. (in front) Devil's Handshake – E, Space (similar to no attack, doesn't restore Rage – forward throw).
  2. (in front) Sterling Blow – E, MB1 (forward throw).
  3. (in front) Laughing Jackal – E, E, MB1 (floor kill).
  4. (in front) Archer's Bliss – E, F (floor kill).
  5. (in front) Cracked Sparrow – E, E, F (floor kill).
  6. (in front) Silver Eel – E, MB2 (Pistols – backwards throw).
  7. (in front) Athena Shiver – E, E, MB2 (Pistols – forward throw).
  8. (behind) Strangled Flame – E, Space (again, aka no attack and no Rage – forward throw).
  9. (behind) Lament Reversal – E, MB1 (most brutal - cuts in pieces and in half).
  10. (behind) Crane's Reply – E, E, MB1 (most brutal – spins and cuts all the limbs).
  11. (behind) Rabbit's Lash – E, F (forward throw).
  12. (behind) Comet\s Twinge – E, E, F (floor kill).
  13. (behind) Weeping Cobra – E, MB2 (forward throw).
  14. (behind) Lover's Grip – E, E, MB2 (backwards throw).
Special Moves (most requite certain amount of Rage):
  1. Twisted Wind – C, F (AoE kick).
  2. Silver Circlet – C, MB1 (spinning AoE blade attack).
  3. Quiet Thunder – C, MB2 (spinning Pistols shots. Waste of ammo, if not enough enemies around).
  4. Shiva Aspect – Hold Ctrl, Space, F (strong knocking down hit from above).
  5. Curtain Twice Torn – Hold Ctrl, Space, MB1 (instant cut in half vs weak enemies – very strong!).
Rage Powers:
  1. Blood Rage - 1 (again, stronger attacks, no knock down, no damage).
  2. Blood Fury – 1, 1 (even stronger damage with faster consumption).
  3. Blood Storm – 1, 1, 1 (strong AoE damage around Rayne – consumes all Rage points; not very good vs most (mini-)bosses, since more AoE oriented, but still may do good job vs bloated hulks for example).
Aura Powers:
  1. Auro Vision – 2 (no consumption – shows enemies, goals position, platforming objects and Vampire Rooms).
  2. Ghost Feed – 2, 2 (allows to use ghost to feed on regular enemies outside of Bugs; disables regular feeding and Enthrall – doesn't restore Rage).
  3. Enthrall – 2, 2, 2 (makes regular enemy (outside of Bugs) your protecting friend, while enemy is alive or while Rage points remain. When points run out – enemy blows up; can't feed during it or use Ghost Feed).
Speed Powers:
  1. Dilated Perception – 3 (slows down time; spends Rage, but can work without it).
  2. Super Speed – 3, 3 (faster Rayne).
  3. Freeze Time – 3, 3, 3 (stops time).
Carpathian Dragons (Pistols):
  1. Blood Shot (slow shots; pistol analog – up to 66 ammo).
  2. Blood Stream (faster shots; analog of automatic rifles – up to 50 ammo).
  3. Blood Spray (analog of shotgun – up to 20 ammo).
  4. Blood Bomb (analog of grenade launcher with sticky bombs; blows up regular enemies – up to 14 ammo).
  5. Blood Flame (same as previous, but doesn't blow up and sets on fire instead – up to 14 ammo too).
  6. Blood Hammer (same as previous, but explosion is AoE and very strong; can kill even Rayne, if she's too close and doesn't have upgraded HP – up to 8 ammo).
Chapters and levels
There are 31 levels+ending and 6(8) chapters.
Mansion:
  1. Entry – tutorial.
  2. Courtyard – more tutorials.
  3. Roof – basically to check Zerensky arena and destroy electic things.
  4. Ballroom - Pistols.
  5. Zerensky – boss fight.
Meatpacking District (Streets):
  1. O'Leary's Cow.
  2. Alley's and Rooftops – if I remember right first fight with black/gray mini-bosses. They would be through whole chapter.
Union Station (Streets):
  1. Abandoned Tray Bay - same mini-bosses and basically continuation.
  2. Abandoned Shopping Plaza.
  3. Club Strages.
Sewers (somewhere here at the start would be ram-like mini-bosses):
  1. Access Tunnels.
  2. Smuggling Route.
  3. Slezz – boss fight.
Wetworks (Factory):
  1. Electrification Silos - throw enemies in electric things.
  2. Mess Hall – if I remember right, here would be 1st mini-boss with hammer.
  3. Chemical Processing.
  4. Turbine – 2 mini-bosses with a hammer.
  5. Furnace.
  6. Loading Bay.
Shroud Tower (Factory):
  1. Ascent - here would be infinite Vampire Room. Also, if remember right, infinite mini-boss with hammer (+same mini-boss in other places) should be used to destroy 4 engines and throw minions in them.
  2. Ferril – quasi-boss fight.
Twisted Park (a lot of ninjas and bugs):
  1. Zoo Entrance - all new ninjas. 2 new ninja mini-bosses at the same time.
  2. The Aquarium - Bugs. 2 mini-boss fights in a row.
  3. Ephemera – boss fight.
Kagan's Tower (skyscraper):
  1. Xerx's labs – lasers.
  2. Llewylyn Corporate – bloated hulks(?).
  3. Unraveller – boss fight.
  4. Media Center – bald mini-bosses with guns.
  5. Skybridge.
  6. Rooftop – Xerx boss.
  7. Throne room – Kagan final boss.
Enemies (Part 1)
Regular enemies (infights are good, when happen):
  1. Ranged human minions. Weak enemy. Appears, since Mansion. Ranged weapons don't break. Dangerous only, when using turret. Best for feeding. May pick up different weapons, if disarmed. Can throw knives or explosives/Molotov cocktails.
    Can use harpoon on them.
    Among Easiest.
  2. Melee with fists or weapon human minions. One with fists hit fast, but can't protect themselves from feeding. One with melee weapons are more problematic, especially in big numbers and when one is unarmed/armed with ranged and you can't target this enemy. Melee one also problematic, when stronger enemies nearby. May pick up different weapons, if disarmed. Can throw knives or explosives/Molotov cocktails. Appear, since Mansion.
    Can use harpoon or kick attacks to disarm them or jump behind their back or use ghost feeding.
    With that said, are Easy on their own, but may be a bit Hard in big numbers in one place, especially in early game (Streets/Sewers).
  3. Suicide bombers. Sewers only. Blow up with some delay, when near Rayne or when thrown. Can't feed on them normally, but I didn't try Aura ghost feeding.
    Harpoon could make them helpful for your fights against other enemies.
    Easy.
  4. Shadow female/male ninja-like vampire minions. Park chapter (maybe encountered in further chapter somewhere). Weapons don't break. May block harpoon sometimes with their blade and hit fast in melee with electric sword, also throw 3 (sometimes electric) projectiles at you from distance (not a big danger). Main issue with them is not even block of harpoon, but their 3 swings in a row attack, which covers big area and register feeding from the front, instead of from the back, when standing right behind their back. Also they are very fast, so can easily stunlock, while you attack.
    Best to attack from the back still, if you want to feed or maybe use stronger ranged attacks and melee with slowmo (front/back). Ghost Feed and Enthrall are also good. Take into account that they barely restore Rage with feeding.
    Hard for regular enemies, especially if there are more than 1. Thankfully, you have a friend for a while in the Park chapter.
  5. Bugs. Park chapter only. Swarm of bugs, which slowly moves and attacks. Never was attacked by them, but assume they hit hard, since ninja-like vampire-minions died fast from them.
    Good tactic is to run away, since you can't feed on them or can't use as death trap targets, but best tactic is to make them fight your enemies.
    Barely an enemy, so Easiest.
Mini-bosses (immune to and damage, if use harpoon, can't feed on them, weapons don't break):
  1. Red female/male samurai-like mini-bosses. First encounter: Mansion's Vampire Door. Hit very hard for new non-upgraded player.
    Slowmo should help a bit. Kill with Rage.
    Hard for starting, easier later with upgrading.
  2. Female black/grey ninja-like mini-bosses. Streets/Subway chapter.
    Slowmo to maintain Rage from hits and then use Rage to kill them.
    Easy.
  3. Ram-like big monsters. First encounter: Sewer – flooded with blood area. Ram into an enemy, knock down and damage player or other enemies. May attack other enemies on purpose. Attack in melee with fists, if to stay too close.
    Best tactic is to make them ram into a wall (you'll hear them or see them, when they are close) and go left or right. Then attack them with available Rage upgrade active or recharge Rage. Repeat. In one place you can also make them charge into a sunlight area to kill them faster. Shields don't block damage from them.
    Easy, but tanky.
  4. Big monsters with a hammer. Factory chapter – one of the levels after first one. Dangerous due to very damaging AoE attack. It's a bit slow, but still fast enough. Another melee attack is series of few fast hits. May attack other enemies on purpose.
    Use double Rage against them. I recommend to keep distance and Rage with Health high in case you'll meet these folks, since I have no clue, how to deal with them without full Rage (probably slowmo and attacking from the back) and there is 1 place, where you meet 2 of them in a row with only few weaker enemies before/nearby. Shields don't block damage from them.
    Hard, if not very hard (in case of low/medium Health/Rage).
  5. Male dark ninja-like mini-bosses. Park chapter – starting from 1st level. Basically some mix of red one and black/grey one. Not a problem on their own, but there may be 2 or 1+red one nearby at some point and no (or only few) feeding targets.
    You should be upgraded at least somehow at this point. Use double Rage.
    Not that Hard, but unfortunately not the best level to feed, which makes it Harder. Thankfully, I remember only 2 encounters.
  6. Big bloated hulks. Skyscraper chapter. I can't tell anything about them apart from that they may hit through shields and very slow. 1st encounter was against one, which I melted with triple Rage and 2nd encounter I remember was 2 at the same time repeated few times with infinite human minions and 3 turrets to shoot all of them.
    As result I have Very Easy difficulty impression.
  7. Shooting bald males in coats mini-bosses. Skyscraper chapter. Shoot and attack fast and as result dangerous. First there are 2 of them, which I was able to handle probably only due to pure luck (they separated and fought weak enemies on each side of a room - recommend to try to do so, when possible). 2nd encounter, I remember is around last levels against one, which is quite easy at this point. Also big plus is in both cases there were weaker enemies to feed on.
    Use double Rage.
    1st encounter may be Hard, but 2nd is Easy.
Enemies (Part 2)
Bosses (immune to and damage, if use harpoon, can't feed on them, weapons don't break):
  1. Zerensky. Mansion chapter boss. Human vampire - turns into bats and changes places.
    Just attack him when he's in human (melee/ranged) and bat (ranged+aura vision) forms. Weak enemies will spawn infinitely below to sustain your Health/Rage.
    Enabling Rage will allow not to fall from bat swarm attacks.
    Very easy boss, if you learned basics of a game already.
  2. Slezz. Sewer chapter boss. Big demonic “mother” - throws suicide bombers and flaps wings damaging and knocking down player, if player comes too close.
    To get to the heart you need to blow up Slezz's belly with suicide bombers, she throws at you (use harpoon to throw them back). She would try to protect belly with wings – to break her protection, hit periodically switch on the right on the upper floor to let water boil her. Then pull out heart with harpoon. Enemies will spawn infinitely periodically to help with healing, if needed.
    Very easy boss.
  3. Destroy Towers. Factory quasi-boss fight.
    Don't fight boss (can't be killed) – destroy tower's engines. Usually you can do 2-3 hits, before boss will close distance (need 4, if I remember right). Use Aura vision, if lost. Enemies will spawn periodically, but infinitely.
    Task – not a boss. Easy.
  4. Ephemera. Park boss. Shadow vampire – hits hard in melee and throws daggers.
    Destroy objects, which give big shadows: all stones, gazebo and flood dark spot below a tree using harpoon on statue. Until you'll be informed they are all destroyed – keep distance from boss. When finished with this task use Target+double Rage to fight boss. There would spawn 1 regular enemy periodically infinitely, but it may be fast ninja like enemy, so be prepared for harder/longer fight.
    Hardest boss, in my opinion due to damage and problematic feeding. Still very fast to deal, if you have full Rage.
  5. Unraveller. Skyscraper boss. Big skeleton like crawling up and down creature – spits big round projectiles and small bones.
    Charge your pistols using enemies nearby and use strongest blowing up fire ammo (Blood Hammer), while dodging. Around 3 shots can be made, while boss tries to attack you. Then it would run away and return back shortly. Repeat.
    Very easy boss, but takes a bit long.
  6. Xerx. Skyscraper boss. Big bio-robotic boss shooting 1-few projectiles with right arm or sending slow damaging ray of light from the skies. Also knocks down and damages, if to stand too close.
    Arena has 4 sides. 2 have small distance between columns and 2 big. Stand behind columns in 2 big areas of your choice. Attack with pistols strongest shot (Blood Hammer) both legs and arms and pull round bubbles (when they turn white from red) with harpoon (you would need side with elevation for arms - one with stairs is good). Use columns to make boss stuck and shoot columns instead of you. Avoid slow ray by moving away. Feed on weak enemies infinitely spawning periodically, using harpoon towards you. Take into account that weak enemies may get stuck, so you may need to get inside arena to make them unstuck.
    Very easy boss.
  7. Kagan. Main boss of skyscraper and of a game. Has a lot of small damaging attacks (melee/ranged/ranged AoE). Restores health in fountain in the center of arena. Rayne restores Health and Rage there too (doesn't restore Pistol ammo, but it doesn't seem to damage him, anyway). I have no suggestions apart from using double Rage.
    Very easy boss.