This is a basic guide to Blood. It contains information about weapons, enemies and items.
Story and main character
The game’s hero (or anti-hero) is a man named Caleb (voiced by Stephan Weyte), a merciless gunfighter born in Texas who serves a cult called “The Cabal” that worships the dark god Tchernobog (voiced by Monolith CEO Jason Hall, who was credited simply as “The Voice”). Caleb joined the cult after meeting Ophelia Price, a woman whose homestead was burned down by the Cabal, killing her husband and baby son. She blamed her spouse for their deaths, because he wanted to rescind his membership. Half-crazy and rambling, Caleb nursed her back to health. It is implied that she later became Caleb’s lover, and introduced him to the cult. Together they rose to the highest ranks and became “The Chosen”, the four most esteemed generals of Tchernobog’s army (the other two being Ishmael and Gabriel).
Caleb is a sarcastic man with a strong bent towards sadism, taking pleasure in killing almost anything, whether it impedes his quest or not. He has a prominent sense of humor, often making quips while taking the lives of others, or commenting cynically on surrounding events. Though when he comes to the Hall of the Epiphany at the end of the game, he takes a more serious, determined tone.
Caleb was born in western Texas in 1847. By age seventeen, Caleb was well known as a merciless gun fighter with a hunger for bloodshed. Seven years later he came across a burned-out homestead with a single occupant: Ophelia Price. She was completely mad when Caleb found her, but from what Caleb could gather of her nearly incomprehensible ramblings, she and her husband were members of a dark cult called the Cabal, who worship the dark god Tchernobog. When her husband tried leave the Cabal, they responded by torching their home, killing him and their son. Ophelia blamed her husband for their plight.
Caleb was immediately taken by Ophelia’s beauty and took her under his protection. She became Caleb’s doorway to the cult and his lover. He rose through the ranks to become one of the Chosen – the elite servants of Tchernobog. Along with Ishmael and Gabriel, the four Chosen served the dark god well, preparing for the day he would throw open the doors of the dimensions and take over the Earth, although earning the ire of others high in the cult like Cheogh.
The Pitchfork is the melee weapon of Blood, and the first weapon the player uses, as it’s automatically in the inventory. The player can never lose or drop this weapon and it requires no ammo, but it has no long range capabilities. It is a long staff with a forked, four-pronged end used to stab the victim. It’s useful against Axe Zombie, Rats and Bats. It is the only weapon that has no alt-fire.
AMMO TYPE: None
REGULAR FIRE: A single stab forward, causing four points of damage
ALTERNATE FIRE: None
The Flare Gun is the first firearm picked up, found in the courtyard of the Morningside Funeral Parlor. It functions much like a pistol, but fires flares which stick in the victim and burn for a short period of time. If the victim dies while this happens, he will ignite and run at the player, screaming “It burns! It burns!”. Diving into water will douse the flare.
AMMO TYPE: Flares
REGULAR FIRE: Fires a single flare which embeds in the victim’s flesh
ALTERNATE FIRE: Fires a starburst of flares which exploded on contact
The shotgun is one of the most useful weapons in Blood. At short range it packs a wallop capable of killing most enemies in one blow at low difficulties. The shotgun holds two barrels and needs to be reloaded after both are discharged. If alt-fire is triggered while only one barrel is loaded, one barrel will discharge, as in regular fire. It has a decent rate of fire and long range, although much of the buckshot spreads too thin to be useful. The reload time can be a disadvantage, especially after using the alt-fire. This is also the weapon of choice for Cultists.
AMMO TYPE: Shotgun shells
REGULAR FIRE: fires a single barrel
ALTERNATE FIRE: Fires both barrels for twice as much damage, using twice as much ammo
The Tommy Gun, also known as Thompson’s Machine Gun is a weapon in Blood. It is characterized by a high rate of fire, making targeting less necessary, but uses up a lot of ammo. Fanatics often use and drop this weapon or its ammo.
AMMO TYPE: Bullets or bullet drums
REGULAR FIRE: Fires bullets at a high rate
ALTERNATE FIRE: Fires a spread of bullets the width of the screen area
The Dynamite Bundle is a weapon in Blood that functions much like a grenade launcher in other first person shooter games. One twist is that the player can control the throwing distance, and the weapon explodes on impact. The secondary fire turns it into a time bomb, which makes it great for traps.If held on to for too long, it will explode in the player’s hands, doing significant damage to the player.
AMMO TYPE: Dynamite Bundles
REGULAR FIRE: Throws a dynamite bundle which explodes on impact
ALTERNATE FIRE: Sets a burning dynamite bundle at the player’s feet, which burns down and explodes
A Proximity Detonator is a weapon in Blood, a variation on the Dynamite Bundle. Where Dynamite Bundles go off on impact, the Proximity Detonator will fall to the ground and set, with a signature beep. At that point, it will explode if anyone moves close to the bomb, including the player. This has the advantage of trap-setting (especially in BloodBath), but disadvantage if the player forgets where he/she placed the bomb, or sets it in such a way to prevent forward progress.
AMMO TYPE: Proximity detonator
REGULAR FIRE: Sets and throws a proximity mine
ALTERNATE FIRE: Drops the mine at the player’s feet
A Remote Detonator is a weapon in Blood, a variation on the Dynamite Bundle. Where Dynamite Bundles go off on impact, the Remote Detonator will not explode unless the player activates the remote. They can bounce off corners, making them useful to flush out enemies.
Caleb uses these to explode the carcass of Cerberus.
AMMO TYPE: Proximity detonator
REGULAR FIRE: If a Remote Detonator is in hand, will throw the bundle, then bring up the remote to trigger the bomb. If the remote is in hand, will trigger all the Remote Detonators thrown.
ALTERNATE FIRE: If remote is in hand, it will hide the remote and bring up another Remote Detonator to throw. If the Remote Detonator is in hand, it will drop the bundle at the player’s feet.
This monstrous weapon launches a huge ball of flaming napalm at an extremely high velocity. If the initial explosion doesn’t kill your enemy, the burning probably will. Best used with extreme caution, especially in tight areas. The
alt-fire launches several napalm projectiles, covering a wider area but also chewing up a lot more ammo.
The first possible use of the Incinerator is in the first episode, first level, in the Super Secret.
AMMO TYPE: Gasoline
REGULAR FIRE: Shoots a burning ball of fire
ALTERNATE FIRE: Consumes massive ammo to lob a fireball into the air, which bursts on contact, causing splash damage and spawning littler fireballs which bounce around and do the same
he Aerosol Can is a weapon in Blood, occupying slot 7. Caleb holds his lighter to it and uses it as a flamethrower. This sets the victim on fire, causing damage even without needing to continue to fire the weapon. Its range is limited, but the alt-fire turns it into a molotov cocktail, setting objects and people ablaze in a rather large splash radius. Monolith Productions warns players not to “try this at home”. .
The Tesla Cannon is a two-handed weapon that occupies slot 8. It fires electric bolts which stun the enemy until firing ceases. It uses a fair chunk of ammo, but not enough to be a disadvantage. This weapon is effective against all enemies (except the Zealot), but does not work in the water. It should be saved for large enemies like the Stone Gargoyle (for which the alt-fire is especially effective) or mobs. Its sprite appears to have been modified from the one for the removed weapon, the Spear Gun.
AMMO TYPE: Tesla Charge
REGULAR FIRE: Fires a small ball of electricity which zaps and stuns the victim
ALTERNATE FIRE: Charges up and fires a massive ball of electricity which damages the mark and anything in the blast radius
The Voodoo Doll occupies slot 0 and, like the Aerosol Can, comes in its own units (meaning the only way to obtain ammo is to pick up more Voodoo Dolls). It works by pointing at a victim and plunging a needle into various parts of the doll. The victim will react as if it was shot. However, if there is no target in range, Caleb will accidentally stick himself with the needle, causing damage to himself.
It has an unlimited range and does heavy damage, ignoring armor. Flesh victims who die from the Voodoo Doll will melt into a puddle of flesh. The alternate fire is unreliable, but regular fire is very effective. But due to its low ammunition capacity and rarity, this is an excellent sniping weapon or useful on large enemies like Stone Gargoyles.
AMMO TYPE: Voodoo Doll
REGULAR FIRE: Plunge a needle into the voodoo doll to cause damage to the target (if there is no target, the needle will hit the player’s own hand, causing damage)
ALTERNATE FIRE: Wave your hand around the doll, using all of its remaining power at the target (if there is no target, it will do no damage to the player)
The Life Leech occupies slot 9 and uses Trapped Souls (blue orbs with screaming faces) as energy. If the Life Leech hits a living target, it will add life to the player’s, like a vampire. However, if the ammo runs out, the Life Leech will drain the player’s own health for ammunition. Despite that, it’s a useful and damaging weapon, especially using its alt-fire as a secondary attacker. Victims who die from the Life Leech melt into a puddle of flesh.
AMMO TYPE: Trapped Souls
REGULAR FIRE: Fires a stream of damaging magic energy
ALTERNATE FIRE: Sets the Life Leech upright, letting it act as a sentry gun, but leaving the weapon at place. It can be picked again up by pressing Use key when close to it or moved by shooting with Sawed-off or Tommy Gun. Secondary fire requires at least some ammo to be loaded in life leech. Life leech is returned without ammunition after it was picked up from sentry state.
A health restoring pouch that can be used at any time. The Doctor’s Bag gives the player health points, up to 100. Remaining points will stay in the bag for later use. For example, if a player has 40 health, and the player uses the Doctor’s Bag, it will restore 60 health (to the 100 max), and the Doctor’s Bag points will be reduced to 40 points. When the Doctor’s Bag’s points are reduced to 0, the bag disappears, but it can be refilled by finding another Doctor’s Bag. (Note, if the Doctor’s Bag in the inventory has less than its full points, running over another doctor bag will replace it to 100. Meaning if you have low health, and a doctor’s bag at 99 in your inventory, better use your current bag before you get the new one.)
Gives the player the ability to jump higher and farther.
A bleeding heart often dropped from fallen enemies or civilians. Restores 20 health up to 100 maximum.
Provides 100 points of spirit armour, which provides resistance to magic and spiritual attacks.
Makes the player invincible to weapon damage for a short period of time, such as fire, spirit, and physical attacks.
Gives you a second weapon for non-dual-handed weapons for a limited time. Single-handed weapons are the Flare Gun, Sawed-Off Shotgun, Tommy Gun, and Napalm Launcher (and Tesla Cannon in Plasma Pak). Doubles the firepower, but uses twice the ammo.
CLOAK OF SHADOW
This item does not only appear in Cryptic Passage, as thought before. As you can see the shape and movement pattern of it through a window at the end of E2M3: Rest for the Wicked. It resembles a black Cloak of Invisibility, but it appears to have no effect.
The Axe Zombie, or Zombie, is the most common regular enemy found in Blood, inspired by Zombies from George R. Romero’s Night of the Living Dead movies. They are undead creations of the Cabal, ruthless and disposable, meant to pursue and kill Caleb. They are not very intelligent and incapable of coordinating attacks, although they do tend to appear in groups (as is the nature of zombies). They can also hide in the ground and spring up when Caleb draws near. They relentlessly pursue the player, shouting “Braaaaains!”, and wield rusty axes, but possess no long range attacks.
Zombies are slow and clumsy enough that they can be dodged or out-maneuvred (unless in a closed space). Nearly any weapon is capable of taking it out, including the pitchfork. If a zombie collapses, that does not necessarily mean it’s been defeated. They can only be considered dead if decapitated, or if they let out a specially guttural yell (after being felled two to three times, depending on the difficulty level). Also note that a zombie which is not truly dead casts a shadow, but a truly dead zombie doesn’t (this obviously matters only if shadows are enabled in the options).
Zombies may also sometimes attack cultists, but this only happens if accidently attacked or bumped into by a Cultist, and only randomly.
Zombie heads can be kicked around for amusement, and are even used in some mini-games.
Rats are small rodents with red eyes and mangy fur that are enemies in Blood. Although they have the same HP as bats, they deal more damage, and are low to the ground, making them difficult to aim at. Like bats, they stay in holes in the wall and will surprise and swarm the player. But they can easily be killed by the pitchfork or simply stepping on them (resulting in a humorous squeak).
Bats are the weakest of all enemies in Blood, but have no connection to the Cabal. They fly around, chirping and swooping down on the player, but rarely cause damage. However, bats have a tendency to swarm and distract the player while more dangerous enemies attack. Bats can also get in the crossfire between the player and an enemy. A misplaced shot with the Napalm Launcher at a nearby bat can cause an explosion in Caleb’s face.
Choking hands are nuisance enemies. They don’t travel in great numbers, since only one can damage the player at a time. The instruction manual says they can walk on walls and ceilings, but this aspect is not present in the game. Their small size makes them difficult to target.
A Bone Eel is a Blood enemy that lives in the water. They resemble a “zombie” fish, with pale fleshy skin, and spines protruding from its dorsal and ventral sides. They prefer attacking from the rear, as they are timid animals, but will attack if you get close. Bone eels can exist on the land, but they become largely immobile, making for easy target practice. Bone eels are often found with Gill Beasts, especially in later levels, and they may be related to them.
Cultists (who are sometimes called “Monks” by fans) are everywhere, hunting for Caleb. They dress in brown/beige robes with a yellow belt and have hideous disfigured faces that they hide under their hoods. They typically wield sawed-off shotguns (but only discharge one barrel at a time, unlike Caleb who can discharge both barrels), or lob TNT bundles like grenades at higher difficulty levels.
They are not terribly smart, but hide behind doors or walls. They frequently give themselves away by shouting cultist curses like “pallex mala” (“weakling unbeliever” in their language) and “crudux cruo” (“fresh blood”). They are surprisingly accurate and deadly, and can serve as a great threat while larger enemies like gargoyles attack.
The robed cultists reappear in The Nightmare Levels, when Caleb flashes back to his battle in the frozen north and again in a map set in the old west. Again they wield sawed-off shotguns and spout cultist curses. They were originally intended to make a return in Blood II proper, but were not developed in time. The only Blood enemy to appear as they were previously in the sequel is the Hell Hand.
Fanatics wear a black/gray robe with a blue belt. They behave just like Cultists, but their weapon gives them a greater advantage, due to its repeated fire, accuracy, and effectiveness at long range. They also appear in slightly fewer numbers. Unlike default Cultists (and contrary to Blood’s official manual), Fanatics cannot attack with TNT bombs.
Ackolytes are cultist enemies that only appear in the Plasma Pak expansion pack for Blood. They wear green/viridian robes with a yellow belt. They only attack by repeatedly throwing TNT bundles. The Blood instruction manual describes them as “cultists-in-training”, meaning they are lowest in the ranks, and are not yet trained in firearms or advanced weaponry (However, they will be seen carrying guns throughout the game anyways). However, they are stronger than either Cultists or Fanatics.
Flame guy is a character/bug in the game Blood. When an enemy dies from fire, usually from a weapon like the Napalm Launcher or Aerosol Can, he will burst into flames and run around, causing slight fire damage to whatever it touchs, until he collapses into a smoldering pile of flesh. The “Flame Guy” bug happens when the enemy continues to run around infinitely. Usually this happens when the enemy runs into a wall and becomes clipped (trapped between separate areas).
Flame Guy cannot harm the player after his “living time” has expired, but is invulnerable to hitscan weapons like firearms or the Voodoo Doll. Usually an explosion will deliver the killing blow, as it gibs the enemy. Flame Guy is also resistant to water.
Bloated Butchers, Puke Zombies or Fat Zombies are an enemy from Blood. They are considered a tougher form of Axe Zombie.
Bloated Butchers are tall, obese forms of the undead, and wear a stained undershirt and pants. Their appearance was inspired by Uncle Frank from Night of the Living Dead ’90.They wield meat cleavers which can be used at close range or thrown (which causes spirit damage), and also attack from long range by vomiting corrosive green gobs of puke at the player. They are slower than Axe Zombies but can take much more damage. However, they do not return after collapsing and cannot be decapitated.
Red spiders appear in cracks in the wall and in ceilings. The attack by biting which has a chance of infecting the player with delirium-causing poison. This is represented by twisting, tilting, and contorting the screen, making movement and aiming difficult. The effect is temporary, but multiple bites have cumulative effect. While not threatening on their own, they can cause great risk if attacking and intoxicating the player while facing larger enemies.
Green spiders are larger and tougher. They behave the same way, but their poison causes dimness of vision. Like red spider poison, the effect is temporary, but multiple spider bites could cause a player to go totally blind.
Mother spiders are very large gray spiders which are not capable of attacks on their own. Instead, they repeatedly spawn red and green spiders which attack the player. Most weapons are capable of defeating a mother spider, but the Tesla Cannon has the added effect of stunning the enemy, Tommy guns can take out the spawning spiders, and explosives can launch the mother spider into orbit.
It should be noted that while Mother Spiders are counted in the total number of monsters for the level, their offspring is not. This means players can artificially inflate their total kill count for the level by letting spiders spawn. This means a player can kill more enemies than the level total.
Gargoyles are common enemies in Blood. They have lean muscular builds, clawed-arms, and membraned wings, giving them the ability to fly. They perch around open areas for this reason, and also have the ability to disguise themselves as statues, whether sleeping or hiding. Approaching these statues will cause the gargoyle to awaken and attack.
They attack by flinging razor-sharp bones at long range or slashing with claws. They ability to fly makes them quick and hard to target, and they can descend in a moment, surprising the player who’s not looking. Heavy weapons like the Sawed-Off Shotgun and Tesla Cannon are good to use, as they stun the gargoyle. The Napalm Launcher is not recommended, as these creatures can swoop down into your face, causing splash damage.
Great weapon against flesh gargoyles is also Pitchfork. Every stab interrupts gargoyle’s attack so player gets no damage this way. With enough skill it is possible to kill group of gargoyles with Pitchfork without losing any HP. The key to success is keeping distance from their slashing attack and don’t moving away too far, so they can’t use their bone-throwing attack (and from time the time stabing one of them of course).
Stone gargoyles behave like their flesh and blood counterparts, but their stone-tough skin makes them exponentially bigger and stronger. They are also difficult to escape from, and a stone gargoyle will pursue its enemy without surrender. In later levels and higher difficulties, they appear in pairs or with flesh gargoyles. As if that wasn’t bad enough they also shoot blue fireballs from their eyes.
Firearms and explosives have little to no effect on them. Magic weapons like the Voodoo Doll and the Tesla Cannon work best.
The Gill Beast is a Blood enemy that primarily lives in the water. They have muscular fleshy bodies, flippered hands, and giant heads that are little more than a mouth with needle-sharp teeth. Their speed makes them particularly dangerous, especially since they often travel with Bone Eels or other Gill Beasts and can surround you, blocking your path and making you drown. If you plunge into the water and hear the roar of the Gill Beast, get out as soon as you can. They have no long range attacks, but can move twice as fast as you can in the water.
Gill Beasts can live out of the water, but without their natural element, they are slow and ponderous. A good tactic is to draw them onto the land where they are less of a threat.
The Gill Beasts have no known origins. They may be evolutions of the Bone Eel, servants of Tchernobog, or unrelated creatures. One room shows Gill Beasts in a cage alongside other humans, indicating they are either the subject or result of an experiment. They don’t appear in Blood II: The Chosen which may indicate that they went extinct or the Cabal stopped, if they ever did, creating them.
A Phantasm is an enemy in Blood that exists between the land of the dead and the living, and crosses over only to harvest their victims. They resemble a grim reaper, including the cloak, scythe, and skeletal appearance. They also have the ability to fly and are recognized by a trademark shrill scream. It is unknown whether they are servants of Tchernobog, or agents of death come to reclaim Caleb.
They are capable of blocking the player’s movement and attacking with its scythe, or shooting projectile skulls which cause spirit damage, but they must become tangible to do this. Phantasms are only vulnerable when they become corporeal. The Sawed-Off Shotgun is capable of blowing them back, and other firearms do damage, but they are largely invulnerable to the Tesla Cannon or magic weapons.
A Hell Hound is a demonic mastiff with orange skin (furless). It appears as an enemy in Blood.
They resemble lesser relatives of Cerberus, who may or may not be their leader. They can breathe fire, setting the player alight and draining his health, and have powerful jaws they bite with. If lured into water, they die instantly.
Fire weapons are almost useless against Hell Hounds. On the other hand, Hell Hound seems to be vulnerable to Tesla Cannon.
Chrysalid Pods or Acid Pods are plant-monsters, a likely tribute to Triffids. They resemble large green seed pods that can spit sticky acid, causing splash damage. Some varieties also have prehensile vines that cause damage. A similar species, Fire Pods, spit napalm. They are only found in the Plasma Pak.
Fire Pods or Magma Chrysalid Pods look exactly like Chrysalid Pods, but are red. Their roots reach down to the bowels of the earth, so instead of spitting acid, they spit napalm balls which explode and cause fire damage. They are only found in the Plasma Pak.
Cheogh is the first boss of Blood, and the ruler of the gargoyles. He has longed to earn higher rank in Tchernobog’s army and has an unabiding envy and hatred for the Chosen that has never been kept secret.
He is indistinguishable from Stone Gargoyles within the game – they are essentially the same enemy.
Cheogh attacks by shooting blue energy balls out of his eyes, which can sometimes home in on the player. When close, he attacks with his massive claws. Unlike other gargoyles, he does not attack by throwing bones.
Cheogh is quite difficult to defeat, due to the weapons the player has at the time. Like other Stone Gargoyles, Cheogh is most vulnerable to the Tesla Cannon and Voodoo Doll. However, at the point of the game where Cheogh appears, these weapons are not yet available, except through cheat codes. Fire weapons and Bombs are unreliable, due to his swiftness. The best tactic is to keep a distance while running backwards and fire the Napalm Launcher, Sawed-Off Shotgun, or Tommy Gun. Another method is to crouch and look up. If Cheogh is floating above, he will be unable to cause damage.
Cheogh can be seen in the opening movie, where he swoops down from the darkness and kidnaps Ophelia. Later at the end of episode one, when Caleb arrives at the Altar of Stone and sees Ophelia crucified, Caleb shouts “Nooooo!”. The altar begins to rumble. Caleb shouts “Show yourself! Show yourself!”. The back wall of the altar crumbles, and Cheogh floats down and attacks.
After Cheogh is defeated, Caleb sets Ophelia on the altar and, using a can of gasoline, cremates her. He then walks over to Cheogh’s corpse, and blows his brains out with his shotgun.
Shial is a giant spider and the second boss of Blood, guarding Gabriel. She has no direct attacks, but instead releases dozens of spiders at a fast rate. She lives in the arctic north in a deep mine, and is the only spider able to survive water. She lives on those who enter her lair accidentally or are brought to her by her spawn, where she digests them alive.
The model for Shial also acts as a “mother spider”. Like Cheogh and the Stone Gargoyles, the enemies are indistinguishable in the game, besides their placement.
Shial is not a difficult enemy, since it has no direct attacks. In fact, if you reach the limit of baby spiders she can release, she will just wander over your head, not causing damage. She is most vulnerable to fire and explosives, like the Aerosol Can and Dynamite Bundles. This has the added effect of taking out a lot of her baby spiders. Another tactic is to crouch in front of her and unload the Tommy Gun straight on. This kills any baby spiders at the source, while doing damage and immobilizing her. If you have the Plasma Pak you can use the alternate fire for the Napalm Launcher from the outside of her nook to have it bounce around in her nest (but remember to move before the blast bounces back at you).
In the opening, Shial descends from the darkness above and carries Gabriel off as he screams “Get it off me! Get it off me!”. Later, when Caleb encounters her lair (commenting “Hey, she-♥♥♥♥♥, let’s go!”), he finds Gabriel dead, wrapped up in a cocoon.
After defeating Shial, Caleb crushes her corpse under his boot, spattering green gore, and pulls Gabriel’s heart out of its cocoon.
Cerberus is a large two-headed dog that acts as the third major boss of Blood, responsible for guarding Ishmael. Although there is no definitive evidence, this creature appears to be the progenitor or guardian of the Hell Hounds, just as Cheogh is for Gargoyles and Shial for Spiders.
The name Cerberus comes from the Greek mythological creature, a monstrous dog with three heads that guarded the gate to Hades, although this creature has three heads and a tail full of snakes which helps it to kill anything that comes from behind it. It can kill both enemies that come from the front and from the back.
It attacks by spitting balls of explosive napalm from a distance, and emitting bursts of fire. At close distance it can bite with its large jaws. This rarely encountered and fearsome creature attacks by breathing burning balls of explosive napalm at great distance or small fiery clouds of fire at medium range and by biting/devouring its enemies at melee distance.
The most effective weapons against Cerberus are dynamite bundles and the Tesla Cannon. Holding down the secondary fire of the Shotgun will stall Cerberus and kill him in a short amount of time. When the monster is close to being killed, one of its heads will droop down dead. However, once this occurs, the Cerberus will attack with more ferocity.
When Cerberus is killed, Caleb slices open its belly with his pocketknife and stuffs it full of Remote Detonators. He walks away and presses the flashing button, causing an eruption of blood and guts, drenching Caleb in blood. With the camera focused on his red eyes, he comments “Rest in pieces.”
Cerberi are encountered three places in Blood: once at the end of episode three, once at the end of E4M7: In The Flesh, and once at the E4M8: Hall of the Epiphany. Cerberus can also be seen at the opening movie, bursting Ishmael into flames. There is no explanation why other Cerberi exist, when the manual indicates there is only one Cerberus character. Models for the other bosses are explained as being Stone Gargoyles or Mother Spiders. There is no indication that there are any other creatures which resemble Cerberus.
Tchernobog is the primary antagonist in Blood and a motivating factor in Blood II: The Chosen. He is a god of overwhelming power and controls the cult known as the Cabal. He is known by a multitude of names including “The Dreaming God”, “The Sleeping God” (in reference to when he has no body), “The Devourer of Souls”, and “The One that Binds” (in reference to the binding of dimensions). His name is spoken in whispers, for it’s said that his interest is easily aroused. His interest is to establish dominion over all dimensions of the earth and enslave every living creature.
Since he is a god, he does not die naturally. He must be killed in order to bring about the next incarnation. The incarnations that Tchernobog takes bends its will towards evil or good. The 16th incarnation of Tchernobog is the being that is the final boss in Blood. The 17th and current incarnation of Tchernobog is Caleb, who assumed the mantle after defeating the 16th incarnation. Either because he doesn’t know or refuses to accept it, Caleb does not use the power, and the realities between worlds begin to break down, allowing others to penetrate it.
The name Tchernobog is given to the one who has the power to bind and separate all dimensions from each other, and is not necessarily an evil being, but a necessary element of nature and reality. He serves as the force which separates dimensions and realities from co-mingling, and to do this, He needs a physical body, thus the need for the Cabal and incarnations.
The name is likely inspired by the Slavic god Chernobog, which translates to “black god.”
Many millennia ago, Tchernobog’s original body was destroyed through unknown means. He was forced to take over another body in order to complete his duties. In response, he formed the Cabal, whose purpose it is to furnish him with an incarnate body should His current one be destroyed.
Tchernobog molded the Cabal into a cult-like environment, with a firmly established leader. The role of this leader changes with each incarnation. The Cabal leader is the conduit through which Tchernobog speaks. This often results in the leader dominating those around him. Some leaders have been called upon to become the next incarnation of Tchernobog. When Tchernobog has no body, the next leader prepares himself for this duty. In Blood, the Cabal had no leader, due to Tchernobog’s direct influence. This is demonstrated by Tchernobog sitting on his throne in the Hall of the Epiphany, speaking to the Chosen. However, with Caleb while loyal as the leader of the Chosen, he is assumed to be the most powerful non-god in the cult and would have been the next incarnation.
The 16th incarnation of Tchernobog is the final boss of Blood. He appears in “The Hall of the Epiphany”, the final level of the game. His attacks are all fire/explosive based, and he can set the player on fire. He can also shoot blue flames with trailing fire that act like Napalm blasts but stronger. Touching Tchernobog also results in instant disintegration. When he dies, his body collapses. Blue tendrils of electricity flash over him and he evaporates.
Despite the developers once commenting: “BTW, compared to Tchernobog, Shub-Niggurath is a lazy slug”, the actual Tchernobog was considered by many to be a little lacklustre in terms of difficulty. This lead to the following comment in the 1.11 release notes: “Tchernobog is not so weak anymore.”
The Beast is the final boss of the Plasma Pak, and only appears on the final level, E6M8: Beauty and the Beast. It resembles a large wolf-like creature, and, like a werewolf, evolves from human form.
Its conception likely came from a dropped feature from Blood. Originally, Caleb was to be able to tap into powers of bloodlust, which would enable him to transform into a giant beast. This power would activate when having taken too much damage, or causing a lot of it. There were also plans to have each of the Chosen be a playable character, who would also be able to use the powers of bloodlust, each transforming into a different monster. These would likely become the bosses of Blood (Cheogh, Shial, and Cerberus).
The Beast starts out as a Priest – a red-robed with golden belt cultist who wields a shotgun. The storyline states that these are “Chosen-in-training”, transforming themselves into what Caleb and the others once were. They wait in a stonehenge-like arena for Caleb to come. These enemies fight like normal Cabalists, but with a higher shot rate and almost triple vitality. When they are killed they change instantly into The Beast.
These are innocent bystanders who appear as shirtless, rag-wearing men with blank faces. They are often seen in civilized areas such as E3M1: Ghost Town or E1M4: Dark Carnival. They are not a direct threat, but might get in the way of some bullets meant for Cabal. On death, they have a chance of dropping a Life Essence, meaning they are useful as resources. They are sometimes locked up as prisoners in cages, such as in E4M1: Butchery Loves Company. If approached or attacked, they will run screaming in a panic, yelling “Go Away!” or “There’s no place like home!”.
Mimes appear in the E1M4: Dark Carnival and E1M8: House of Horrors. They look like common French mimes, moving their arms as if performing the “Invisible Box” routine. They remain stationary and have even less health points than citizens, but they can be used as stepping stones to reach secret areas. Caleb is disgusted by mimes and upon killing one he utters phrases like “I HATE mimes!” and “Boo-hoo, when’s the hurting stop?”
To enter a cheat code, during gameplay, hit the “T” key (or key assigned to text). This disables movement and enables the text prompt in the upper left corner of the screen. Type any of the text strings below and press enter to enable the associated effect.
voorhees: Temporary Invincibility. Displays the message “I WILL NOT CHEAT, I WILL NOT CHEAT” and if repeated “I AM A COMPULSIVE CHEATER”.
edmark: Instant death. Displays the message “THOSE WERE THE DAYS”; Nick Newhard, Jason Hall and Brian Goble all previously worked there.
kevorkian: Instant death. Displays the message “KEVORKIAN APPROVES”
mcgee: Sets you on fire. Displays the message “YOU’RE FIRED”.
clarice: 100% body armor, 100% fire armor, 100% spirit armor
griswold: Full armor (same effect as getting super armor)
spork: 200% health (same effect as getting life seed)
cousteau: 200% health (same effect as getting life seed) and diving suit
krueger: 200% health, but sets you on fire. Displays the message “FLAME RETARDANT”
funkyshoes: Jump Boots
tequila: Akimbo power-up
satchel: All items
keymaster: All keys
idaho: All weapons and full ammo
montana: All weapons, full ammo and All items
lara croft: All weapons and infinite ammo. Displays the message “LARA RULES”
hongkong: All weapons and infinite ammo
bunz: All weapons, full ammo, and guns akimbo power-up
mpkfa: Invincibility (Caleb receives no damage). This is a homage to Doom’s IDKFA cheat (which gives all keys, health, and armor).
capinmyass: Disable invincibility
iwannabelikekevin: Invincibility (Kevin Kilstrom is one of the main programmers of Blood)
onering: Invisibility (same effect as getting Phantom Cloak)
goonies: Enable full map
spielberg: Disables all cheats
jojo: Drunk mode (same effect as getting bit by red spider)
fork broussard: Drunk mode, no weapons (George Broussard is one of the people listed under “Special Thanks” in the credits)
sterno: Temporary blindness (same effect as getting bit by green spider)
eva galli: Disable clipping (grant the ability to walk through walls)
rate: Display frame rate
calgon: Skip current level
mario: Warp to any level. Brings up a window to choose episode, then one to choose level. This can also be used to enter BloodBath levels in single player mode (episode 5).
- DEADBOLT: Combat Guide
- Clone Drone in the Danger Zone: All Weapons Upgrade Guide
- Exodemon: 100% Walkthrough Guide
- Walking Zombie 2: All Weapons List (Firearms)
- Blood: Fresh Supply – Cheat Codes