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: ----------- 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'