Serious sam the second encounter secrets. Serious Sam: The Second Encounter guide and walkthrough. Differences from the original version

Foreword

This walkthrough was written with a SERIOUS level of difficulty. It's just a hobby. AT real game passing is not required - everything is clear here, the road is one. However, I took the liberty of saying something. Maybe someone will come in handy. And I tried to describe almost all the secrets. If anyone has found secrets that I have not described, write: I will take note of it. In general, a joke from his own tactical data is applicable to the game with Sam: "Go left, go right. Find something. Fight. Don't slow down - snickers." The main thing is movement and search.

SIERRA DE CHIAPAS (12 secrets)

Immediately, as we fall into the water, we lean towards it with our face, and go deep into the water. Dive rapidly by holding the "crouch" key ("F" by default). There we will find the ROCKET GUN (secret No. 1). Taking it, we quickly emerge: now holding down the "jump" key ("space" by default).

Before sailing to the Chainsaw on the bridge, we swim to the island in the opposite direction. There we take green armor among the bushes (secret No. 2), and find a telephone booth (secret No. 3), which you can call by pressing ENTER once or twice (as set in the settings). You can read the message, again, by clicking, respectively, once or twice with the right mouse button, and then again through the right button to return to the game.

Now swim to the new weapon, take it, and move forward to the temple. Anyone who attacks us here can be defeated with just a Chainsaw, without losing health and armor. You just need to skillfully move to the sides, and not stand still.

Before entering the opened gate of the temple, we go around it on the left side. There is a dark spot in the wall (secret No. 4): we launch a rocket there, and then we cut into pieces all the Krotinovites who were responsible for our accident. And let them not pretend to be angels!

We go into the open hole, there we will find ammunition for missiles and a stage (secret No. 5). We watch the performance to the end, and then we leave, and go straight into the hollow.

Here we will find fragments of the Krotinovsky tarantass (secret No. 6), and a little further, at the very end of the hollow, rockets (secret No. 7).

On the way back, you will have to stand up for yourself. We return to the temple, go to the gate. Before taking a sniper, we aim at the top of the entrance to the temple: a scorpion will appear there. We immediately shoot it through the optics ( right button mice). Then the harpies will come. Well, in general, we fight, we will test boots-walkers in action, and then we go to the temple.

We get a flamethrower, bring down new enemies. I won't give recipes for every case: I'll have to write a whole Operations Manual for the game. I can only say that with good skills it is played very easily and without loss. Fast but easily hit enemies can be shot from afar. With Skeletons of Clear, you need to move quickly (see ENEMIES), and from Scorpions, you can hide behind stone ledges. Jump up, shoot, and take cover again. You can even kill them with a pistol.

You will reach the entrance to a small tunnel. On the right there will be rising-falling blocks, and on the left there will be a black spot. you to him. There is a secret room on the left (secret #8).

Go through the blocks, then through a room with a stove and two buttons (got it that in order to open the door on the other side, you have to press these buttons, and hide in niches in the floor in between?).

Get out into nature. Go to the abyss on the left. In the abyss lies the FLACKET GUN (secret #9). Taking it, we jump to the platform below, and then into the teleporter. Let's find ourselves on a rock. We jump to the rock below, then to the ground, on the opposite side of the abyss.

Here you have to fight. After you kill everyone, look around. You will see a light boulder near the left side of the rock. Rocket at him! This is the entrance to the secret cave (secret #10). Enter it and dive into the pond. We swim from the "crouch", as it becomes impossible to swim, we switch to the "jump": we will swim out at the top of the cliff.

Having crossed the bridge, we will get hold of cartridges for a sniper rifle and Serious Health (secret No. 11). Now down again, and go to the pond. It's guarded, so be on the lookout.

We dive into the reservoir at the entrance to the Temple, bring down the Pisces there, and then take the First Aid Kit at the very bottom (secret No. 12).

We emerge, and go to the Temple, finish the level.

VALLEY OF THE JAGUAR (8 secrets)

Forward, and with a song! To new adventures.

I don’t know how it is for anyone, but all my shields and health went to hell with me. And I started the level as a newborn, with 100% health.

We are walking the path of the Mayan warriors. We don’t relax for a second, and we don’t part with a sniper rifle. At any moment, monsters can appear, very far away. We are getting ready to meet them.

Jumped on the teleporters forward in a zigzag. From the cliff to the teleporter, and again to the cliff to the left. From the cliff to the teleporter, and when the moving one approaches, at the same time as teleporting up, press "jump" and move towards the last teleporter. From this, the last one, we immediately fly to the door.

In the new room, first jump on the teleporters to the left to the button. We bring down a couple of Reptilians at the other end of the room. We return to the door, jump onto the approaching teleporter, and then, without stopping, we jump over to the rock. Now we jump forward along the blue water slopes, to the button on the left.

Then, in one fell swoop, along two teleporters to the door, where we take Serious Armor. To the left of the door there is a platform, jumping onto which, we jump up and find the cartridges for the sniper rifle (secret No. 1). I don't know how at easy levels Veribul appears at the bottom at the difficult level. We jump again to the platform, then up: having noticed us, Veribul will fall into the abyss. We jump down.

We go ahead, there you will figure out, along the way, what to do. Exit to the grenade launcher. Take it, and immediately switch to the Rocket Launcher: we launch 10-15 rockets into the tunnel so that all the herd rushing towards us remains there. Then we take health and ammunition. We leave.

As you exit the tunnel, turn around: there is a dark green area above the exit. Rocket there! The "Golden Man" will roll down to us - invulnerability (secret No. 2). We don't touch it. We go forward, and with a sniper we shoot as many monsters in front as possible. Then we run back for invulnerability, and try to finish off as many monsters as possible in close combat.

Now you can go forward to the pyramid in the center. From it we go to the pyramid on the right. Here, too, you have to fight. At the very top of the pyramid, on its right side, there is a dark spot. Rocket at him! Here is the Machine Gun (secret #3).

Walk forward along the pyramid until you pick up the Golden Jaguar. Now to the exit. Carefully, from the top of the pyramid, through the optics, we remove all the monsters in the area until they notice us (from my loading to loading, the number of monsters varied from four to one).

Before going to the pyramid in the center, you can walk into the hollow on the right, where there is a huge boulder on the rock, and there you can take the Blue Armor (secret #4). Naturally, you have to protect your property.

Now we go towards another pyramid. Before climbing it, you can walk along the hollow towards the giant letters CROLLI WOOD. Nothing will happen, but you will get another mark that you have found secret #5.

Now, with a fight and retreats, we break into the pyramid. You can pick up ammo for a sniper rifle and a first aid kit behind it.

In the pyramid, after the spiked room, there is a jump pad in the small room on the far left. He will throw us to the ammo and blue armor (secret #6).

Now it remains to take the second Golden Jaguar, break through back to the pyramid in the center, install the Jaguars, and then break through with a fight up to the Last, Great Pyramid.

In the small house to the left of it, you can get cartridges for the Machine Gun (secret #7), and between the right house and the Pyramid in the corner is a Vial of Health (secret #8).

Climb to the very top and enter the Pyramid to complete the level.

THE CITY OF THE GODS (15 Secrets)

Replenish your ammunition as much as possible, and go out towards the thick of the battle through any of the two doors. You won't have to come back here.

At first, you will be opposed by light opponents, then the Skeletons of Clear will join them. And when you take a Thomson machine gun on a pedestal, kamikazes will come running and harpies will fly in. There will be some other monsters, but it is not difficult to finish them if you are always on the alert and walk with caution.

Now the secrets. If from the gate from which we left go along the wall to the right, and then cut down the tree between the pavilion and the wall, you will find the First Aid Kit (secret No. 1).

There is a small house nearby, and near it there is a fire in a bowl. This thicket is the only one on the level that does not break. With what it is connected - I do not know.

In the corner, diagonally across from the first secret is a Serious Bomb. And behind the pavilion is a tablet. This is secret number 3. Immediately upon taking it, three Large Mechanoids will appear, which will need to be filled up.

And in the fourth corner, behind the houses, you can find secret number 4: cannon balls, which we don't have yet, but will soon have.

We go to the temple, which is between the third and fourth secrets. Here, you will immediately need to send several monsters to the other world, and then smash the fallen slabs to the right of the entrance with a rocket. This is secret number 5.

Go to the symmetrical corridor, take the Mask, fight. Then go out and take the Mask to the altar.

Now to the Temple at the opposite end of the territory. From the door with a sniper shoot everyone who is inside. The mask is behind the door immediately to the left. Behind the door at the top is ammunition. And behind the stairs at the bottom is Serious Health. As you take it, immediately move around the corner from the passage: Veribul will come running, and there will be a second one in the tunnel. The output is the Big Mechanoid.

Take the Mask to the altar. Now you can go to the gate to the next training ground, naturally with a delay for showdowns.

With minor complications, make your way through the labyrinth with arrows. From the gate to the next clearing, shoot all the handsome men on it from a sniper. Then prepare the machine, and - forward. The kamikaze will run. Mercenaries will run up from the building opposite the entrance. There will be Small Biomechanoids and Scorpions.

Behind the building from which the Mercenaries ran out are the cores (secret #6). And in the building itself there is a lot of other ammunition. Naturally, under protection.

After walking through the territory, behind one of the trees (to the left of the entrance gate), you will find a mini-teleportal to the secret territory (secret No. 7). It's kind of like the "Holy Courts" in First Sam: all the monsters are either very small or very large. But there is a lot of ammunition, health, armor. You will see for yourself. At the end you will find a Cannon and a teleporter back.

We go to the gate under the Two-Headed Snake. There will be a lot of fighting on this training ground. Everything is as usual: we bring down opponents from afar, we don’t rush forward, if necessary, we retreat. We constantly move forward, backward, left, right. We try not to let anyone close to us. From under the fire we go to the side. Forward!

You will reach the gate. We go. Here are Small Biomechanoids, Kamikazes and Scorpions. There are also Large Biomechanoids.

Secrets in this territory: Behind the distant house, which is approximately opposite the entrance to this territory, there is a first-aid kit (secret #8).

And nearby - look around - on one of the houses is the Two-Headed Snake. Here is secret number 9: cannon balls. But before you go there, launch a couple of rockets there: there is a stationary Cannon opposite the entrance.

We go to the gate under the Two-Headed Snake. There are a couple of Pumpkinheads here. And under the ceiling, on the second pyramid looking down, Serious Health (secret No. 10).

You can slide down the sloping ramp, or you can jump over the railing.

And, while we are rolling down, grab ammunition, health, and maybe even armor, and then jump out: in the end we will certainly stumble upon stakes. Maybe they somehow turn off, but I did not find how.

Below we deal with the army of Clear Skeletons. To the right and left of the exit door, in the walls, there are two secrets (Nos. 11 and 12). These are cannonballs and three Zumbuls playing cards (fire missiles at dark spots on the walls).

The next secret (No. 13) is in the right branch of the corridor, where there are pits with spikes: we jump in there. Let's find Green Armor and First Aid Kit. True, there are a couple of small Pumpkinheads here, so stay alert.

After dismantling at the destroyed bridge over the lava, on the right, near the lava itself, you can take a package of rockets (secret No. 14).

You can cross the Lava on the left: there is a platform floating on the surface. We jump on it, and when it approaches that shore, we jump over to it.

Game description

Croteam was once famous for its excellent action game. Not too much time has passed since the developers released it, and it was decided to make a wonderful sequel called Serious Sam: The Second Encounter. Cool Sam will return to the fans and will be able to please them with a new story.

The graphics developers have left the same, with the exception of new models and, accordingly, textures. Since the same engine was used, no significant differences can be found. The physics will remain at the same level, and the effects will be improved, but not significantly. The audio accompaniment will leave a huge impression. The sound effects remain the same, i.e. explosions, screams, roars, etc., but the music has changed dramatically. It will fully fit the atmosphere that surrounds Sam. And also players are waiting for Sam's famous phrases, such as: "No one will calm down until you gouge out his eye."

The plot of the game has not changed. It has already been said that history will change, that is, there will be a different situation, but the story will be the same. The world is once again on the brink of destruction and Sam has to save it. Namely, you will have to save from the attack of aliens. This time Sam will be sent to the past. The player expects three episodes that will take place in three different worlds:

South America.
You will meet Mayan buildings, while there will be no civilization itself, only monsters. The terrain of this episode implies huge spaces that are difficult to navigate, but not because it's too long to walk, but because you have to literally go through mountains of corpses and cross rivers of blood.

Mesopotamia (Babylon).
Who wouldn't want to visit Babylon? Beautiful architecture, exotic vegetation and a huge number of monsters. There will be no large plots here, and therefore you will have to spin around in buildings with monsters like a herring in a jar. Traps await the player at the levels of the second episode. Unfortunately, Sam does not have the ability to see traps, so he will have to use his own, already quite experienced after South America, eye, having assessed the situation, to climb through the most dangerous traps. Fortunately, not all Babylon's traps kill Sam, but only severely maim him.

Middle Ages.
Elements of the Gothic style will delight lovers of antiquity. The traps of the third episode kill immediately, so you obviously have to play it safe several times or often save the process.

A variety of species is provided and will please both the gaming veteran and the novice gamer.

For the most part, the enemies migrated from the first part, but the developers still added some for a change. For example, it will be possible to meet a Halloween-style alien, whose weapon is a chainsaw - in the hands of the enemy, this weapon is incredibly dangerous, in fact, as well as in the hands of Sam.

Sam became more experienced after the "first blood", therefore, stronger and therefore he was given a new arsenal, perhaps not the best, but reliable. Here are some of what it will be like to be able to fight against the aliens:

Chainsaw.
An excellent melee weapon. You may recall that in the first part, Sam had to use a 35-centimeter army knife. But you need to strike with a knife, which reduces the chance of survival in a battle with a monster, and even more so with monsters. And the Chainsaw is a great help in the absence of ammunition.

Flamethrower.
Flame weapons have appeared in the game. And it pleases. Against bosses, it is meaningless, but against a large number of small monsters that get in the way under your feet, it will do. The “trick” of the flamethrower is that after setting fire to the enemy, it burns out on its own without much help.

Sniper rifle.
To the delight of snipers, the developers introduced such a wonderful weapon. Ordinary ordinary aliens are killed with one shot, and more complex ones with three or four. A sniper rifle will save you when you don’t really want to approach, because it is equipped with an optical sight.

If you are a meat lover, then this game is clearly for you.

SERIOUS SAM: THE SECOND ENCOUNTER SECRETS, some secret-like non-secrets, plus an endgame spoiler Date: February 2002 Author: LM Copyright info: This document may be freely copied and reproduced. INTRO SEQUENCE: "IN THE LAST EPISODE" (1 secret) Note: Secret not found. It would seem that the player cannot influence what happens in the intro. However, when you access the "Statistics" section of Sam's computer display at the start of the next (first playable) level of the game, you will notice that the current total number of secrets stands at 13 whereas the subtotal for level 1 is only 12; there is a discrepancy in kills statistics as well. That means that you have already missed one secret, and yet you have not even started playing. MISSION ONE: MESOAMERICA LEVEL 1: SIERRA DE CHIAPAS (12 secrets) CRASH SITE 1. From the starting position, dive all the way down to collect a weapon in the lit spot near the bottom. 2. Once you surface from #1, get onto the small peninsula with a tree to collect an armor piece. 3. Still on the #2 peninsula, walk towards the phone booth to "discover" it. (You might as well get inside and make a call.) NEAR THE FIRST TEMPLE 4. Skirt the outer left wall of the temple. Find a darker section on the wall near the spot where it meets the mountain. Blast it to discover an entrance. 5. Get through the hole you created in #4, and go down to discover a "hall of fame." (Stick around for a silly presentation.) 6. From #5, get outside and walk straight to discover remains of the crate bus that collided with Sam's spaceship in the intro. 7. From #6, continue up the slope until you collect an ammo pack.INSIDE THE FIRST TEMPLE 8.At the end of the corridor with hazy sunlight coming through the openings in the roof, there will be a T-junction. Turn left, away from the corridor with crushing blocks. Go on to find a "secret Mental"s room." (Use the jump pads marked by lit letters, in this order: M, E, N, T, A, L; a niche with a healing pack will open on the other side. After you collect the pack, you can jump on any pad to get back.) SECOND VALLEY 9. When you exit the temple, you will notice a pit not far off. There is a ledge in the pit that you should jump down to, to collect a weapon.(When done, drop to the lower ledge to be teleported.) 10. After you pass the first suspension bridge and before you reach the second one, look for a conspicuous rock on the mountainside on your left. Blow it up to discover a cave.(Go inside, dive, and swim on.) 11. When you emerge from the water passage you entered in #10, cross the suspension bridge to collect a healing pack on the other side. LEVEL 2: VALLEY OF THE JAGUAR (8 secrets) Note: One secret not found. A is actually a secret too stubborn to register. STILL INSIDE THE TEMPLE 1. When you get across the cave outfitted with both floating and stationary jump pads and find yourself on the final ledge, jump onto the smaller ledge located slightly lower, on the left, to be catapulted onto the overhang above the larger ledge for some ammo. VALLEY Non-secret A. As soon as you get out of the temple into the open, turn around and you will notice a camouflaged ledge on the hill slope. Blow it up to release an invulnerability power-up. 2. When you get to the top of the pyramid to the right of the entrance, slide down to the nearest ledge on the right side and blast the dark er section on the wall to reveal a weapon. 3. Proceed to the corner of the valley where you can see a huge ball sitting at the top, to collect an armor piece. 4. Head for the corner of the valley diagonally across from #3, where you can see the "Crollywood" sign, to get a "movie studio" secret registered. 5. Go inside the stone hut to the left of the pyramid that has an antenna on top. There is a small ammo depot there. 6. From #5, circle the base of the pyramid to collect a healing pack, which is located where its right side meets the grassy slope. INSIDE THE MOUNTAIN ON THE LEFT SIDE OF THE VALLEY 7. After you pass the windy room with spikes on both side walls, you will find yourself in a corridor with four health vials. At the end of it, there is a bounce pad in the alcove on your left. Jump up and collect the items sitting on the overhead beam. LEVEL 3: THE CITY OF THE GODS (15 secrets) FIRST LARGE COURTYARD 1. When you leave the ammo depot (where you start) and enter a courtyard, walk to the right and cut down the tree in the corner closest to the entrance. This will reveal a wedge-shaped area between the stone hut and the perimeter wall. Collect the healing pack there. 2. In the right-hand corner furthest from the entrance: In the area between the building with facade columns and the perimeter wall, find a darker section on the building and blast it to find an armor piece. 3. In the left-hand corner furthest from the entrance: Get behind the corner building to find a health pill. Pick it up to activate a "secret bloodbath." 4. Get inside the building where you are supposed to find the scary mask; it is on the same side of the courtyard as #3. blow up the fallen pillar to reveal a corridor. 5. Follow the corridor you found in #4 into a room with cannon balls. Destroy the central pillar there to find a weapon. 6. Visit the remaining corner of the courtyard to collect an ammo pack. NEXT LARGE COURTYARD 7. On the left side, behind the third tree from the entrance, there is an unobtrusive twinkling teleport that takes you to a "yard of strange-looking heads." Non-secret A. In the #7 secret, blast the "strange-looking heads" for a higher kills count. 8. Back in the courtyard you teleported from, go behind the large building opposite the entrance to collect an ammo pack. VILLAGE AFTER THE "VERY LONG RUN" 9. Find a hut with a snake ornament on the roof. Enter the hut (and sidestep quickly) to discover a "lost Spanish cannon." (Destroy the canon.) 10. Reach the section of the perimeter wall that is directly opposite the entrance. There is a healing pack behind the hut that stands at an angle to the wall. UNDERGROUND COMPLEX 11. In the village, you enter the building that leads underground. In the middle of the first hall, there is a healing pack pulsating just under the ceiling. Blast the stone piece it is sitting on to collect it. Non-secret A. After you get through the door at the end of the hall just mentioned, there will be a sloping passage. If you jump over the rails there, you will find yourself in a chute. As you slide down, several power-ups get spawned. However, the chute ends in spikes. Once or twice I was able to jump out of the chute before getting killed by the spikes (I even managed to grab a couple of items before escaping). I think you should bump into a side beam to achieve this feat. It happens really fast, so I am not certain. Maybe there is an easier way. 12. In the hall into which you are dropped from the sloping passage mentioned in the non-secret, blast the central section of the wall on the right to find some items. 13. Repeat #12 on the left wall to discover a "secret poker game." 14. In the windy corridor with rectangular holes in the floor and round holes in the walls, enter a secret passage through the first round hole on your right. 15. In the lava cave, go to the right, towards the half-submerged building. There is a low-lying ledge between the building and the rock wall, with an ammo pack on it. Non-secret B. In the pit where everybody jumps up and down, picking up a second health pill creates temporary "gravity off" conditions, meaning that everybody will stop at different altitudes for a while. I think this procedure can be repeated indefinitely, since the pills are respawned. LEVEL 4: SERPENT YARDS (10 secrets) FIRST COURTYARD 1. Go right from the entrance and collect an ammo pack in the corner. 2. Same as #1, only in the left corner: Pick up the armor shard there to discover a "suicidal plant." 3. After the explosion in which red mechanoids get released from a rectangular enclosure, search inside the ruins for a healing pack. FORCE-FIELD PASSAGE 4. After you cross the force field, go behind the stone hut on the right to collect an ammo pack. MOON PYRAMID 5. Approach the flattened head to the right of the structure that housed the mask of Ix Chel (only possible after you capture the mask). Blast the head after it attacks you (or just let it explode) to get a healing pack. 6. From #5, walk to the rear of the Moon Pyramid and use the switch there to activate a "mega ultra explosion." BACK IN THE SNAKE-GATE COURTYARD 7. Before leaving through the Snake Gate, get inside the "bad head" building (accessible only after you pick up the Ix Chel mask) to collect an armor piece. COURTYARD PAST THE SNAKE GATE 8. In the far right corner, collect a health pill to reveal a "secret watcher." 9. Shoot the watching eyes spawned in #8, to activate a "mighty kamikaze." LAST HALL 10. Destroy the two jaguar statues on the overhang above the exit to release a healing pack. LEVEL 5: THE PIT (10 secrets) FIRST CORRIDOR 1. Behind the fourth pillar on the right, there is a darkened passage to a spot with a healing pack. PAST THE "DANGEROUS FORCES" HALL 2. At the end of the first corridor with arches, there is an twinkling teleport in the lamp on the left. Use it to collect an armor piece. STONE BRIDGE STRUCTURE 3. Near the end of the first bridge, jump onto the side ledge on the right to find a twinkling teleport just off the bridge. Jump into it to get some ammo. Use the nearby teleport to return to the bridge. 4. Right after you enter the stairwell tower, go right to find a healing pack under the staircase. 5. In the seventh window up the staircase, there will be a mini-version of the red reptiloid demon. Kill it to release a healing pack. 6. At the L-shaped intersection on the upper bridge, destroy the two lamps on the first (as you approach) outer ledge to summon "annoying Pinky"s lost brothers." 7. From #6, go to the other ledge at the same intersection and use the "secret broken teleport" in the right lamp.(Once teleported up, you will have to jump towards the armor piece to get it. ) PAST THE "NEWTON"S NIGHTMARE" TUBE 8. In the corridor following the room with a stone head and two Serious bombs, destroy the eight lamps to have some ammo spawned. FIRST COURTYARD 9. After you repel the first enemy attack, the gate with the snake ornament will be opened. Walk up the staircase, turn right, and use the teleport in the corner lamp. Jump down to the roof of the booth where you have been teleported, and collect some "rocket-festival gear." 10. After #9, quickly jump off the booth onto the perimeter ledge and then towards the healing pack sitting between the two nearby lamps. PROPER 1. From the starting position, walk around the building to collect a weapon. 2. In the hall with spiral staircases on the central pillars, one of those pillars has a side opening. From the opening, you can jump down safely and collect the healing pack that you may have noticed from upstairs earlier. FIRST WINGED-HORSE COURTYARD 3. After you enter, head right and look for a darker section on the wall of the ziggurat where it meets the perimeter wall. Blast it to find a healing pack. 4. As in #3, only to the left of the entrance: Pick up the ammo pack sitting in the corner to discover a "suicidal avenger plant." 5. There is a darker section on the perimeter wall behind the tower housing the "hawk wing" artifact. Blast it to find an armor shard (and a monster). BUILDING AT THE END OF THE COURTYARD 6. When you enter, you will notice a supply depot through a grating on your right. After you unlock the door on the same side, enter and go to the right. Move into the dark area between the first two pillars on the right wall; you will find the items you have noticed. FIRST RESIDENTIAL AREA 7. There is a solitary plant in the desert at some distance from the village, to the right of the entrance to this area. Collect the speed power-up there. 8. Still near #7, blast the plant to find a damage power-up. COURTYARD IN THE RIGHT SECTION OF THE SECOND RESIDENTIAL AREA 9. Walk to the wall opposite the entrance, past the lone statue of a winged horse. Turn left there and collect the health pill near the two-story building to enable a "Boxing Barry" secret. Then, walk along the building until you hear a squeaking sound. Look up and shoot off the flapping window shutter. A green reptiloid will be spawned on the roof of the opposite building, only to be knocked out. 10. After you touch the green stone, exit the tower housing it and go 10 o "clock. Blast the darker section of the wall in the niche and enter. Look up, and you will see a wooden platform up above. Blast it, LEVEL 7: THE ELEPHANT ATRIUM (12 secrets) STILL INSIDE THE BUILDING 1. From the first hall, go through the door on the right, turn left, go up the staircase, and make two lefts. You should be on the platform overlooking the first hall. Use the bounce pad on the left to get on top of a pillar and jump your way to the healing pack on the other side. ELEPHANT SQUARE 2. On the left side of the outer wall of the "Holy Bathhouse" (the building with two warrior statues), blast the darker section to find an armor piece. wall. Pick it up. Several mechanoids will be spawned, and the wall will be partly blown up, revealing a secret yard. n you reach the end of the #3 yard, you will find a detonator switch. Use it to destroy a pyramid. SMALL COURT PAST THE DOOR OF PURITY 5. Now, this one is really frustrating. When you have eliminated the initial enemy presence, six Kleer skeletons will be catapulted, one by one, into the court from behind the perimeter wall to the right of the entrance. If you succeed in taking each one out before it touches the ground (only possible with the sniper rifle, I think), you will receive a congratulatory message. NEXT ACCESSIBLE COURTYARD 6. From the entrance, make two rights and pick up the ammo pack. A "mutated plant" will appear. 7. As in #6, only on the left: You will notice a darker section on the wall of the entrance building. Blast it to find an armor piece. 8. Diagonally across from #6, there is a niche in the perimeter wall, with a healing pack. COURTYARD WHERE YOU FIRST SEE THE GOLDEN ELEPHANT STATUE 9. Go around the pit with the statue and use the switch on the wall to unseal a secret yard. SECRET YARD 10. You will know you have reached the secret yard (that you unsealed in #9) when you see a red phone booth. Go to the end of the yard to find some useful items. LAST WINGED-HORSE COURTYARD 11. To the right of the horse statue, there is a building with a locked door. If you go to the left of the statue, you will find a switch to the left of the up staircase. Use the switch to unlock that door. (Visit the building, naturally.) 12. Approach the horse statue from behind. Get as close as you can to its, ahem, rear. When the "Use" message appears, press the Use key to harness some "secret horse power." LEVEL 8: COURTYARDS OF GILGAMESH (11 secrets) FIRST COURTYARD 1. Go to the right of the entrance and use the two ledges on the wall to get onto the otherwise inaccessible platform. You will find a healing pack there. NEXT COURTYARD 2. Dive into the left pool and go through the only opening without a grating. Collect the ammo pack. 3. Go to the other pool and collect the ammo pack sitting by the pool. 4. Dive into the #3 pool. Right after the underwater hall with a pillar in the middle, you will find yourself in a room where you can: (a) surface to catch some air; (b) swim all the way down; (c) go to the right towards the exit. Opt for (b) first, then go straight and swim up to find a secret room. COURTYARD AFTER THE "NASTY DIVE" 5. Look for two golden domes located outside the courtyard, and you will notice a red-and-white practice target on a tower that is also located outside. Shoot the target, and a niche on the right side of the perimeter wall will be opened. 6. From #5, walk along the perimeter wall until you reach the corner, then turn left. Collect the ammo pack behind the pyramid to discover "a mutated plant and friends." 7. From #6, walk along the perimeter wall some more, and you will reach the point opposite the niche opened in #5. Blast the darker section to reveal a "don"t push" detonator switch. (Ignore the message and push the switch.) BUILDING YOU ENTER AFTER GETTING THE GOLDEN LION STATUE 8. Go through the opening on the right, and you will reach a hall with a pulsating heart. Collect it to get the secret registered. 9. When you have fought your way through a particularly nasty narrow corridor (you will know), walk to the left to find an armor piece in a niche. MOVING PLATFORM 10 .At some point, the "leap of faith" platform will be passing under a small ledge with a pulsating heart (on your left).If you time your shot correctly, you can blast the ledge so that the heart falls onto the platform. (I think your cue should be Sam "s second utterance while under attack, something like "Now I am seriously serious.") LAST COURTYARD 11. There will be an outside tower on your left. Shoot the red-and-white target on it to observe some wild hearts and eventually get one. LEVEL 9: TOWER OF BABEL (10 secrets) CEREMONIAL HALL 1. Find a niche in the wall to the left of the exit to collect some ammo. CHAMBER OF COSMOS 2. Between the second pillar (from the entrance) and the staircase, jump down into the lower niche to collect a healing pack.(You will be teleported back. This secret can be obstinate, so you may need several tries to make it register.) 3. After 4. In the lower area, where you get via the elevator, shoot any of the mouse-sized holes to summon "deadly midgets." 5. In the area where you slide down towards the exit door, go to the floor lamp located on the right side of the slide. e the bounce pad behind the lamp to be catapulted onto a platform where you find some ammo. (There is a teleport in the corner there to take you back.) FIRST COURTYARD 6. In the left section of the courtyard, there is a pillar in the perimeter wall, with a bas-relief of a warrior. At some point, its eyes start to glow. I do not think you have to wait for that, though; just blast the pillar at any time to find a "passage to Egypt." Non-secret A. Once on the movie set in the #6 secret, you can destroy the mini- version of Ugh-Zan III to spawn an armor piece. Non-secret B. Still in #6, a healing pack can also get spawned after some additional destruction, but I am not certain what exactly triggers that. One thing for sure: you may not kill the mini-version of your own character, Sam. COURTYARD PAST THE ONE WITH THE SECOND TABLET OF WISDOM 7. Go to the perimeter wall directly opposite the entrance, behind the flat statue. There is a darker section on the wall of the building there, on your right. Blast it to collect an invulnerability power-up. COURTYARD PAST THE ONE WITH THE THIRD TABLET OF WISDOM 8. Go 1 o "clock from the entrance and pick up the health pill in the corner to summon a "mighty gizmo." BACK IN THE FIRST COURTYARD 9. When you return to the " magnificent view" courtyard, go to the left of the base of the entrance to the Tower of Babel, to collect an invulnerability power- up. 10. Rather than going into the Tower of Babel right away, revisit the courtyard to the left of it - the one where you got the first tablet of wisdom. Go in for a "secret round two," i.e., for another raid through the courtyards surrounding the tower, following the now-familiar path. MISSION THREE: EASTERN EUROPE LEVEL 10: THE CITADEL (16 secrets) Note: Before starting the level, read secret 11 below. STARTING COURTYARD 1. The third hut on the left side has a squeaking door. Destroy the door (with the knife) to collect a weapon inside. BUILDING AT THE END OF THE COURTYARD 2. Soon after you leave the Kill-o-Matic room via the elevator, you will notice a niche (with a switch) in the wall. Come closer, and a "Use" message will appear, as will a green reptiloid behind you. Use the switch then to knock out the monster. STONE BRIDGE 3. Jump off the bridge onto the rock base of the first stone pillar on your left to collect a healing pack. (Use the glowing bounce pad to get back.) FIRST COURTYARD PAST THE BRIDGE 4. Go behind the hut in the corner to the right of the entrance to collect an ammo pack. 5. Same as in #4, only at 2 o "clock from the entrance. 6. In the smaller, enclosed area to the right of the courtyard, discover two sets of graves by the perimeter wall. (You may open each grave, if so inclined.) NEXT COURTYARD 7. In the far left corner from the entrance, there is a dead tree.At some point, apparently after you collect the nearby napalm capsules, the tree turns into a "secret jumping plant." AFTER THAT ONE 8. In the far right corner from the entrance, there is a barrel by the building. Destroy it and get behind the building to obtain an invulnerability power-up. 9. Diagonally across from #8, to the right (if you look from your #8 position) of the entrance, there is an area with a phone booth behind the stone hut. Move in to find some ammo. ROOM WITH BIG COGWHEELS 10. From the entrance, go through the small opening on the left , into the water. Dive, turn around, and look for a niche with a healing pack. CLOCK COURTYARD 11. To discover this secret witho ut resorting to a cheat, you need to get from the level"s starting position to this courtyard in time for the clock to strike midnight. You start the level at about 11:45 p.m. (virtual time), which makes it a tough task indeed, especially since you probably want to check the previous areas thoroughly enough to discover the other secrets. A "midnight mega secret" gets enabled at midnight: the door of the hut located to the left of the entrance ledge opens, providing access to some very useful "midnight items. " Entering the hut gets the secret registered. You have 1 minute to claim the goodies, after which the door closes again. I wonder if the door opens again, e.g., if you leave the game running for 24 hours, but I am not obsessed enough to try that. Anyway, if your only concern is to make the secret register, you can go behind the hut and get close enough to its rear wall. For some reason, you will pick up the damage power-up from inside the hut and get the message about finding the "midnight items." 12. Go behind the clustered buildings to the right of the exit gate, to find an armor piece. NEXT COURTYARD, WITH A DRAWBRIDGE 13. Collect some ammo behind the hut to the left of the courtyard entrance. 14. Diagonally across from #13, there is an armor piece behind the corner hut. WATER CAVE 15. After you fall from the chute into the water, search the bottom for items. The secret registers when you collect a 50-point healing pack.KILL-O-MATIC HALL Non-secret A. Before any enemies appear, yo u can blast the thumping spikes off the pillars and blow up the pillars themselves for better fighting conditions. LAST COURTYARD 16. There is a barrel in a corner, which you can destroy to reveal an armor piece. LEVEL 11: LAND OF THE DAMNED (13 secrets) FIRST VILLAGE 1. One of the huts at the start of the village, on the left side, has a squeaking door. Blast the door and step inside to collect a damage power-up. 2. Press the switch on the windmill to summon a "secret Santa." Non-secret A. Find and shoot the running Santa for a present. If you choose to dispatch him with the single revolver (or better yet, the flamethrower, using short bursts; that will sometimes produce an amusing effect) rather than a more devastating weapon, you will be able to maximize Santa's gift output. 3 . In the second half of the village, beyond the windmill, look for Santa's feet in a chimney. Blast the chimney to unplug the "secret jammed Santa." 4. There is a snowman close to #3. Shoot it to find an armor piece. SECOND VILLAGE 5. Pick up the armor piece in front of the bespectacled snowman, who will then attack you. Terminate this "snowman avenger." 6. The hut just to the right of the #5 avenger has a squeaking door. Blast the door and step inside to collect an invulnerability power-up. 7. Not far away from #6, on the right side of the village, there is a snowman with a switch. Use the switch to summon another "secret Santa." Non-secret B. Same as #A. YARD WITH THE MOUNTAIN ENTRANCE 8. Shoot at the snowman repeatedly to find that you were dealing with an "incredible shrinking snowman." FIRST LAVA CAVE 9. In the middle of the stone passage that serves as a bridge, there is a gap. Drop through the gap into the familiar twinkling, to be teleported to a healing pack. SECOND LAVA CAVE 10. When you enter, you should be able to discern a glow on a stone ledge up ahead. Blast the ledge, and an ammo pack will fall onto the passage below, where you will pick it up when you reach it. (You may also destroy the ledge when you get across the lava to the other side of the cave, but the ledge will be even less visible then.) 11. Before leaving this cave, go to the left of the exit and then to the left of the boulder that gives the impression of blocking the passage. Follow the narrow ledge to collect a weapon. THIRD LAVA CAVE 12. When you reach the point where you have to use floating platforms to proceed, get on the one on your left that is furthest away from your position and closest to the two-pronged solitary rock standing in the middle of the lava lake, also on your left. The platform will start sailing towards the rock. As you get nearer, you will notice a ledge by the rock, with some goodies. Grab them when you feel it is safe (the armor piece counts as a secret), and jump back onto the platform, which will make a full circle around the rock. (You may want to forgo the platform and just wade to the ledge, since the platform moves rather slowly and you are open to enemy fire all along.) 13. When you cross the arched bridge that leads to the exit from the cave, circle its base to collect a healing pack. LEVEL 12: THE GRAND CATHEDRAL (6 secrets) CORRIDOR OF DEATH 1. Turn to the right from the entrance and blast the darker section on the perimeter wall to discover some items. 2. In the far right corner of the second leg of the corridor, there is a dude with an Afro looking out from a window. Shoot him to have a damage power-up launched from behind the perimeter wall onto the passage. 3. Towards the end of the third leg of the corridor, blast the darker section of the left perimeter wall to discover a teleport to a "pumpkin field" (go there). 4. In the sixth leg of the corridor, blast the darker section on the left wall to discover another teleport, which leads to an "embryo museum" (again, go there). 5. At the start of the seventh and final leg of the corridor, look to your left. In the middle window of the bastion you will see a Scythian witch-harpy mooning you. Kill the witch to have an invulnerability power-up launched onto the passage from behind the perimeter wall. FINAL COURTYARD 6. At some point during the final battle, you will receive a message about a pink secret having been enabled. That refers to the pink section of the perimeter wall just to the right of the bounce pad on the right side of the courtyard (if you are looking from the starting position). The message means that you can now approach that section and just crawl inside to retrieve a healing pack, at which point the secret will register. major spoiler. Apparently, Mordekai the Summoner summons his minions and teleports himself back and forth only when you are in his line of sight. If you are wise (or cowardly) enough to choose your position correctly, i.e., hide somewhere behind the protruding features of the cathedral on either side, you should be able to dispatch the monster pretty easily, without being bothered by lesser enemies - or the boss himself. peek outside just enough to be able to shoot at his shoulder or some other part of his anatomy. The sniper rifle is your best bet.

7.5 from the editors

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23.09.2015

Serious Sam: Second Encounter HD

  • Publisher: Devolver Digital
  • Publisher in Russia: New Disk
  • Developer: Croteam
  • Website: Official site
  • Game engine: Serious Engine 3
  • Genre: Action
  • Game Mode: Single Player, Multiplayer
  • Distribution: DVD-ROM (1)

System requirements:

  • Windows XP
  • Pentium 4/Athlon 64 3 GHz
  • 512 MB
  • nVidia GeForce 7600 / ATI Radeon X1600
  • 2.5 GB

About the game

Serious Sam HD: The Second Encounter is another variation on the theme of an arcade shooter with hundreds of enemies and dozens of different types of weapons. The game is notable for having a co-op tournament for the 2010 World Expo in Shanghai, and being adapted for consoles. Also worth noting is the excellent graphic design project.

The action of the game this time is not limited to one region: in addition to South America, together with Sam, the player will be able to visit Babylon and medieval Europe.
You can fight with all the same types of weapons as in the first part, plus three more new ones will be added to them: a flamethrower, a sniper rifle and a chainsaw. The chainsaw is a powerful and efficient weapon that uses the same fuel as the flamethrower. And the flamethrower, as in any shooter, will be just lethal force.

Game Features:

  • 3 new terrain types (South America, Babylon, Medieval Europe)
  • 3 new weapons
  • 20 new maps in multiplayer mode
  • original soundtrack

Differences from the original version

  • New models for sniper rifle and Flamethrower: Sam can be seen holding the weapon with both hands.
  • Animations for the Sniper Rifle that didn't exist before.
  • At the beginning of the first level, the player starts not falling off the plate, but right in the lake: this is probably due to a bug in the original, when the player could get stuck.
  • Enemies can be cut into two halves with a chainsaw.
  • Support for modern gamepads.
  • New secrets have been added: for example, at the first level, you can now get a Thompson assault rifle and ammo by cutting down 4 of any tree.
  • Changed traps on the "Pit" level. For example, changed room number 3 where it is completely round
  • All-new models of Cool Sammy and Mysterious Mia.

Game process

Unlike the original, new game modes have been added. Now a list of all available game modes:

  • Single player game
    • The campaign is a classic solo playthrough.
    • Survival - you need to stay alive as long as possible, fighting against the arriving enemies. Battles take place on special maps.
    • Multiplayer game
      • Co-op play
        • Classic co-op mode - the passage of the "Campaign" together with other players.
        • Collection - a joint "Campaign" on the account. The main difference from "Classic Co-op" is that players have 3 shared lives per level (the number of lives increases as the score increases).
        • Survival - players fight shoulder to shoulder with incoming enemies on special maps.
      • confrontation
        • Hunting - kill enemies, collect items and look for secrets to score higher than other players.
        • Capture the Flag - Capture the other team's flag and bring it back to your base while guarding your own flag.
        • Dangerous fight is a classic deathmatch.
        • Instant kill - the difference from the "battle" is that Death comes with one shot.
        • Last Hero - Kill all other players to win the round.
        • The last command is the command option " last hero».
        • Heavy Burden - Your score grows as long as you hold the burden.
        • Team Hunt is a team variant of the Hunt.
        • Team fight- team deathmatch.
  • In the "Land of the Damned" level, you can find a snowman with Biomechanoid rocket launchers.
  • On the level "The Great Cathedral" there is a secret laboratory in which there is a huge capsule with Ugh-Zan the Third.
  • The blond man Sam wanted to talk to at the beginning of the game is Duke Nukem.
  • In the "Land of the Damned" level, a "Serious Santa" can be seen. When shelling this very "Santa" you can get good "gifts", but if you shoot him with a grenade launcher, it will ruin all the raspberries!
  • In the Russian edition of the game, the same translation and voice acting was used as in the localization of the classic version.
  • On the "Great Cathedral" you can find a portal that will take Sam to a foggy place with pumpkins from which Cucuriito will jump out.
  • On the first level, Sam needs to get into the temple. However, if you turn left just before the gate, you can find the broken ship of the Kroatimovites, on which they rammed the ship of Sam and themselves with halos over their heads.
  • Also next to them you can find a secret dance hall.
  • In the Jaguar Valley level, you can see the inscription on the mountain "Crollywood", which is an amalgamation of the names Hollywood and Croteam (the company that developed the Serious Sam series)
  • If you open the coffins at the "Citadel" level, the game developers will jump out of them and climb up to hug.
  • On the Sierra De Chiapas, cut down three trees with a chainsaw, then at the end of the valley a Thompson Machine Gun will appear.

Did you know that..despite the fact that the game is a verbatim remake of the original, some little things have been changed. So, at the beginning of the first level, Sam starts not falling from a flying saucer, but right in the lake. In addition, the traps in the "Pit" level have been changed and new secrets have been added.