Blood (computer game)

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Blood {{#if:{{{image|}}}|<tr><td colspan="2" style="text-align: center;">{{{image|}}}
Developer(s) Monolith Productions {{#if:{{{publisher|}}}|<tr><th style="background-color: #ccccff;">Publisher(s)<td>{{{publisher|}}}
Release date(s) 1997
Genre(s) First-person shooter
Mode(s) Single player, Multiplayer {{#if:{{{ratings|}}}|<tr><th style="background-color: #ccccff;">Rating(s)<td>{{{ratings|}}}
Platform(s) PC {{#if:{{{media|}}}|<tr><th style="background-color: #ccccff;">Media<td>{{{media|}}}

Blood is a PC game developed by Monolith Productions and distributed by GT Interactive. Released 31 May, 1997, it utilized the first Build engine from Ken Silverman to feature voxels. It is a first-person shooter game apparently set in the 1920s, incorporating technology and weaponry of that era plus science-fictional anachronisms.

Blood, with its arsenal of curious weapons, numerous enemies, and liberal amounts of gore, truly does justice to its name. Disturbingly for its time, certain enemies would scream as they were set on fire or otherwise injured, while other characters' heads could be shot off and kicked around. A sequel to Blood, called Blood II: The Chosen was released 31 October, 1998. Featuring the advanced Monolith Lithtech 3D engine, Blood 2 was vastly superior to the first installment in terms of graphics quality, but fell short in atmosphere and gameplay. Besides featuring the return of Blood's protagonist Caleb, Blood 2 also included three new playable characters: Ophelia, Ishmael and Gabriella.

Contents

Story

Image:B1 e2 4.png The game's hero (or anti-hero) is a man named Caleb (voiced by Stephan Weyte). Once the top general of a cult called The Cabal, which worshipped the god Tchernobog (called "The Voice" in the credits and played by Jason Hall, CEO of Monolith), he, along with his assumed lover Ophelia Price and two others, are killed in 1851 for unspecified "failures" in the god's name. Declaring "I live AGAIN!" (a reference to the film Army of Darkness), Caleb suddenly rises from his grave 77 years later wanting vengeance and answers, in no particular order. Blood will flow as he treks across the world through various Cabal strongholds and back into Hell itself.

Garbed in a dark cloak and broad-brimmed hat and with eyes glowing crimson, Caleb immediately begins his quest of ridding the world from the minions of Tchernobog. Caleb is a cynical, sarcastic man with a bent towards sadism, taking pleasure in killing almost anything that may impede his quest. Though his pleasure-in-pain obviously removes consideration of Caleb as a true hero, he does have a slight attitude change between Blood and its sequel. By Blood 2, which takes place 100 years after the events of the first game, Caleb has been forced to show more tolerance for innocent bystanders. This does not affect gameplay, however, as he can still kill them in-game without repercussion.

Blood has four episodes filled with atmosphere, dark humour and periodic (occasionally parodic) references to other defining moments in horror games, films, or novels. A small sample:

  • In the first episode, the player takes a train from "Miskatonic Station", an homage to Miskatonic University in the stories of H.P. Lovecraft.
  • In a secret room in the first episode, Caleb finds Duke Nukem hanging upside down with blood dripping from his body. Upon pressing the 'use' key on Duke, Caleb swings his corpse from side to side and utters a Duke Nukem phrase in a cynical, sarcastic way; "Uhh, shake it, baby", somewhat similar to Duke's comment about the Doom space marine in Duke Nukem 3D, and directly referencing Duke Nukem's requests to the strippers of Duke Nukem 3D.
  • In the second episode the main character of the movie The Shining, Jack Torrance, can be found frozen, hunched on his knees, and holding an axe in a maze of shrubbery. Upon seeing him, Caleb utters a famous quote from the movie ("Here's Johnny!").
  • In the first level of the first episode, Caleb (upon walking up to a bloody sink in the mortuary and pressing the use key) states "Out, out, damned spot!" - a line spoken by Lady Macbeth in Shakespeare's Macbeth
  • In one level, a secret passage in an apartment complex leads to a room which is based on the movie, Se7en. The room contains a bed in which lies a horribly mangled body above which the word "sloth" is written (an allusion the third murder victim in the movie). As in the movie, small paper Christmas trees air fresheners dangle from the ceiling as well.
  • Other "cameos" include Freddy Krueger's signature striped shirt and hat at one point, and Jason Voorhees' mask and machete at another.

The weapons in Blood were fairly revolutionary, most having a secondary attack mode which was not common in computer games at the time. However, like most "new" features in Blood, this has been adopted by almost every subsequent shooter game.

Weapons

  • Pitchfork: Your basic weapon, available from start. It does not consume ammunition. This is an extremely useful weapon against the axe-wielding zombies and other weak close-range fighters to save ammunition of better weapons. Each prong does 17 body damage, up to a total of 68 body damage per stab.
  • Flare gun: It fires a flare that sticks to the targeted enemy and continually deals damage until it burns out. The secondary attack fires a star pattern of multiple flares which explode on contact. While very useful for clearing crowded rooms, the attack needs a minimum distance of travel before the separate flares are deployed from the initial clusters, and thus do full damage. Each flare is 60 fire damage for the primary attack, and the secondary is around 102 fire damage per burst.
  • Sawed-off shotgun: Primary attack fires one of two shotgun shells, while secondary attack discharges both barrels at once. Against Stone Beasts, especially with "Guns Akimbo", this is the best weapon for the job. A single barrel deals 64 body damage over the total pellets, while both at once deals 192 body damage over the pellets, 3 times more than a single barrel.
  • Tommy gun: Sprays bullets in rapid succession. The secondary attack fires faster and moves the gun from side to side, which is useful for clearing lines of enemies. Each bullet in the primary attack is 12 body damage, and each bullet in the secondary attack is 20 body damage, and fires 14 rounds, meaning 280 body damage gets spread over any enemies hit by it.
  • Napalm Cannon: This fires an explosive napalm fireball, equivalent to the rocket launcher of most other games. In the add-on packs, it has a secondary attack that shoots a bouncing ball of napalm that splits into several other balls upon impact which can clear enemies around corners well. This weapon does not lend itself well to rocket jumping, without an invulnerability cheat. The fireball itself is 220 explosion damage, and an additional 20 fire damage, while each ball in the secondary mode is 60 explosion damage and 20 fire damage.
  • TNT: Throws a bundle of TNT that explodes on contact. Secondary function ignites the fuse and causes the bundle to explode after a few seconds, like an improvised grenade. A direct hit does 210 explosion damage if the enemy doesn't escape the blast.
  • Proximity TNT: TNT bundle with a proximity device that detonates whenever a player (including the one who deployed the mine) or monster comes too close. A direct hit does 210 explosion damage if the enemy doesn't escape the blast.
  • Remote TNT: TNT bundle with remote detonator that detonates at the player's will. A direct hit does 210 explosion damage if the enemy doesn't escape the blast.
  • Aerosol can: An aerosol can that is used as a flamethrower with the help of a cigarette lighter. Secondary function lights the can and throws it like a Molotov cocktail. Each little spurt of flame is 2-5 fire damage. The secondary toss does 28 explosion damage and up to 84 fire damage for the burning.
  • Tesla Cannon: Fires a stream of electrical spheres in a straight line. The secondary attack charges a powerful shot with a large area damage. After the Voodoo doll, the Tesla Cannon is the weapon that can kill a Stone Gargoyle the quickest. The secondary attack can stun enemies for a moment, including the mighty Cerberus boss, but is also a bane to co-operative players (and yourself, if your target is too close) due to its strong splash damage and the uncanny tendency of projectiles to home in on your friends. Each primary electric ball is 18-26 body damage, and the secondary shot deals 169 body damage for a direct hit, and inflicts radius damage to other creatures.
  • Life Leech: A weapon in the form of a skull on a pole that shoots balls of fiery, astral death that home in on their target. Can use the player's life as ammunition when the ordinary ammo runs out. Secondary attack puts the Life Leech down and it acts as a sentry, attacking nearby enemies (Plasma-Pak only). It can also be used as a stepping stone to out of the way places. The Blood 2 Life Leech in addition can leech the hit points of its target, but the original Blood's version cannot, despite popular belief. Each ball does 20 body damage and 34 fire damage from burning. The secondary shots deal roughly 3-5 spirit damage.
  • Voodoo doll: Stabbing the voodoo doll with no target in your sights causes the player to hurt himself. A torso hit to the intended target causes medium damage to the target. A head hit causes temporary blindness. A hit in the crotch does extra damage. Secondary attack makes a sweeping motion with the hand across the doll, which depletes its energy to cause more damage as a last resort. Rather overpowered (it could kill most bosses in a couple of hits), the secondary attack was later toned down in the add-on pack. Normal pokes can inflict either 11 spirit damage, 17 spirit damage, or if a crotch hit occurs, 50 bonus spirit damage. A perfect hit with the secondary attack does 193 spirit damage.

Items

  • Life Essence: The Life Essence is a beating heart that will heal 20 points of health when taken. This can take the player to a maximum of 100 health. These can be found by killing some enemies, splattering certain corpses, or just looking around in some areas.
  • Medicine Pouch: Although made originally for the main game, they mainly appear in Cryptic Passage. They restore 50 points of health, up to a maximum of 100 points for the player. They are usually found laying around in various areas, often in less accessible areas than a Life Essence would be.
  • Doctor's Bag: Shaped as a bag with the red cross sign this item is very handy when health needs to be restored quickly. When used it restores the player's hit points up to 100 until the bag resources are depleted.
  • Life Seed: These items restore 100 points of a player's health, and can take them past to 200 points of health. These are not found often, and are primarily in secret areas, but they are very valuable and it is advised that players take the time to find them. They appear to be seeds at first glance, but if you watch them, they will open up and expose the eye within. Life Seeds can up the player's health to a maximum of 200.
  • Armour: there are three kinds of armours available; Fire, Body and Spirit. Finding an armor of the appropriate kind adds 100 worth of armour of that type to the player. The colours are blue for Body, red for Fire and green for Spirit. There is also the versatile Basic Armour, which adds 50 worth of armour to every kind. The valuable and life-preserving Super Armour completely fills up all kinds of armour to 200.
  • Death Mask: Looking much like a Baphomet icon, this special item renders the player invulnerable for a period of time. However two downsides exist: first, the player is still susceptible to physics, meaning he can be thrown off large elevations by nearby explosions or other such moves; second, the Monolith team admits they forgot to include an unique palette change on the screen, so players can find the powerup wearing off without warning. However, if the Death Mask is being used with another powerup like reflective shots, it might be possible to use the palette change from the other powerup to gauge the duration of the Death Mask benefit.
  • Guns Akimbo: Many players consider this to be one of the most unique powerups for a game of Blood's time. Picking this up allows the player to shortly wield two of any one handed weapon, allowing a more accelerated rate of fire against enemies. Such weapons affected include the Flare Gun, Shotgun, Tommy Gun, Napalm Launcher, and the Tesla Cannon (note however, akimbo Tesla Cannons are only in the add-on pack). This is ideal against any boss enemies, but sometimes the quicker consumption of ammo counterbalances its good effects.
  • Boots of Jumping: This item looks exactly as a pair of common boots. However when activated they will allow the player to enhance the height of his jumps, enabling to reach far off places with hidden stuff or shortcuts.
  • Reflective Shots: A rare powerup that summons a protective sphere around the player. This sphere reflects physical damage such as bullets or axe swings, back towards the attacker. This is better than mere immunity against damage since it actually causes enemies to injure or kill themselves. However, the player is still vulnerable to fire and spirit based attacks.
  • Invisibility: Makes the player semi-invisible (transparent). Human opponents can still see the player with Invisibility, albeit with some added difficulty, whilst AI enemies (monsters) will ignore the player completely.
  • Diving Suit: Allows the player to breathe underwater, for the duration of the suit. When the suit expires, the player will still have his normal saved breath before starting to drown. The Diving Suit is automatically activated upon descent into water, and deactivated upon ascent, so as to conserve its duration.
  • Tome: Mysterious books that may be collected to open access to secret levels.
  • Crystal Ball: An extremely useful item when playing Bloodbath, the crystal ball shows the whereabouts of the player's adversaries until its magical charge is dissipated. However, the item has no real purpose in the few times it's obtained in the single player levels.
  • Beast Vision: This artifact comes in the shape of goggles and enables the player to better see in the dark; enemies are fully lit no matter the surroundings, for the duration of the item.

Episodes and Levels

Episode 1: The Way of All Flesh

Image:B1 e4 7.png Level 1: Cradle to Grave - The first level in the game is centered around a graveyard and funeral home, Morningside Mortuary (a reference to the film, Phantasm). Caleb is introduced to the first of the Axe Zombies, Cultists, and Rats. He also finds his first TNT bundles, shotgun, and flare gun in this level, as well as the Napalm Launcher (in a 'Super Secret' area). Caleb begins this level rising from his grave (to which he was banished in the introductory cutscene), and is ready to get revenge on Tchernobog and the Cabal.

Level 2: Wrong Side of the Tracks - The second level in the game is centered around the railyard and station proper known as Miskatonic Station (a reference to the fiction of H.P. Lovecraft). Caleb encounters his first Fanatics and Citizens here. He also comes upon the Tommy Gun, and instances of previously seen weapons in this section. Citizens appear in the registered version, but are replaced by Corpses in the shareware demo.

Level 3: Phantom Express - The third level is centered around a moving train outbound from the Miskatonic Station in the previous level. Caleb must fight his way through the entire length of the train, from the locomotive to the caboose and back, eliminating Cabal threats and find a means to stop the train so he can continue his mission. Trying to jump off the train leads to a quick and painful death.

Level 4: Dark Carnival - The fourth level centers around a cabal-controlled carnival featuring many parodical twists on normal carnival fixtures, as well as mimes, ratburgers, cupie dolls, the freak show, cameos by Duke Nukem, the Hell Hand, and the orange jumpsuit of Richard Kimble. The secret level may also be accessed from here.

Secret Level: House of Horrors - Probably the most fitting type of carnival ride for the game. This entire secret level involves the house of horrors, the Spinebreaker ride, and several other assorted terrors awaiting Caleb, and even some of the Cabal themselves! This secret level is also available in the shareware demo.

Level 5: Hallowed Ground - Appearing to be based around a Cabal-occupied holy ground and monastery, Caleb must fight off a large horde of Cabal loyalists, zombies and Gargoyles. Along the way, a droning message in the Cabal language echoes throughout the temple.

Level 6: The Great Temple - An entrenched temple guarded by a Bone-Eel filled moat stands between Caleb and his first major challenge. He must first navigate the water to find the path to the temple doors. Once inside, he must evade several deadly traps, napalm firing walls being only one of many, and reach the top, where he will find a gateway leading him to Level 7. This level also contains a Super Secret, accessible via a hidden ledge bordering a gigantic drop.

Level 7: Altar of Stone - Caleb will finally reunite with one of his fellow chosen, but it will not be a joyful reunion, as Cheogh, an old antagonist of the Chosen, has a few words and actions of his own to add to the chaos. Caleb will have to be resourceful to defeat the Stone Gargoyle (or two in higher difficulties) and his minions.

Episode 2: Even Death May Die

Level 1: Shipwrecked - The first level of the second episode opens with a quotation from the movie, Jaws, and is focused around an icebound wooden sailing ship in the arctic north (a reference to the novel, Frankenstein). Caleb begins his journey to find Shial, queen of the spiders after his victorious encounter with Cheogh in Episode 1. Caleb is introduced to the Gill Beasts and Spiders for the first time here, and also gains use of the Aerosol Can and new instances of previously seen weapons.

Level 2: The Lumber Mill - Again, the name implies exactly the level's focus, a lumber mill transformed into a crude human remains processing area by the Cabal, with many various gruesome sights, and many enemies afoot and aflight waiting to turn Caleb into another victim of the rampant chaos occurring. Caleb will first encounter the Bloated Butchers in this level as well.

Level 3: Rest for the Wicked - A snow covered maze of hedges that could well be the park surrounding the "Overlooked Hotel" (see below). Caleb must make his way through axe-wielding zombies and cultists determined to stop him. And while he is at it Caleb can also take the opportunity to dive into the frozen pool.

Level 4: The Overlooked Hotel - This level sees Caleb coming to a haunted hotel, with several nods to The Shining, including a frozen Jack Torrance in the garden maze. This level serves as a gateway to the secret level, Thin Ice as well as showing off some of the capacities of the improved Build engine.

Secret Level: Thin Ice - Ice and explosives are not among the wisest combinations conceivable, but here Caleb can really vent his desire for massive destruction. Basically a snow covered mountainous area, this level is chock full of cultists, gill beasts and other even less reassuring creatures.

Level 5: The Haunting - Heavily inspired by the "haunted house" theme, this level is a very large mansion, with many rooms, a kitchen, gardens, a library, a cellar and a pool among its locations. Caleb will need much time to cross this level full of minions of the Cabal, but the boots of jumping can be used to effectively take advantage of a shortcut.

Level 6: The Cold Rush - To gain access to the mines Caleb must explore (and incidentally wreck havoc upon) this facility that probably served as a support station for mining operations. Surrounded by deep crevices inhabited by the Gargoyles and slippery ice blocks with hidden cultists, the place is not very healthy.

Level 7: Bowels of the Earth - Below the frozen surface lies an old, abandoned mine where zombies and all sort of little creatures are the only real owners. Travelling in part on a wagon and avoiding the dangerous effects of continuous quakes, Caleb must look for the entryway of Shial's lair amidst the poor remains of dead miners and their equipment.

Level 8: The Lair of Shial - A dark stony cavern where the spiders feast upon the rotting corpses of their victims serves as Shial's hideout. If he wants to avenge his fallen comrade Gabriel, Caleb must fight the mother of all spiders on her own turf.

Episode 3: Farewell to Arms

Level 1: Ghost Town - The beginning of the third episode takes Caleb into the heart of an abandoned town, with only a few stray citizens still trying to escape. Caleb will have his first encounters with the dreaded Hell Hounds here as well.

Level 2: The Siege - Continuing his quest, Caleb finds the city is now under siege completely, along with airbombings from overhead hitting various enemies and citizens. Caleb must proceed carefully through both the meat processing plant and the city hall up ahead and continue his quest into the unknown.

Level 3: Raw Sewage - Wading through the local sewers seems to be the only option to reach the other side of the war battered city. Caleb will have to fight Gill Beasts and other threats, and find a way to unlock the canal leading to the exit, then reach again the surface.

Level 4: The Sick Ward - Caleb finds himself killing his way through a hospital, including patient rooms, a chapel, morgue, and an "assisted suicide" room. A baby carriage with a demonic hand sticking out of it is a tribute to It's Alive!. Shooting a button in the hospital's chapel takes you to the secret level.

Secret Level: Catacombs - A series of underground tunnels and passages that feature cultists, gargoyles, hell hounds, and scythe-wielding spectres.

Level 5: Spare Parts - This level has an industrial theme since it appears to be centered around some kind of production plant. An abundance of molten metal, lava like pits is present here as well as Cabal loyalists and Hellhounds.

Level 6: Monster Bait - The Cabal controls this installation nearby Cerberus cavern and Caleb will have to struggle his way through to reach the nearby dam and blow it up.

Level 7: The Pit of Cerberus - Caleb has now reached the fiery cavern of the guardian of Hell. Several seals, guarded by Hell Hounds, must be unlocked before Cerberus makes his furious appearance from behind the stone walls.

Episode 4: Dead Reckoning

Level 1: Butchery Loves Company - This level appears to have a mad-scientist laboratory and Frankenstein-esque theme to it, with many signs of butchered human remains, not limited to, but including human brains, severed heads, severed legs, and other various parts.

Level 2: Breeding Grounds - This level appears to focus around an aquatic breeding laboratory, presumably one of the main locations where the Gill Beasts are formed. There are plenty of them to spare in this area for Caleb to watch out for, along with other threats.

Level 3: Charnel House - Plunging out of a water cistern, Caleb finds this strange place, a disposal site for dead creatures. Hellhounds and spiders abound, narrow pathways, deep water and high plateaus must be crossed to overcome this step of the journey.

Level 4: Crystal Lake - Based around a forest-rimmed lake and wooden cabins, this draws largely on references to the Friday the 13th series of films in which a lake of the same name appears. As Caleb roams the level, he may even hear the infamous sounds of Jason himself, or perhaps even discover his lone mask on one of the walls.

Secret Level: Mall of the Dead - This level packs a large number of all kinds of enemies, and pays homage to the film Dawn of the Dead with similar looping 'elevator music' and zombies attacking Caleb.

Level 5: Fire and Brimstone - On his way to the Hall of the Epiphany Caleb must gain access to a Cabal temple located well above the surface of a lava filled area. The entrance of the temple can be reached by crossing caverns and climbing the surrounding mountain, but numerous foes will try to make Caleb's journey difficult.

Level 6: The Ganglion Depths - Finally inside the temple Caleb comes face to face with a number of Stone Gargoyles and Mother Spiders, not to mention hordes of cultists and zombies. As Caleb progresses through the stone and brick temple rooms, he will finally uncover an organic looking entryway to reach his former master.

Level 7: In The Flesh - The penultimate level in the fourth episode takes a very literal stance regarding its own name. The walls, ceiling and floor are all comprised of flesh and blood. Caleb's stray bullets pound this wretched structure, causing the very walls themselves to bleed. Many dangers await in this abomination of a passage.

Level 8: Hall of the Epiphany - An outworldly place where Caleb must face the previous bosses, Cheogh, Shial and Cerberus, once again before facing the terrifying Tchernobog himself. The showdown ensues...

Episode 5: Post Mortem (Requires Plasma Pak or One Unit Whole Blood)

Level 1: Welcome to Your Life - The first level of the expansion pack episode is centered around a department store that is being overtaken by several Cabal members, including the new Acolytes and Zealots.

Level 2: They Are Here - Appearing to center around a shopping center and a processing facility of sorts, Caleb must continue his quest to investigate the recent Cabal uprisings. However, he will soon begin to encounter the many different pods the Cabal have began growing from the earth, and in addition, he will have a close and personal encounter with himself, in one form or another.

Level 3: Public Storage - A Cabal infested warehouse filled with crates and an abundance of cultists. Using the aeration conduits as his entrance, Caleb must carefully look for the keys necessary to gain access of the main shipping area. There he will meet with the Stone Gargoyle defending the area.

Level 4: Aqueducts - After his victorious fight with the Stone Gargoyle, Caleb reaches a strongly defended location, the aqueducts of the city. Cultists and otherwordly creatures protect this area on the ground and the waters are infested with ferocious Gill Beasts and Bone Eeels. And much worse, a Mother Spider boss awaits for Caleb to show up at the exit.

Secret Level: Forgotten Catacombs - (description coming soon)

Level 5: The Ruined Temple - Centered around an old, abandoned temple this level is full of action and dangers are hidden at every turn. The pits surrounding the temple are filled with lava and many Magma Pods, but no location proves to be safe here as the Cabal has summoned all of its minions to the temple to stop Caleb's advance.

Level 6: Forbidden Rituals - Another Cabal temple compound where an army of cultists is currently preparing some kind of unearthly ceremony to worship their dark god. The surrounding gardens are a maze filled with enemies and a number of structures form a defence against intruders, but Caleb will not be easily stopped for he wants to storm the inner temple and ruin the Cabal's rituals once more.

Level 7: The Dungeon - A huge level featuring a varied set of themes, this dark, creepy dungeon was built as a sort of unsurvivable gauntlet for anybody who tried to reach the training ground of the Chosens. A set of locked doors blocks the exit and Caleb is forced to wander across different areas to gather all the required keys.

Level 8: Beauty and the Beast - Finally, Caleb reaches the grounds where the Beasts wait. In order to gain rest, he must destroy each of them - a dangerous feat. All of his firepower will be needed to get through this battle in an alive state.

Episode 6: Cryptic Passage (Requires Cryptic Passage add-on or One Unit Whole Blood)

Note that Cryptic Passage is not official, but a collection of fan made maps

Level 1: Boat Docks - Having caught wind of the news of the ancient scroll, Caleb has set out to retrieve it for his own dark needs. He arrives on the Boat Docks, which later merge into a large cave, a cabin, a large lighthouse, and the fun doesn't seem to end, for many of his old Cabal enemies are trying to prevent him from attaining the scroll.

Level 2: Opera House - In tradition to the late 20s-early 30s era, this level is mostly focused around a large opera house, apparently preparing to show The Phantom of the Opera (called "The Phantasm of the Opera" in the game). Caleb will find he might have several interesting things to say, in addition to his many Cabal foes, as well as the large spiders in the basement of the opera house.

Level 3: Gothic Library - In the midst of surrounding forests lies this Gothic Library. A mix of old and new features, there is an unsettling (and justified) feeling that Caleb is not alone. Obviously, it is filled with various foes, human and beast. The keys unlocking the doors must be found in order for Caleb to get through the Library.

Level 4: Lost Monastery - Strange rituals take place in and around the Monastery, and it is Caleb's job to end them in the most violent and chaotic manner he can muster. The surroundings of the Monastery are just as dangerous as its' interiors, though, so he needs to be careful not to fall victim to the numerous scattered about. Careful, and reckless, of course.

Level 5: Steamboat - An escape from the Monastery, the Steamboat proves to be no gentle ride along the stream. Packed with a wealth of enemies, Caleb needs to be watchful at every turn, above deck as well as below. And outside.

Level 6: Graveyard - A darker setting now surrounds Caleb, and although the dangers are fewer in number at this point, they are all the more devious. A relatively empty surface (by Caleb's standards) leads to a more crowded underground series of catacombs and tunnels.

Secret Level: Boggy Creak - Caleb finds himself in a gloomy swamp, riding among the river on a boat where the Grim Reaper is the captain. The boat will lead to an abandoned house with spiders in its basehome (a homage to Arachnophobia) and a mysterious pathway.

Level 7: Mountain Pass - The adventure takes to heights this time, when both gorges and ghosts must be survived. The Cultists hide behind every stone as Caleb makes hs way across the cliffs, to the Mine.

Level 8: Abysmal Mine - Out of the sky and into the smelting pot. The Abysmal Mine is a perilous place where Hell Hounds and Phantasms dwell. Having reached this far, even these dangers must not stop the ascent to the Castle, in search for the scroll.

Level 9: Castle - As the towering ancient structure appears, the tension grows. As always, where there is silence and emptiness for too long, something horrifying awaits. This proves to be the case, for when Caleb climbs the stairs into the Castle, the two guardian Cerberi appear before him. Between Caleb and the coveted scroll, lies now only the thunderous battle between Beast and Man.

Enemies, Bosses and other characters

Note: The HP values, from Skill 1 to Skill 5 will be shown in Italics at the end of the description.

Harmless Creatures

Citizens - Citizens are shirtless, rag-wearing people who are unlucky enough to get caught in the crossfire of conflicts between Caleb and the Cabal. Caleb begins finding them on "Wrong Side of the Tracks" in the first episode of the registered version. They cannot attack, nor are they any threat. In all actuality, they serve as a distraction to enemies, as Caleb's foes will attack nearby citizens before attacking the player, unless he shoots at the foe in the middle of the hunt. Some citizens can also drop vital keys, and an example of this is in the second level of episode 4. Citizens can be killed in just about any manner the game will permit. They have a slight resistance to the pitchfork, and some believe Monolith inserted this into the game for the more sadistic players of the game. (22/28/42/50/66)

Mimes - Mimes only appear on two levels, both of which are in the first episode. They make their homes in level 4: "Dark Carnival", and the secret level: "House of Horrors". They are much like common mimes, acting like they are in the invisible box. Caleb openly expresses great hatred for these people, though some serve a purpose (e.g., some are stepping stones to secret places). In fact, one secret room has a dozen or so mimes blocking a Life Seed, which have to be killed to reach it. Unlike citizens, they do not drop keys. Falling into the "innocent" category, they also more than likely have slight pitchfork resistance. (22/28/42/50/66)[although this is speculation at best]

Corpses - Corpses (occasionally zombies disguised as corpses) are found in various locations in the game. Some simply lie on the ground, others are nailed to walls. They will occasionally drop Life Essence powerups, however.

"Nuisance Enemies"

Aside from the normal monsters you meet throughout the game, smaller nuisance monsters also appear to annoy and harass the player, hence the nickname. Several of these nuisance monsters are listed below:

Bats - Bats are the weakest of all enemies in the game, but they can be very annoying, especially in swarms. They fly around, chirping and swooping down on the player, and are rarely a direct threat. However, they often attempt to swarm when the player is trying to attack other monsters, and can prove a fatal distraction. As well, if the player is using an explosive weapon such as the Napalm Launcher and attempts to shoot a bat in frustration at close range, the results could be deadly. The pitchfork, Tommy gun, or shotgun are ideal against these creatures. (2/3/4/7/10)

Rats - Slightly stronger than bats, rats are much better at dealing damage directly to the player. Like their flying cousins, they will swarm the player in groups. They are often found around rotten corpses, and due to their ability to deal a reasonable amount of damage, should not be ignored except in the most dire of circumstances. The Tommy gun or shotgun are good defences, as is standing on the creatures. The pitchfork will not work as effectively, since the reach of their bite is farther than the pitchfork and you will be placing yourself at risk. (2/3/4/7/10)

Bone Eels - Like their real-world companions, these Eels are found exclusively in water. Fast but weak, they are cousins to the Gill Beast (described below). As many other nuisance enemies, they mainly attack in mobs and can be deadly in higher numbers, especially to an unskilled player. A few shotgun blasts will usually do them in, even on higher difficulty levels. (16/20/26/30/38)

Hell Hands - Hell Hands are essentially leftover parts from zombies. They look like the hand out of the film, evil dead 2, where the hero (Ash) hacks off his hand with a chainsaw after it becomes possessed by an evil entity. They spend their time walking along the ground saying things like, "I'll swallow your soul!" (a homage to Evil dead 2) although one would wonder how, considering their lack of vocal cords. At close range, they can leap and attach themselves to the player's neck, sucking your life. The player must then hit the "use" key repeatedly to shake them off. On harder skill levels, it is advisable to save before facing them, because it is extremely difficult to detach them without losing at least a hundred health in the process. They are comparable in health to the Rats. TNT is the best weapon to use on the things, especially when they attempt to mob you. It is possible to pitchfork them without getting choked, but it is a tricky endeavour. (4/7/10/14/18)

Chrysalis Pods - An enemy that was exclusively seen in the "Plasma Pak" expansion, the Chrysalis Pods were green, podded plants. They grow in various environments throughout the Post Mortem area, attacking by spitting a vile fluid that deals splash damage as well as regular damage. Also, they have prehensile roots that can hit nearby foes. A well placed TNT bundle or napalm ball will usually destroy them, and they are weak to fire damage. (50/66/92/122/154)

Magma Pods - Similar in shape to the Chrysalis Pods, and also exclusive to the Plasma Pak, these orange-brown pods have roots that go down all the way to the bowels of the earth. They have the ability to spew explosive napalm balls which will set fire to anything nearby, including the player. This ability makes them easily the most dangerous nuisance enemy, since they, like the fearsome Hellhounds (described below) can set the player on fire. Like the Chrysalis Pods, a few napalm shots can usually dispose of them, however the fact that they generally live on lava or magma floors gives it a slightly higher degree of difficulty. (90/132/196/244/324)

Lil' Caleb - Another tribute to Army of Darkness, seen only in the Plasma Pak. This enemy occasionally spawns when you approach a mirror and break it. Miniature Calebs will emerge from the shards wielding tiny shotguns, and will attack. Compared to most enemies, they are very weak and not particularly dangerous. Some players even find it entertaining to fight them. They can be set ablaze, but they seem to grow to full size (likely an oversight by the programmers) when they catch on fire. Even on harder skill levels, it only takes two shotgun shells to kill one. However they are immune to trample damage. (7/10/14/20/25)

Axe Zombies

Axe zombies are the first type of enemy faced in Blood. Upon discovering the player, they will moan, "Brains!" or "More brains!" at you. Rather lacking in intelligence, they will run after you relentlessly in attempt to dismember you with their axe. Borderline nuisance enemies, they are quite weak alone and on easier difficulty settings. However, in packs (especially on higher skill levels) they can be quite deadly. Occasionally, they will be buried in the ground as normal corpses are, and will pull themselves up and attack you. Some will even at first appear to be laying on the ground, as if they were already dead, and will get up and attack the player when they draw near.

To illustrate how their resilience changes between difficulties: three pitchfork stabs will slay them on the easiest setting, and you can knock them down easily. On the hardest setting, no less than nine stabs will kill them, and you will rarely knock them down. Difficult as it is, some players have made a kind of art out of pitchforking zombies to death, in order to show off or save ammo. Recoil and strafe (moving backwards and sideways as you strike, respectively) stabbing are useful techniques. Their health is slightly greater than that of Cultists (described below), as it will take two flares to kill them on the hardest skill. Aside from pitchforks, they are vulnerable to explosives, and their heads can be shot off and afterwards kicked around. The napalm cannon is useful on closely knit groups. And finally, when killed via the voodoo doll, they will disintegrate in place and crumble to ashes or nothingness. (68/90/130/170/220)

Cabal Loyalists

One of the most common types of enemies in the game is the cabal loyalist. Fiercely faithful to the god Tchernobog, they take sadistic delight in killing any who oppose their god or their Cabal. Caleb will fight hundreds, if not thousands of them during the game. An interesting note is that Cultists fight very well in the water, and players are discouraged from fighting them in aquatic environments. The alternate fire of the Life Leech or TNT bundles are excellent for destroying them when they attempt to fight from the water. The Cultists come in four flavours, described below in order of their appearance in the game.

Brown-robed: The most common type of Cabal loyalist, the brown-robed Cultist wields a shotgun much like Caleb's. Though they will only use one barrel at a time (unlike Caleb, who can use both at once), they are accurate and deadly. On the highest skill levels, they pose a serious problem as they will congregate in groups out of the player's immediate range. With this strategy they can easily destroy an unarmored player before he or she can react. In addition, they will throw TNT from skill level 3 and up. At skill levels 4 and 5, they can throw full TNT bundles. However, they are very vulnerable to fire and will almost always die when set on fire before the fire burns out, even on the harder difficulties. (40/60/80/100/125)

Black-robed: The black-robed variety have been nicknamed Cabal Fanatics due to their greater loyalty to Tchernobog. They are similar to the original cultist, but use Tommy guns instead of shotguns and they will not throw TNT. They are somewhat harder to fight than the brown-robed cultist because the Tommy gun gives them the ability to fire constantly, unlike the shotgun. They are deadly accurate and will fire in groups at range. (40/60/80/100/125)

Green-robed: The green-robed Acolytes are exclusive to the Plasma Pak and are considered to be easier than other types. They are Cultists-in-training, not yet trusted to wear the brown robes of a loyalist. They lack hitscan weapons (weapons which generate instant hits as opposed to projectiles) and despite appearing to wield a gun, will only fling TNT sticks or bundles at the player. Also, they have slight fire-resistance for some odd reason in comparison to other loyalists. (50/70/100/130/170)

Blue-robed: The blue-robed Zealot, exclusive to the Plasma Pak, is the most dangerous of all cultists. Even more loyal than the Fanatic, the Zealot has been entrusted with a Tesla Cannon and electricity-resistant armor. They have proven their worth to the Cabal in combat and as such should be treated with caution and respect. (50/70/100/130/170)

Red-robed: See Priests/Stone Beasts, described below.

Gill Beasts

Storywise, not much is known as to why these great beasts exist. Perhaps Tchernobog created them to protect his waters or guard his underwater treasures where even Cultists would not go. Either way, these fishlike leviathans are dangerous on land or water. They are extremely dangerous in their natural aquatic environment, moving with speed and grace, one and a half times as fast as the player can swim. Fortunately, they are not as suited to land as to water, and when walking, act more like Axe Zombies with more health. Gill Beasts attack by biting the player, and are intelligent enough to act as a group to bring Caleb down. Underwater, they will attempt to surround Caleb and block his path. This adds the danger of asphyxiation to their biting attacks. The shotgun's alternate fire (especially with the "Guns Akimbo" power-up) combined with strafing and constant motion is an effective way to get rid of them. Against groups, using the Life Leech is suggested, especially putting it down on the ground when using the Plasma Pak. TNT can be tossed to assist in weeding out the groups, however they tend to have a fair amount of fire resistance, and similar spirit resistance as well. (92/130/200/244/310)

Bloated Butchers

These fat, undead characters are tougher, but slower than the regular zombies. They possess three ways of attacking you: at long range, they will throw cleavers at you; at mid-range they will vomit a caustic substance at you (with a characteristic 'puke' sound) and when at melee distance, they will swing their cleavers. Explosives and incendiary weapons work well against the Bloated Butchers. On higher skill levels, it tends to take many shots to kill them, especially using the Tommy Gun or Shotgun. However, due to a possible programming oversight, they are one of the more harmless enemies in the game. When you're in the crouched position, their projectiles go right over your head. Allowing you to effectively fight them with a pitchfork, or sit at a distance and shoot, without fear of reprisal. When killed via the Voodoo doll, their skin will split open from the head, leaving behind a thin skeleton that will crumble to the ground. (308/436/630/850/1090)

Flesh Gargoyles

Like their stone brethren (described below), flesh gargoyles can sometimes appear to be dormant statues. Make a move near them, however, and they'll wake from their sleep and attack you. They are a fleshy brown color, with large, clumsy wings that lend themselves to an erratic flight style. They tend to growl often, and don't speak. Their attack varies between flinging bones at Caleb to slashing with claws at close range. They are best dealt with by a direct shot from the Napalm Cannon or a few Tesla Cannon blasts. The pitchfork can kill them, but it isn't recommended due to their powerful melee attack. For reasons unknown, they will drown instantly if you lead them into water, unless the statue was already underwater when you awakened it. They also tend to have some resistance to fire attacks despite the effectiveness of the Napalm Cannon, requiring you to use direct hits on them. Despite to their fire resistance, flare gun is also effective against them as its primary attack can both disable a gargoyle's attacks and force them to move towards the player. (300/390/592/696/950)

Spiders

Despite their small size, Blood's spiders are in no way mere nuisances. Depending on their species, their bite can cause either delirium or blindness.

The smaller, reddish brown spider will give the player a sense of delirium, the screen swaying back and forth and tilting. (Almost as though Caleb were intoxicated or high.) (3/6/9/14/18)

The second spider, which is larger and green-colored will also bite you, causing the screen to dim. Both of these effects are accumulative (but temporary), meaning that with multiple spider bites a player could become totally blind, delirious or both. The third type of spider is the giant mother spider, detailed below. (16/19/26/30/38)

The red spider is considered more dangerous because its bite makes fighting much more difficult. While the player can still aim despite a dimmed screen, the tilting view produced by the red spiders can make the player miss an attack or dodge badly.

Spiders are relatively weak, and a well-placed TNT bundle, or even better, a thrown aerosol can, takes care of a mob of them quickly. They also die instantly when they are lured into water. Due to a possible oversight by programmers, Mother Spiders that are underwater can create other spiders that can survive in the water.

Hellhounds

According to the manual, Hellhounds are the children of Cerberus. True to their demonic nature, they are considered the most dangerous of non-boss enemies in the game. They begin to appear from the third episode and onwards, as well as in Cryptic Passage. They attack by biting the player or breathing a stream of fire, similar to Caleb's aerosol can. This fire can set Caleb or other nearby creatures aflame, dealing continuous damage. Unless the victim can reach water in time, or has enough Fire Armor and health, they will die. Caleb can and will fall victim to this, so players are advised to remember where water is when fighting Hellhounds, and to stock up on Fire Armor. Being creatures of a fiery nature, they will drown instantly if lured into water. The Tesla Cannon is the best weapon to use against them. Conversely, attempting to pitchfork them is inviting death. However, as Hellhounds use bite attacks instead of breathing fire at close range, skilled players may succeed in stabbing them to death without being engulfed in flames. The Tommy Gun is an adequate choice against Hellhounds if the Tesla Cannon is unavailable. (180/244/366/482/602)

Phantasms

Phantasms are unique and dangerous hovering creatures appearing in later episodes. They resemble the Grim Reaper in slightly off-white clothes. They carry, as the Reaper normally does, a scythe. Normally, Phantasms are spectral in nature - they cannot be damaged in this state, and they do not block the movement of Caleb or other creatures. Only when they attempt to do damage will they become tangible, and players are advised to beware them in this state. They can blast Caleb with "spectre missiles" from a distance, or can swoop in close to slash at the player, which deals massive damage on later difficulty settings.

Phantasms are extremely dangerous to fight, not only because of their intangibility but also because they are nigh-invulnerable to most weaponry. The Life Leech and Voodoo Doll are useless, as are the Tesla Cannon, TNT and Napalm Launcher. Only the Pitchfork, Flare Gun, Shotgun and Tommy Gun can do any real damage to them in their solid state. The best way to deal with them is the shotgun with "Guns Akimbo" and alternate fire, as it will cause a knockback effect, leaving them unable to slash at you. Fighting groups of them is very dangerous and difficult to do, because when you blast one, another will press into the space it leaves and attack while you reload. Move backwards to avoid its scythe swing. (260/350/530/684/876)

Cheogh/Stone Gargoyles

Cheogh is the first boss of Blood, and is made out as the leader and ruler of all the Gargoyles Caleb fights throughout the game. However regardless of his position he is about impossible to tell from normal Stone Gargoyles and most players consider the other Stone Gargoyles to be the same foe as Cheogh, or simply 'clones' of Cheogh. The original Cheogh himself appears at the last level of the first episode, "Altar of Stone", and on the hardest skills is strangely enough accompanied by a second Stone Gargoyle. The real Cheogh is supposedly resurrected in the final level, "Hall of the Epiphany" and attacks you as the first of a gauntlet of bosses guarding Tchernobog himself.

Other Stone Gargoyle/Cheogh clones are quite common over the levels in the later episodes of Blood and its add-on, Cryptic Passage. Again, they attack identically to their original counterpart, shooting blue energy balls from their eyes, that are sometimes "smart-fired" or calculated to intercept the path of its enemy's current movement, which makes circle-strafing not so effective as in other games. They can also rake at the player with their claws, doing severe damage if they connect. The best tactic in fighting Cheogh/Stone Gargoyles is to keep below their eye level, usually by crouching and firing, as well as keeping close to avoid the energy shots, whilst dodging the melee attacks. This makes it nearly impossible for them to shoot you, and makes it hard for them to get within the right position to scratch you. Another quirk is that much like the traditional fictional Gargoyle, some of them begin as sleeping stone statues found around the levels, and will awaken if either pushed, their vicinity is compromised, or the player picks up an important item, such as a key and such.

Storywise, Cheogh holds an undeniable hatred of humans, as well as Caleb and the other Chosen, and only out of respect for Tchernobog keeps his urges to kill them in check, at least until Tchernobog cast the Chosen and Caleb down for their supposed 'failure' in the opening movie of Blood. Cheogh, realizing he now has all rights against the Chosen, swoops in and flies away with Ophelia, Caleb's assumed love interest in the series, and at the end of 'Altar of Stone', she is found sacrificed on a bloody altar, and Cheogh emerges to face Caleb, but fails to kill him, and in the Episode 1 end movie, Caleb puts his shotgun to Cheogh's head and blows his brains out. As for his supposed 'reincarnation' at the Hall of the Epiphany, there's no real story about it; he just fights you to the death. (2760/3864/6456/6684/9696)

Shial/Mother Spider

Shial is the central mother of the various green and brown/red spiders Caleb faces throughout Blood. She is the boss of the second episode, and she too is believed to have 'clones' created of her, as on the hardest skill levels, like Cheogh, she is flanked by a second mother spider. Shial and all other mother spiders are dangerous due to the fact that they can quickly and effectively create swarms of the smaller spiders to eat the player to death - however, she is incapable of damaging the player herself, despite several sprites in the tile art that suggest she can. Shial is the only type of spider that can enter the water and survive, though any spiders she spawns while submerged will also survive.

There are an estimated dozen or more mother spiders in the entirety of Blood and its mythos. They appear also in Cryptic Passage, an add-on for Blood. Also, Shial, like Cheogh and the original Cerberus, is supposedly resurrected in the final level of the original game, "The Hall of the Epiphany" as the second of four bosses in a gauntlet of foes Caleb must face to stop Tchernobog himself.

Storywise not a great deal is known on her attitude or characteristics, but the game manual states she lives in the frozen north within the bowels of the Earth ( the final level of Episode 2, "The Lair of Shial", and the level prior, "Bowels of the Earth" is enough proof of this). It is also known that in the intro movie of Blood, she comes down from above and captures Ishmael, and later cocoons him in a large mass of web. In the ending movie of episode 2, Caleb squashes Shial for good with a final stomp, and then proceeds to rip out the already dead Ishmael's heart and drink it, gaining his power for Caleb to use in later battles. (~450/~800/~1000/~1400/~1600)

Cerberus

Cerberus is Blood's third major boss. Somewhat akin to its Greek counterpart, the Cerberus in Blood has multiple heads. However, unlike Greek Cerberus, this version has only two heads; each must be destroyed to defeat the beast. This Cerberus can breathe burning balls of explosive napalm or bite into its enemies. It's believed to be the source of the Hellhound enemy of other levels in Blood.

There are believed to be five Cerberi bosses in the entirety of the game and its mythos. One is Episode 3's final boss. One is found on the hardest skill levels in the second to last level of Episode 4: "In The Flesh". One of them also guards Tchernobog in the final level of Episode 4: "Hall of the Epiphany". Also, in the mission pack Cryptic Passage, two Cerberi attack you in the final level: "Castle" at the end as the end bosses.

Storywise, he is the loyal pet of Tchernobog, and second in command of the entire Cabal now with the casting-down of Caleb and the Chosen. He also briefly appears in the intro movie with two or so of his Hellhound children, scorching Gabriel to death.(2556/3620/5064/7296/9900)

Priests/Stone Beasts

The Priests and the Stone Beasts are exclusive to the Blood expansion pack "Plasma Pak" and appear in the episode "Post Mortem" as the final bosses (although the beasts appear on the status bar in the original). In the level "Beauty and the Beast", there are four Priests, which the manual states are supposed to be the replacements for Caleb and the other 3 fallen Chosen members. They fight much like the common shotgun-wielding cultists, except with much more vitality than the average cultist as well as toting a rapid-fire shotgun. In addition, when killed, they morph into the Stone Beasts. (300/428/640/900/1266)

The Stone Beasts are considered a nightmare to some Blood players, especially in groups, possessing a cheap and powerful stomp that can shake the screen and do severe damage to the player at close range, in addition to ignoring their armour completely. Many experts tend to use the Akimbo Shotguns' alt-fire mode on them as they try to stomp to blast them back, sent into a state of pain, halting the stomp. Unloading the tesla gun will also deal with them, or make it easier to finish off. However taking on more than two Stone Beasts at once is almost guaranteed suicide on the hardest difficulty levels. (1056/1452/2280/2880/3860)

Tchernobog

Tchernobog is Blood's final boss. The name is likely to have been inspired by the Slavic god Crnobog. He appears in "The Hall of the Epiphany", the final level of the fourth episode of Blood. His form resembles a sort of minotaur-like skeleton which still appears to have some chunks of flesh still attached onto it. His attacks are all fire/explosive based, and he can light the player on fire in a similar manner to how an Arch-Vile in Doom can hit a player with its attack by being in its sights, although in Tchernobog's case, it is more like being set on fire by a Hellhound or Aerosol can, and not a focused explosion like the Archvile. He also shoots blue flames that appear like vaporous trails at first, but explode like stronger Napalm blasts when they actually detonate. It is also believed that touching or getting touched directly by Tchernobog also results in instant disintegration. Many believe the Tesla Cannon and the Napalm Launcher, with guns Akimbo is the best way to defeat him on any skill level. The Tommy Gun also works very well. However it is believed that on Extra Crispy skill that he becomes immune to the sawed-off shotgun, and possibly the Tommy Gun as well at this point. When played without expansion packs, the voodoo doll is possibly the most effective but least quick, as it expends no charges when used against Tchernobog but requires that the player stay alive long enough to destroy the target.

Tchernobog is known by a multitude of names: 'The Dreaming God', 'The Devourer of Souls', and 'The One that Binds'. He is also said to be the force of creation that effectively keeps the fabric of all realms in check. If he were to ever be deceased for an extended period of time, the aether of the many parallel universes and alternate realities would begin to crumble, merging into one, causing a mass cataclysm, as the later events of Blood 2: The Chosen would show us.

Blood 2 reveals more of his history, and we begin to learn that Tchernobog was never intended to be an evil force in nature. It is also shown that his personality and disposition are affected by the body he inhabits. Tchernobog is actually in his 16th reincarnation during the first game, and Gideon (the main antagonist of Blood 2) aims to become the 17th. We also learn that Tchernobog was channelled into the body of a hateful and angry man, making him into the evil cult leader we know him for in the games. We also learn that his 5th reincarnation was a Buddhist monk. This change to his personality caused the Cabal (the main group of foes in the Blood games) to become a purely religious sect, and only the most pure members were allowed to remain. It is unknown exactly why Tchernobog required reincarnations in the first place, and some speculate his original body was somehow destroyed, and no one knows what his true form once looked like. (1500/2400/4700/4800/9800)

Miscellaneous

In addition to the common secret places found in traditional FPS levels, Blood adds the idea of Super Secrets, or very hard to reach or spot secrets which usually merit large rewards for finding them, such as acquiring the powerful Napalm Launcher (weapon number 5) at the end of the first level instead of in the fourth level. The game does not usually immediately inform the player of finding a super secret except for unique messages given in a few special cases, but will do so at the level intermission screen.

If a cheat code is used during a level in the game. The intermission screen will acknowledge it to the player when the level ends, usually saying "YOU CHEATED!"

Blood versions, expansions, and sequels

  • Blood (original uncensored edition)
  • Blood (censored edition)
  • One Unit Whole Blood (Includes Blood, Plasma Pak, and Cryptic Passage)

Official add-ons:

  • Plasma Pak (Included in One Unit Whole Blood)

Unofficial add-ons:

  • Cryptic Passage (Included in One Unit Whole Blood)

Blood 2:

  • Blood 2: The Chosen

Official add-ons:

  • Blood 2: Nightmare Levels

Copyrights and Ownership
Monolith sold the rights to GT Interactive who published the games, which was purchased by Infogrames which has since been renamed to Atari.

Trivia

See also

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External links

de:Blood (Computerspiel)