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Serious Sam - The Second Encounter
DETAILED ENEMY GUIDE
Date: December 2008
Author: Brikien93
Copyright info: This document may be freely copied and reproduced
This is a special guide designed by me to explain the aliens that you will be
mass murdering in the hit game: Serious Sam: The Second Encounter. In this
guide I will give detailed information on each and every monster seen in the
game, including best weapons to use on the enemy, the enemies weakness, name,
in-game info, and etc.
The Format:
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The info for each monster will be seen in this format:
NAME
In-game info
-
-
-
-
-
In-game tips
-
-
Achilles heel (weakness)
Best weapon to use
2ndary weapon to use
(Tertiary weapon) - optional
Now let's get on with the guide what say?
Probably the most seen form of enemy in the game you'll be encountering will be
the beheaded family. Contained within this group is the beheaded bomber,
beheaded firecracker, and the ever popular/annoying beheaded kamikaze.
Beheaded family specs:
The beheaded family are all known for 2 things. Having no head, and being VERY
stupid. The beheaded bomber and firecracker are simplistic and will do no
more than fire a laser or toss a grenade. The beheaded kamikaze on the other
hand are slightly more difficult to counter.
Beheaded Bomber
Hostility: Low
Endurance: Low
Threat: Low
Weapons: Hand Grenades
Description:
An executed sirian soldier, raised from the dead by Mental and remote
controlled by Life Control Unit (LCU).
The bomber carries his own head in one hand to receive audio/visual information
and has a large supply of inflatable bombs in his pockets.
TIPS: Beheaded Bomber explodes soon after death.
Achilles Heel: Stupidity, slow
Best Weapon: Pump-Action shotgun
2ndary weapon: Double barrel Coach Gun
Beheaded Firecracker
Hostility: very low
Endurance: very low
Threat: none
Weapons: magic-missile launcher
Description:
An executed Sirian soldier, raised from the dead by Mental and remote
controlled by Life Control Unit (LCU).
A firecracker carries his own head in one hand to receive audio/visual info.
He fires five magic missiles in succession from a low-power launcher implanted
in the head. They're immune to their own missiles.
TIPS: No known problems
Achilles Heel: Stupidity, Slow
Best Weapon: Pump-Action shotgun
2ndary Weapon: Double barrel coach gun
Beheaded Kamikaze
Beheaded Firecracker
Hostility: Extreme
Endurance: very low
Threat: High
Weapons: Hand Grenades
Description:
An executed Sirian soldier, raised from the dead by Mental and remote
controlled by Life Control Unit (LCU).
The head of the kamikazee has been ruined, so he is employed for suicidal
attacks. Carries 2 bombs in his hands and activates them when close enough to
target.
TIPS: Explodes when killed
Achilles Heel: Stupidity
Best Weapon: Pump-Action shotgun
2ndary Weapon: Colt
Next up comes another common enemy you will be encountering quite often. The
infamous Kleer skeletons. Kleer skeletons can be extremely dangerous in both
swarms, or one-on-one in small spaces.
Kleer Skeleton
Beheaded Firecracker
Hostility: Medium
Endurance: Low
Threat: Medium
Weapons: 2-ball projectiles, claws, horns
Description:
An undead skeleton of a being from an extinct race from the planet kleer, of
Alpha Canis Majoris. It has long sharp claws on its hands and a long tail. They
either attack by conjuring 2-balls, or by slashing with their claws from close
range.
TIPS: Jumping attacks best evaded by sidestepping
Achilles Heel: No known weakness
Best Weapon: Double Barrel Coach Gun (1-on-1) Flamethrower (In packs)
2ndary Weapon: Missile Launcher
After the kleers you'll be facing an equally dangerous threat, the might sirian
werebull. A large monster that can be extremely dangerous when encountered in
packs.
Sirian Werebull
Hostility: Medium
Endurance: Low
Threat: Medium
Weapons: Charging with horns
Description:
Crossbred with mixed genes of Sirians and some kind of cattle. The werebull
behaves much like an ordinary bull and attacks with its horns by charging.
TIPS: Avoid its charging attacks by sidestepping
Achilles Heel: Slow to turn back towards you, use to your advantage
Best Weapon: Missile Launcher
2ndary Weapon: Grenade Launcher
Tertiary Weapon: Double barrel coach gun
Next we'll be discussing an enemy you won't encounter very often, but that
doesn't mean you shouldn't know how to counter it. The Reeban electro-fish.
Reeban electro-fish
Hostility: High
Endurance: Low
Threat: Medium
Weapons: Electric Discharge
Description:
A muddy water fish, originating from planet Reeb. Very aggressive, uses
powerful electric discharges to disorient and damage its prey. Hard to spot
in dark waters due to their very efficient natural camouflage.
TIPS: Listen for noises in the dark water.
- Stay near waters edge until you finally see them then open fire.
Achilles Heel: No true weakness besides fragility
Best Weapon: Tommy gun
2ndary Weapon: Pump-action shotgun
After those nasty reebans, we're going to move onwards to an even scarier
little demon. The Marsh-hopper from Rigil Kentaurus. There main mode of attack
is getting near you and exploding, much like the beheaded kamikaze's, only
in large dangerous packs.
Marsh-Hopper from Rigil Kentaurus
Hostility: Extreme
Endurance: none
Threat: very low
Weapons: Toxic Slime Splash
Description:
A strange organism originating from marshy wastelands in the system of Rigil
Kentaurus. They live in large groups and have a suicidal instint for protecting
their territory. In all-devestating havoc, all individuals try to leap at the
intruder and explode, by inflating themselves. Upon exploding, toxic slime
contained in their intestines splashes the target.
TIPS: Destroy at Range
Achilles Heel: Can easily hear them coming, so easy to prepare
Best Weapon: Pump action shotgun
2ndary Weapon: Tommy Gun
After those little amphibians, it's time to take a break with one of sam's
classic enemies, the Gnaars. They come in 2 varieties, Male and female. Female
are more aggressive and dangerous, whereas the males are more difficult to
attack, due to invisibility, and some tend to float around.
Gnaar, Female
Hostility: Low
Endurance: Low
Threat: Low
Weapons: Bites, Punches
Description:
A small bipedial animal with no head, one eye and a large mouth. Originating
from Sirius, and trained by Mental to attack opposing forces. The females are
larger, green, and tougher than males.
TIPS: Keep away
Achilles Heel: Stupidity
Best Weapon: Double barrel coach gun
2ndary Weapon: Missile Launcher
Gnaar, Male
Hostility: Low
Endurance: Low
Threat: Very low
Weapons: Bites, Punches
Description:
A small bipedal animal with no head, one eye and a large mouth. Originating
from Sirius, and trained by Mental to attack opposing forces. The males are
smaller, purple and not as tough as females.
TIPS: Some can levitate, and a few can even turn invisible. Listen for sound
Achilles Heel: Stupidity, Fragility
Best Weapon: Double Barrel coach gun
2ndary Weapon: Missile Launcher
After dealing with the vicious gnaars, it's time for you to contend with a new
threat, Lava Golems! Lava Golems vary in size, and endurance, but all are very
hostile towards people named Sam.
Lava Golems
Hostility: High
Endurance: Medium to Extreme
Threat: Low to Extreme
Weapons: Fireballs
Description:
A large pile of inanimate material magically brought to life. Lava golems are
made of low temperature magma and they use the magic powers contained in them
to summon fireballs and similar projectiles to throw at their enemies. Power
and resistance of any particular golem depends on its size and the amoung of
contained magic force.
As a golem wears out, if it is very big, it may spawn several smallre ones in
the process which continue their lives indipendent of their originator.
TIPS: They usually don't move much, so dodge the fireballs and strike back.
Achilles Heel: They don't move very often
Best Weapon: Grenade Launcher
2ndary Weapon: Missile Launcher
Next up comes yet another enemy that may leave you in pain. If you have a
phobia of scorpions, and are deathly afraid of miniguns, then you might want to
watch out for these next enemies. The arachnoids
Arachnoid, Juvenile
Hostility: Extreme
Endurance: Medium
Threat: High
Weapons: Chain-gun, Tail sting
Description:
A holy warrior from a primitive race evolved from arhtropods. Extremely
hostile due to their religious convictions.
Carries a chaingun with ammo-replenisher in one hand. Exoskeleton cover entire
Arachnoid's body and provides good protection against bullets, explosives and
fire.
TIPS: Don't get too close. They will sometimes shoot their own if you get
between them and one of their own.
Achilles Heel: Don't move very much, so use this to your advantage by staying
far away.
Best Weapon: Missile Launcher
2ndary Weapon: Tommy Gun
Arachnoid, Adult
Hostility: Extreme
Endurance: High
Threat: High
Weapons: Chain-gun, tail sting
Description:
A holy warrior from a primitive race evolved from arhtropods. Extremely hostile
due to their religious convictions.
Carries a chaingun with ammo-replenisher in one hand. Exoskeleton covers entire
Arachnoid's body and provides good protection against bullets, explosives and
fire.
TIPS: Put other monsters between you and the monster.
Achilles Heel: Don't move much, some are found sleeping.
Best Weapon: Missile Launcher
2ndary Weapon: Tommy Gun
After that little duo you get to deal with an equally dangerous duo. Me and my
dad like to call them 'Chicken bots' but the game calls them by the name of
'Bio-Mechanoid.' Very hostile, but zero to little brainpower.
Bio-Mechanoid, Minor
Hostility: High
Endurance: Medium
Threat: Medium
Weapons: Pulse Lasers
Description:
A biological mechanism grown in Mental's bio-tanks. Its genome is programmed
to give it biologically grown mechanical parts and side slots where pules
lasers are attached and directly connected to its nervous system.
Adjusted to attack without thinking.
TIPS: Does the phrase "attack WITHOUT thinking" ring a bell?
Achilles Heel: Fire a constant stream of lasers, so dodging this is pretty easy
Best Weapon: Missile Launcher
2ndary Weapon: Grenade Launcher
Tertiary Weapon: Tommy gun
Bio-Mechanoid, Major
Hostility: High
Endurance: High
Threat: High
Weapons: Rocket launchers
Description:
See 'Bio-Mechanoid, Minor'
TIPS: Rockets can be destroyed in mid-air
Achilles Heel: Inaccurate at close range, get in close and destroy
Best Weapon: Grenade Launcher
2ndary Weapon: Missile Launcher
When Chicken bots attack...hmmm...that could make a good movie...Onwards to the
next dangerous monster to deal with. When CD's about vegetables, grinning banjo
players, Lumberjack's digest, and burt reynolds come together, you get
Cucurbito the Pumpkin. Dumb, but hostile.
Cucurbito the Pumpkin
Hostility: Medium
Endurance: Low
Threat: Medium
Weapons: Chainsaw
Description:
This monster was genetically engineered by Mental one weekend when his time
travelling agents returned with samples of 20th century media. Among the items
were a CD from a band whose name had something to do with destroying vegetables
a movie featuring burt reynolds and a grinning banjo player, and an old copy of
lumberjack's digest. As he inserted the final, 1979th part into this abomination
it sprang to life and even the Notorius Mental faltered at the sight of this
Bull with gluttonous Things. Just a perfect example of Mental rolling in his
infinite badness.
TIPS: Sidestep to avoid them
Achilles Heel: It takes a while for them to turn in your direction
Best Weapon: Grenade Launcher
2ndary Weapon: Tommy Gun
My favorite enemy is cucurbito, but he's not quite as dangerous as the next
villain we're going to encounter. The evil, heartless, won't give you a second
glance, Scythian witch harpies.
Scythian Witch Harpy
Hostility: Medium
Endurance: Low
Threat: Low
Weapons: Magic Projectiles, claws
Description:
A female clone of a long extinct scythian race. A witch harpy is trained in
close combat and casting combat spells. Its flying ability allows it to reach
otherwise unreachable positions and attack their enemy from above.
TIPS: Dispatch swarms with continous fire and missiles
Achilles Heel: Very Fragile
Best Weapon: Tommy Gun
2ndary Weapon: Missile Launcher
After the harpy, comes another group of enemies to contend with. The mighty
Zorgs. Quite simple to deal with, only true trouble with them is when they're
accompanied by a large amount of other enemies.
Zorg Mercenary from Beelmez IV
Hostility: Low
Endurance: Low
Threat: Low
Weapons: Burst Laser
Description:
Mental transported these soldiers to Earth from an unknown part of the
universe. They were once a race of fearsome warriors but as they conquered more
planets than they possible knew what to do with, they decided to slow down for
a while. Most of the population took a long overdue vacation on one of the most
beautiful tropical planets in their system; but as they only sunbathed from
10A.M. to 4P.M., after a few years most of them had no skin left on their body.
TIPS: Try to avoid thier fast laser beams
Achilles Heel: Very Weak
Best Weapon: Pump-action shotgun
2ndary Weapon: Tommy Gun
Tertiary Weapon: Flamethrower
Zorg Commander from Beelmez IV
Hostility: Low
Endurance: Low
Threat: Low
Weapons: Sweep Burst Laser
Description:
Mental transported these soldiers to the Earth from an unknown part of the
universe. They were once a race of fearsome warriors but as they conquered more
planets than they possible knew what to do with, they decided to slow down and
take a much needed vacation. Most of them went to the most beautiful tropical
locations in their system; but as they only sunbathed from 10A.M. to 4P.M.,
after a few years most of them had no skin left on their bodies. Only a few of
lucky ones (with bits of skin left) were immediately promoted to commanders -
which generally meant getting a bigger gun, wearing underwear in public, and
not leaving bloody stains on everything they touched.
TIPS: Avoid their sweeping laser bursts by jumping
Achilles Heel: Fragility
Best Weapon: Pump-action shotgun
2ndary Weapon: Tommy gun
Tertiary Weapon: Flamethrower
After dealing with the zorgs, its time to contend with the almighty, fat, dumb
zumb'ul's. Very large, but good for destroying your on opposition by setting
other aliens between you and them.
Zumb'ul from planet Ras-ad-Nyk
Hostility: Medium
Endurance: Medium
Threat: Medium
Weapons: Twin hand plasma Launchers
Description:
This is what you get when you introduce the concept of firearms to a creature
who's got wisdom teeth problems. Mental trained these brutes in his dreaded
'East Clintwood' institute, which was named after a famous 20th century gun
wielding actor. He used to build discipline by telling them that if they didn't
work hard, they would end up taking pictures of bridges. They all graduated.
TIPS: Position smaller enemies between you and them to save ammo.
Achilles Heel: Slow, dimwitted, easy to dodge gunfire
Best Weapon: Missile Launcher
2ndary Weapon: Double barrel Coach gun
After contending with those beasts, why not take a break with some weaker
aliens? NO! Now you get to contend with the almighty reptiloid family.
Aludran Reptiloid, common
Hostility: High
Endurance: Medium
Threat: Medium
Weapons: Magic homing missiles
Description:
A large fourhanded reptile living in the Aludran system in the constellation
of Canis Major. This primitive race has agreed to fight for Mental in exchange
for the spell-casting powers it gave them.
They cast self-propelled fireballs with primitive homing abilities.
TIPS: Destroy the missiles before they reach you
Achilles Heel: No known weakness
Best Weapon: Missile Launcher
2ndary Weapon: Grenade Launcher
Aludran Reptiloid, Highlander
Hostility: High
Endurance: High
Threat: High
Weapons: Magic homing missiles
Description:
A large fourhanded reptile living at Aludran system in the constellation of
Canis Major. This primitive race has agreed to fight for Mental in exchange for
the spell casting powers it gave them.
They cast self-propelled fireballs with primitive homing abilities.
The highlander race is significantly larger (and rarer) and more dangerous than
the ordinary ones living in the plains. When furious they cast their missiles
in very quick succession.
TIPS: Keep under constant fire. Extremely dangerous, approach with caution.
Achilles Heel: No known weakness
Best Weapon: Missile Launcher
2ndary Weapon: XL2 Laser cannon
Aludran Reptiloid, Highlander's Bride
Hostility: Very High
Endurance: Very High
Threat: High
Weapons: Magic homing missiles
Description:
A large four-handed reptile living at Aludran system in the constellation of
Canis Major. This primitive race has agreed to fight for Mental in exchange for
spell-casting powers.
It casts self-propelled fireballs with primitive homing abilities.
The highlander race is significantly larger and more dangerous than the
ordinary creatures living in the plains. When furious, Highlanders cast their
missiles in very quick succession. Highlander females are even more dangerous,
not only because of the fact that their biological constitution dictates an
all-year-round PMS.
TIPS: There is only 1 throughout the game (THERE CAN BE ONLY ONE!!!) Treat like
you'd fight the male version, only more difficult.
Achilles Heel: No weakness
Best Weapon: Up to preference
2ndary Weapon: .......
Fiendian Reptiloid Demon
Hostility: High
Endurance: Medium
Threat: Medium
Weapons: Lavaball projectiles, claws
Description:
Another hideos mutation, courtesy of notorious mental. A simple lizard-like
organism from Fiendia Prime was crossbred and mutated through several
generations, and was finally reinforced with a titanium skeleton. It has a
unique ability of forming a miniature black hole through which it can summon
floating balls of molten lava into existence. Weak magical forces will hold
this fiery projectile coherent for a short period of time. As it flies through
the air it will cool down and finally explode.
TIPS: Avoid projectiles. Stay moving.
Achilles Heel: No known weakness
Best Weapon: Missile Launcher
2ndary Weapon: Grenade Launcher
Tertiary Weapon: Flamethrower
After contending with the mighty reptiloids, it's time to take a break by
fighting inanimate objects. On the final level of the game you'll have to
contend with 2 types of cannons. The static cannon, and the rotating cannon.
Rotating Cannon
Hostility: High
Endurance: N/A
Threat: High
Weapons: Cannonballs
Description:
Mental was amazed with the concept of your most powerful weapon and so tried
to create something similar. Mental enhanced an ordinary medieval cannon with
an auto-loading system, radar and ammunition replenisher, making it a pretty
effective and dangerous stand-alone defense unit. The enhanced version of this
device is placed on a rotating base which enables it a full 360 degree attack.
TIPS: Keep on moving to avoid the cannonballs
Achilles Heel: No known weakness
Best Weapon: Missile Launcher
2ndary Weapon: Grenade Launcher
Static Cannon
Hostility: High
Endurance: N/A
Threat: High
Weapons: Cannonballs
Description:
Mental was amazed with the concept of your most powerful weapon and so tried to
create something similar. Mental enhanced an ordinary medieval cannon with an
auto-loading syste, radar and ammunition replenisher, making it a pretty
effective and dangerous stand-alone defense unit.
TIPS: Keep on moving to avoid the cannonballs
Achilles Heel: No known weakness
Best Weapon: Missile Launcher
2ndary Weapon: Grenade Launcher
After contending with the medieval cannons, we're nearing the end of our
journey, errr uh...FAQ. All I have left to help you with is the 3 mighty bosses
you'll be facing throughout serious sam: second encounter. Kukulkan the Wind
God, Exotech Larva, and Mordekia the Summoner.
Kukulkan the Wind God
Hostility: Low
Endurance: Extreme
Threat: High
Weapons: Twisters, Tornado Balls
Description:
An ancient Mayan deity, Kukulkan has nothing to do with Mental at all. In fact
he is a good god indeed. It is believed that Kukulkan controls wind so he is
very favored by the Mayans. However, he is also the guardian of a portal that
the Sirians left, and one must say a very serious one! Kukulkan cannot be
destroyed - but he is a fair player - when defeated he will evaporize into thin
air and open the portal for the victor as a sign of respect. He is truly a god
in every possible way.
TIPS: Use explosive Weapons on him
Achilles Heel: No known Weakness
Best Weapon: Explosive weapons
2ndary Weapon: N/A
Exotech Larva
Hostility: High
Endurance: Extreme
Threat: High
Weapons: Plasma Cannons, biopods, high energy laser
Description:
The success of it's first abomination of nature - the Biomechanoid - pushed
Mental even further this time. In an attempt to create a perfect and obeying
bodyguard, Mental decided to combine robotic parts with an even simpler organic
creater - an insect larvae. Larva was heavily armed and put into a 'strength
multiplicator' device and was supposed to guard Mental. Things did not work
out as planned. After the 17 assassination attempt by Larva on Mental and many
hours spent teaching the cyborg the difference between its master and a common
caterpillar, Mental finally gave up and found it's pet a new job: guarding a
portal that could bring some serious trouble his way.
TIPS: Use columns to dodge fire. Destroy regeneration reactors nearby.
Achilles Heel: No known weakness
Best Weapon: N/A
2ndary Weapon: N/A
Mordekai, the summoner
Hostility: Extreme
Endurance: High
Threat: High
Weapons: Summoning spells
Description:
One of the most powerful sorcerers that ever lived in the known universe,
Mordekai served Mental for over 3000 years. He served him so well indeed, that
Mental missed him very much and resurrected him after he died in a bizzare
accident involving the Necronomicon, 20,000 pounds of ectoplasm, and a
mispronounced Latin proverb. He was automatically assigned to train Mental's
creatures in the art of spellcasting and employing magic for truly 'evilish'
purposes.
P.S. Mental was a little late with the process of resurrection, so Mordekai's
brain is slightly damaged; he is often heard to speak complete nonsense, or as
one would say, utter crap. In Latin.
TIPS: Keep an eye out for the minions he summons. Shoot when he's visible
Achilles Heel: No known weakness
Best Weapon: N/A
2ndary Weapon: N/A
Congratulations, after reading this FAQ you are now better enlightened about
the multitudes of enemies you are about to slaughter. Now that the guide itself
is over, it's time to move on to the FAQ itself.
FAQ!
Q: Hey how come the Minigun, SBC cannon, and Sniper Rifle weren't mentioned
throughout this guide? They work great on most of the enemies in the game!
A: You basically answered your own question, those guns work on every enemy in
the game, so instead of putting them as the best weapon on every single enemy
I just decided to leave them out for that exact reason.
Q: How come Fiendian Reptiloid demon falls under the same category as the
highlanders?
A: He too has reptiloid in his name.
Q: How does a flamethrower work on a pack of kleers?
A: They spontaneously combust, and quickly die afterwards, so why not use
flamethrower?
Q: Hey, the P-Lah Chainsaw wasn't mentioned? How come?
A: The p-lah is a good weapon, but it's only good when multiple enemies have
you against a corner, such as kleers, or cucurbitos crowding you.
Q: What difficulty were you playing on when you made this FAQ?
A: Normal difficulty.
Q: Do you have any more FAQ's in mind for this game?
A: I am considering making a weapon FAQ for the weapons in the game. Look
forward to seeing it.
Q: What does Tertiary mean?
A: Tertiary means 3rd best basically.
Q: Why did you put Achilles heel rather than just weakness?
A: Why shouldn't I put achilles heel rather than just weakness?
Q: Why did you put "(THERE CAN BE ONLY ONE!!!)" on the highlander's bride?
A: Because part of it's name is highlander, and there's only one throughout
the entire game.
Q: What if I think another weapon works good on an enemy that you don't have
down?
A: E-mail me with the weapon that you think would work better on the enemy,
i'll try it myself, then i'll consider adding it.
That's it for now folks. If you have any questions, suggestions, or if you just
want to comment on this FAQ, then you can e-mail me at: Simdicate@hotmail.com
Look forward to seeing a weapon FAQ on anytrades soon (Hopefully) and more game
FAQ's coming eventually.
Keep up the slaughtering, and teach mental who's boss.
-Brikien93
'Stay Serious'
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