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Serious Sam Classic - The Second Encounter Walkthrough by TheMaster
Serious Sam Classic - The Second Encounter Walkthrough by TheMaster
Welcome back Serious gamers. Prepare for your next adventure in Serious Sam: Second Encounter.
Sierra de Chiapas -- 12 secrets
The game starts with a cut-scene. You are given a review of what happened in the last game. Sam beams aboard the Sirian vessel and sets a course for the Sirian system. And just behind him is a Sirian crate bus following. The bus enters hyperspace to catch up to you, but overshoots and crashes into the vessel. "What was that? Oh no, I'm going down. I'm going downnnn.... where?.... Egypt?! EGYPT!? No, not Egypt again!" Nope, note Egypt. This time the ancient Mayan civilization.
(Note: The game says that altogether throughout the game you have 0 out of 13 secrets. Apparently a secret was during the first cut-scene, but no one has been able to find it yet. Nobody. So you might as well forget it.) You start out the level falling into a pond from the Sirian vessel, which just crashed and is about to begin exploding. Dive down to the bottom to find Secret #1, a Rocket Launcher. Return to the surface for some air.
Turn around and climb out and collect a Pistol and Secret #2, some green armor. Further out is Secret #3, a telephone booth.
If you step inside, you can use the phone and make a call. Sam will make a call to Las Vegas. When the conversation is over, turn around and get the Chainsaw from the wooden dock. Keep going into the forest and get some Shotgun Shells. You will soon face your first enemies, some Gnaar Females. Kill them with whatever weapon you like, but SAVE some rockets. Further down collect some more Shells and the Shotgun to go with it. Kill a Beheaded Firecracker and then a few more Gnaars. Continue until you reach a health vial and kill the Firecracker. A group of Beheaded Kamikazes is now spawning and coming after you. Kill them quickly before you are blown away. After them some Kleer Skeletons will attack. Collect some Shells, then look to the right for some armor.
Keep advancing, then kill a Sirian Werebull that is charging at you. After you have taken care of him a Reptiloid Common will appear in front of the gate. Pick up a health vial and some Shells, then get the Pistol to the right, in case you've missed the last one. Once you killed the Reptiloid go to the left of the temple. Go to the second valley and you should see some smoke rising. It is the wreckage of the crate bus that crashed into the ship. That bus is Secret #4. Behind the bus you should find Secret #5, Rockets.
Backtrack and kill the Kamikazes. When they are dead look for a dark patch on the wall. Blast it open with a rocket for a hidden passage, Secret #6.
Some Sirian angels will come out of there. You can kill them if you want, but you will get no points for it. And it would be a waste of ammo. Enter the room they came out of, Secret #7.
This is the secret Hall of Fame, which holds some Rockets. You can stay for the concert if you like. When you are ready to leave, head back to where you killed the Reptiloid. Kill the Kamikaze then take the Shells, health cube, Sniper Bullets, and the Sniper Rifle. As soon as you get the Sniper Rifle a cut-scene plays. You are introduced to the next enemy, an Arachnoid Adult. Use the Sniper Rifle to take him out. Then look to the mountains on either side for some Witch-Harpies. After they are dead, kill two Kleers, then go through the gate. This next area is scattered with a Shotgun, Shells, health vials, and three Serious Speeds. When you collect the second Serious Speed, some new enemies will appear. They include Bombers, Rocketeers, a Zumb'ul, Gnaars, a Firecracker, and Kamikazes. Kill them all. Head up the stairs and collect 7 health tablets. Each time you pick one up, the next one spawns, until the last one spawns a Gnaar right in front of you.
Head right for a health tablet and five armor shards. Turn around and collect the Flamethrower. To your left you will find Shells and a health potion. To your right there is some Napalm and some armor. Enter the door and kill the Arachnoid Juvenile. The walls on either side of you will explode. A Gnaar, Firecracker, Bombers, and Rocketeers will charge out. After they are dead collect the health vial and wait for the red wall to explode, releasing a Chainsaw Freak. Kill him quickly then head out to the ledge he came from. Drop down into the next area then immediately turn around and kill the Kamikazes and Rocketeers. Enter the room they came out of. Get the armor shards and the health vials, then go back into the previous room. Dispatch the Zumb'ul and the Gnaars, then go through the door. Kill the Rocketeer and the Chainsaw Freak, and collect the armor shards, health vials, and Sniper Bullets. Go through the next door now. Collect 6 more armor shards and kill three more Gnaars and a Bomber. At the intersection, turn left and follow the passage to Secret #8, Mental's room. This secret has a simple, albiet deadly puzzle. You will notice the letters "M", "E", "N", "T", "A", and "L" are lit up on the floor. You must jump on all six of those letters in order to spell out the word "Mental." Each time you miss or go in the wrong order, the lights will go out and a spiked ceiling will lower a bit. When you complete the puzzle the lit wall panel should open up revealing an alcove with a health heart.
Head back to the intersection and head right. Get the health potion then study the next trap. If one of those crushers come down on you, you are instantly dead. Time yourself so you can go down this hall safely. Get the Shells and enter the door. Kill a Rocketeer then get some gold armor to your right. To your left are 10 armor shards which will spawn a Gnaar. Go up the ramp into the next area then drop down into the next area where you will find some Shells, health vials, a Double-Barrel Shotgun, and an Invulnerability. A swarm of Kleers will rush into the room. When they are all dead the wall in the upper-right corner will explode. Kill the Zumb'ul then pick up some Napalm, Shells and a health potion. In the next room there is another crusher. Note the shifted floor panels. These are safe areas where you can go and you will not be crushed to death. One of them has a health vial. Use them, along with good timing, to push two buttons on both sides of this room to unlock the next door.
In the hallway kill the Bombers, Rocketeers, Gnaars, Kamikazes, and the small-sized Lava Golem. Collect the health potion and the armor, then kill more Gnaars and an Arachnoid. Go through the door killing the Chainsaw Freak. You will find Shells and a health cube to your left. To your right, Shells and Napalm. Go through the passage and take the Sniper Bullets. Kill the Arachnoid on the other side of the chasm. Follow the ledge out to an armor shard. Turn around and get some more armor. Follow the ramp up along the stone wall. At the top kill the Bombers, Rocketeers, Reptiloid, and Firecracker. Get the Shells and health vial. Cross the bridge and collect the health potion. Now drop back down to the previous area and look down the chasm. You should see Secret #9, a Rocket Launcher.
Drop down and get it. Use the teleporter to the left to get out of here. Jump onto the lower ledge now and kill the Firecraker. Drop down to the ground. Get the Rocket Launcher, Rockets, and Sniper Bullets, then head out into the forest. Get the armor, and watch out for a Werebull, Chainsaw Freak, Rocketeer, and Kamikazes. Find and blast a boulder to your left for Secret #10, an underwater tunnel.
Get the Rockets and kill the Reptiloid before entering the tunnel. Surface at the end and cross the bridge for Sniper Bullets and Secret #11, a health heart.
Drop back down to the ground. Continue and collect the health vial and Rockets. Then in the new area with the small temple kill the Kleers, Kamikazes, Zumb'ul, Witch-Harpies, and Arachnoid. Dive into the water and kill all the Reeban Electrofish. Dive down to the bottom and collect Secret #12, a health cube.
Return to the surface and enter the temple to exit this level.
---------- Post added 28-03-2013 at 19:01 ----------
Valley of the Jaguar -- 8 secrets
Start out by going through the door and look down. Use the bounce pads to get to the next ledge. Be careful not to fall over the edge, or you will die. On the next ledge get the Rockets and cross the bridge. Kill the Reptiloid and the Witch-Harpies, then use the bounce pad to reach the ledge to the left. Get the Shells and Sniper Bullets, then get on the next bounce pad. Time yourself to land on the next pad and get on the next ledge and get the Serious Bomb. Note: You can only carry three Bombs at a time. I suggest you save them until you need them. And you can carry them onto the next episode. Go through the door and get the Sniper Rifles behind the pillars to the right. Keep going down the hall and watch out for a fireball trap. Kill the Zumb'ul and destroy the fireball trap. Then get some armor to the left and go through the door.
Kill the small Lava Golem and the Reptiloids over there, then use the bounce pads on the left. Get on the ledge with some Sniper Bullets, some armor, and a button. Push the button to move a bounce pad. Go all the way back to the last ledge. Use the pad to get to the next ledge with some Rockets. Now use the accelerator ramp and land on a ledge with some Shells. Use the ramp here to reach a ledge with two health vials. Use the ramp and get on a ledge with two more vials. Use the ramp here to get to a ledge where one of the Reptiloids was. Kill the Harpies coming from above. Get some Sniper Bullets then push a button which will move the next bounce pad. Use the next two pads to reach the next ledge with some armor. Blast the burner to the left and look for a hidden bounce pad. Jump onto it to reach Secret #1, some Sniper Ammo.
Kill the Harpies that you just spawned. Drop down to the previous ledge and quickly do something about that Werebull. Enter the door and get the health heart, Serious Pack, and Grenade Launcher. Then kill some Kleers and some Chainsaw Freaks, then go through the hall they came out of. When you get outside turn around and look up. Use a rocket to blow away a green rock and release an Invulnerability. This is suppose to be Secret #2, but it will not register. As far as I know, there is no patch for it. I may be wrong.
Anyway, continue on and prepare for a major battle. Get the health potion before heading out into the next area. The next battle involves Kleers, Bio-Mech Majors and Minors, Witch-Harpies, Kamikazes, and that's about it. The altar in the middle will have armor and a health vial at the base. The first step will have a health potion. There is a health cube and a Serious Pack on top. Go to the right and collect the armor and the health vial, and kill the Chainsaw Freaks, Harpies, and Reptiloid. Keep going left into the valley, the one with the huge boulder. Pick up Secret #3, some armor, and trigger the boulder trap. Dodge it by stepping off to the side and waiting for it to roll by.
Now go back to the stairs to the right of the enterance and climb them. Kill the Zumb'ul and the Harpies, and get the health cube. Go up the next flight of stairs. There are some Bullets to the right near the top. Pass between the pillars to the right and drop down onto the ledge. Blast open the dark wall patch for Secret #4, a Minigun.
Continue across the bridge and into the passage. A health vial will spawn a health tablet which will spawn the next one in succession until you spawn a green armor. Go down the ramp and enter the door. Get the Rockets, Grenades, health vials, and armor, then go through the next door. Kill all the Chainsaw Freaks, then enter the next room. Watch out for Kamikazes and a fireball trap as you go up the ramp. Destroy the fireball trap. The next area has various items in it including a health potion, armor, a Serious Damage, Rockets, and a health vial. Enter the door into a pool room. Collect the health cube, armor, and the Male Gold Jaguar. Get some Rockets and Grenades in the corners and jump into the water. Get some Sniper Bullets and some armor, and kill the Electrofish. Backtrack through the door back into the dark room. Kill all the Kleers then go back down the ramp. Back in this next room kill the Werebulls and the Harpies. Return outside and cross the bridge and go back down the stairs.
Kill the Reptiloid and then a new enemy on the altar where you are to place the two Gold Jaguars, a Reptiloid Demon. Kill him too. As you approach the altar some Kleers will spawn so kill them as well. Get on the altar and place the Male Gold Jaguar. Get the Serious Pack and the health potions then head to the left. Find and collect a health potion, health vials, and some armor, then kill the Kamikazes, Werebulls, and Chainsaw Freaks. Now go out to the left where the "Crollywood" sign is for Secret #5.
Now go back to the stairs and climb up them. Kill the Kamikazes, Harpies, Zumb'uls, and Reptiloid. Go around the building to find a health cube under the bridge. Climb the next flight of stairs. Kill some more Kamikazes and take two health vials, and continue. Cross the bridge and kill some more Kamikazes and enter the passage. Get the Sniper Bullets and go through the door and get the health cube. Enter the next room which can be pretty deadly. The walls will try to pull you towards some spikes. Fight the currents by keeping your aim in front of you. Look straight ahead and you should be fine. In the next room collect the health vials, then look to the left for a hidden bounce pad. This pad will take you to the rafters where you can get Secret #6, some Sniper Bullets and some armor.
Enter the next door and follow the light to the Female Gold Jaguar. If you wander off the light trail, you will wake up some Kamikazes and Kleers. Get the Gold Jaguar as well as the armor and health potion. Kill some more Kleers and Kamikazes, then leave this area. Return outside and kill the Reptiloids and the Demons. Get on the altar and place the Female Gold Jaguar and watch as the exit door is blasted open. Get the Serious Pack and the health potions then head for the stairs out in front. Kill some Kamikazes, Kleers, Chainsaw Freaks, Marsh-Hoppers, a Bio-Mech Major, a Werebull, and some Harpies. Climb the stairs. Kill off some more Kamikazes, more Bio-Mechs, more Chainsaw Freaks, and another Zumb'ul. Head into the small building to the left for Secret #7, a stash of Bullets. Search behind the building on the opposite side for Secret #8, a health potion.
Climb up the last set of stairs. Kill some Kamikazes and enter the tunnel. Sam will collect the Crystal Skull, ending the level.
---------- Post added 28-03-2013 at 19:33 ----------
City of the Gods -- 15 secrets
You start out in an ammo depot stashed with Shells, Grenades, Napalm, Sniper Bullets, and Rockets. Go through one of the doors into the first large area. Head out and kill the Rocketeers, Kleers, Zumb'uls, Zorg Mercenaries, and Zorg Commander. At the base of the ziggurat, you should find two health potions. Get some Bullets and the Tommygun on a platform and kill the attacking Kamikazes and Witch-Harpies. Return to the starting door and start hugging the left wall. Find and collect the Cannonballs for Secret #1.
Keep following the wall on your left. Go up the stairs and through the door into the next room. Quickly kill the Arachnoids and Kamikazes. Go around collecting the Grenades, armor, health potions, Shells, Napalm, Sniper Bullets, and Rockets. Blast the fallen pillar on the left side of the door for Secret #2.
Follow this corridor to a door which leads to a room with some Cannonballs and a Serious Bomb. Blast the pillar in the middle of this room for Secret #3, a Cannon.
Return to the previous room and go through the corridor to the right. Get the health vials and enter the door. Grab the Seriously Scary Mask and watch out for some Marsh-Hoppers raining down from the ceiling. The wall will explode in two places revealing Kleers. Then the middle section will explode releasing some Werebulls and revealing a health cube. Head back to the last room and kill the Rocketeers and Zorg. Return outside. Kill some Arachnoids then keep hugging the left wall. You should come across a Serious Bomb. Continue around a building and collect a health tablet to trigger Secret #4.
Get the Rockets and kill three Bio-Mech Majors. When they are all dead the passage will open up again, allowing you to leave. You will soon come across a locked door. Ignore it for now. Collect a health tablet in a corner and look for a dark wall patch. Blow it open for Secret #5, some armor.
Past the next door kill off two Arachnoids and some Zorg Mercenaries and a Commander, then get some Sniper Bullets. Enter the hallway here at ground level. Turn around and walk backwards into the health heart, and quickly kill the Werebull that just spawned. Head back down the hall and kill another Bull. Back in the previous room kill a Bio-Mech Major waiting for you. Go up the stairs and do a series of jumps from ledge to ledge to collect the health potions and armor. Now enter the door at the top of the stairs. Kill the two Zorgs guarding an Ammo Pack. Go through the door across from the stairs back on the floor. Avoid the darts and collect the Hilariously Happy Mask. Return to the outside area. Some more enemies including Zorgs, Arachnoids, and a Bio-Mech Major are attacking. When they are dead place the two masks on the altar. Keep following the left wall until you find a tree blocking your path. Blast it away and claim Secret #6, a health cube.
Grab some armor then head to the door that was locked earlier. Two Bio-Mech Majors will jump out at you. Kill them and then go through the door. Kill some Zorgs and then collect the health cube, Bullets, Napalm, Shells, health potion, armor, Sniper Bullets, and Rockets. Follow the path down a dart trap. Avoid the darts shooting from the walls and kill two Chainsaw Freaks and a couple of Zorgs. Go through the door into the next area. Look to the left for a teleporter hidden between a bush and a tree. This takes you to Secret #7, Secret Yard of Strange Looking Heads.
The first pool has some Rockets and armor guarded by some Electrofish. The pool on the left has some more Fish and Bullets. The pool on the right has more Fish as well as some Grenades. Get the health heart and armor, and then kill the huge Kleers coming after you. Some small Arachnoids and some small Reptiloids are also attacking. Blast the Olmec heads to uncover some Bio-Mech Majors. The pools should have more Fish by now. If not, they will before you leave this yard. Get on the raised section to spawn some huge Marsh-Hoppers. Kill some small Reptiloids as well. Collect the health potions, health cube, and Cannonballs. Picking up the Cannonballs will summon some Arachnoids. Continue on and get some Napalm then kill the attacking small Kamikazes. The bridge has a health cube if you need it. Look into the water to find some large Electrofish. Kill them on both sides. Get some armor in both pools, then return to land. Get the Cannon then use the teleporter to get out of this big secret. Collect the Minigun and the Serious Speed, and take out the Bio-Mechs, Zorgs, Kamikazes, and Arachnoids. Get the health cube when you need it. Look behind a house to the left for a Serious Speed. Then go behind the building in the rear for Secret #8, Cannonballs.
The doors that the Zorgs came out of lead to a room containing another Zorg and an Arachnoid guarding some Bullets, Shells, Rockets, Napalm, and health potions. Go through the door to the right of the entrance and you will be ambushed by some Zorgs and a Bio-Mech Major. Go through the door and into the next area. Get the health potion, armor, and Ammo Pack to gear up for the next major battle. A horde of Kamikazes will begin attacking, some carrying Cannonballs. One is even carrying a Cannon. Some Werebulls are next followed by a horde of Kleers. Get the health potion then go around the corner and prepare for the second leg of this battle. Pick up some Rockets and another health potion, then fight a wave of Bio-Mechs. Note the Kamikaze that is running off with your Ammo Pack. Shoot him and take the Pack, then continue the battle. Watch out for some Werebulls next. Some of them have a Cannon and are firing them at you. When the battle is over collect the health cube and continue. Kill the Arachnoids, Bio-Mechs, and Kamikazes in this yard. Also collect the health potions, health cube, health vials, armor, Sniper Bullets, and Rockets. Look behind a house to the left for Secret #9, a health cube.
In the same general area you should spot a house with a serpent statue above the door, and cannon shots firing out at you. Enter for Secret #10, the Secret Spanish Lost Cannon. Get the Cannonballs and you can destroy the cannon if you want.
Find the door marked with two torches and enter. Kill the Chainsaw Freaks then collect the health vials, Shells, Napalm, and Grenades, then look up into the rafters. Shoot the stone directly under the health heart to bring it down to you. Collect it for Secret #11.
Get the armor and the health vials, then proceed. Do not jump over the railing unless you have saved your game recently. If you do, you will collect three Serious Packs, three health hearts, and a red armor, but also be impaled on some spikes. Go down the ramp and into the next room. Kill all the Kleers, then blast open the wall to your left for Secret #12, a secret poker room. Some Zumb'uls are playing poker. Blow 'em away, knock 'em down, kill 'em all! Blast the opposite wall for Secret #13, two health potions and some Cannonballs.
Get the Napalm and the Shells in the next area then go up the ramp. Get some health vials, health potions, Rockets, and Bullets, then enter the next hallway, which is lined with spike traps and wind tunnels. Enter the first wind tunnel to your right to register Secret #14.
Get the health cube and armor then kill the small Chainsaw Freak. Exit the tunnel going down the center of this ledge to avoid the spike pits and the walls. Enter the next door. Kill the Zorgs and Chainsaw Freak and collect the Sniper Bullets and armor and continue on. Kill the Zorg and Chainsaw Freaks, then go down the stairs and kill a Zumb'ul. The next room begins to quake a little, but nothing serious. Collect the Grenades, Rockets, health cube, and armor, then enter the next area which is filled with lava. Take out the Chainsaw Freaks, moderate-sized Lava Golems, and Bio-Mech Majors, then collect the armor and health cube. Look to the right for a small step containing Secret #15, Rockets.
Now head to the left and wait for the floating piece of igneous to reach you, then get on it. Ride it out to the other side of the room then enter the door. Watch out for two more Chainsaw Freaks and a Bio-Mech Major. Continue on please. Get the Grenades, health potions, Rockets, Shells, Napalm, armor, and Bullets. In the next room the bridge will collapse on you. This whole next area is one big bounce pad. This room contains health tablets, health cubes, Serious Damages, a health heart, and an Ammo Pack. The tablets, SDs, and the Ammo Pack will be constantly respawning. On and off, gravity in this room might be enabled or disabled. Battle some Kamikazes, Kleers, and Marsh-Hoppers. When the battle is over and when you are ready, enter the door next to the health heart and exit the level.
---------- Post added 28-03-2013 at 19:38 ----------
Serpent Yards -- 10 secrets
Start out by going through the door and killing the Zorgs, Kleers, and Zumb'uls. When they are dead go to the right of the door (As you enter this area.). Get a health cube and some armor and kill a Kleer. Collect some Sniper Bullets in the corner for Secret #1.
Head to the left of the door now. Dodge the rocket trap as you collect an Ammo Pack and an armor shard. Head into the corner and get the armor shard to trigger Secret #2, and turn around to see the Suicidal Plant coming at you. Note: This is actually a Kamikaze wearing plant camoflague.
Head into the next area killing some Zumb'uls, Kleers, and Reptiloids. Go around the wall. Find the health vials, health potion, and armor, then kill some Zorgs and Kleers. Spawning some more Kleers will cause the wall behind you to explode, releasing two Bio-Mech Majors. Get the health cube for Secret #3.
Back outside you should kill all the Kleers and Bio-Mechs, using the health heart, Serious Damage, Ammo Pack, and red armor. Some fireball traps have also been triggered. When you are done, go right for a health cube, Sniper Bullets, and a phone booth. If you use this booth, Sam will call....... HIMSELF! When the joke is over go over to the left. Collect a health potion and kill some more Zorgs and a Zumb'ul. Get some armor, Shells, Cannonballs, and another health potion, then kill some more Zorgs, and study this next puzzle. If you trip the forcefield, you will activate several rocket traps and a laser trap. You can use this to your advantage to take out the Werebulls charging at you. Also kill some Kamikazes and Witch-Harpies. After the battle has ended, trip the forcefield, then stop. Wait for the traps to deactivate, and continue. Collect a health heart, then look behind a building to the right for Secret #4, Cannonballs.
Go through the door and kill the Reptiloids, Zorgs, and Bio-Mech Minors. This area is scattered with items. Start by gathering some armor and Grenades to the left. To the right, collect an Ammo Pack and three health potions. Crawl through the crawlspace and kill the Zumb'ul guarding the Serious Damage. Go behind the building with the Olmec statue for Sniper Bullets. Collect some Cannonballs nearby, then search behind a couple houses to the right for a Serious Speed. Go through the door taking you to the Moon Pyramid. Get the health cube, armor, and Cannonballs, and kill the Kleers. Now dodge the teleporters moving around and collect the Ix Chel Mask. Look to the right for a small Olmec statue that will come to life and come after you. Okay, it is a Marsh-Hooper. Kill it to trigger Secret #5, a health heart. Go around the pyramid now to find a TNT detonator. Use the detonator to blow up the pyramid and reveal Secret #6.
Kill off the two Reptiloid Highlanders and get the Serious Pack. Return to the previous area and note the Olmec statue that is now trying to destroy the altar! Quickly place the Ix Chel Mask on the altar and it will destroy the statue. Head into the room the statue was guarding and claim Secret #7, some armor.
Kill the Reptiloids that Mental sent after you. Now go through the door marked with serpent statues. Get some Shells, Napalm, Bullets, and a health cube. Kill some Kamikazes, Kleers, and Witch-Harpies. Find and heal yourself with a health tablet to trigger Secret #8. Look up in the sky to find a pair of eyes staring down at you. Creepy. Shoot the eyes and step back as Secret #9 is triggered.
A Mighty Kamikaze appears and will explode in a few seconds. When he dies, collect the armor. Enter the building to the left first. Get some armor and kill the two Zumb'uls. Go down either of the ramps to find and push a button. Get some Bullets and Shells and kill a Marsh-Hopper. Now get a couple of health vials, health potions, Rockets, and Grenades. Return outside and kill the Zorg, Zumb'uls, and Reptiloid. Now enter the building to the right. Be careful here, you are on a ledge above a spike trap. Kill the Witch-Harpies, then shoot the button to push it in. Go back outside. Take out the Kleers, then go down the tunnel and through the next door. Get the health cube and kill the Zorgs and Bio-Mechs. When the Bio-Mech Major has been killed, the floor at the end of this hall will explode, revealing a pit. But first, blow up the two statues above it to trigger Secret #10, a health cube.
Now drop down the pit to end this level.
---------- Post added 28-03-2013 at 19:45 ----------
The Pit -- 10 secrets
You start this level falling into a pool. Kill some Electrofish then swim to the bottom for a health cube. Kill some more Fish and then surface. Kill some Zorgs and then collect some Shells, Bullets, Rockets, Grenades, and Napalm. Enter the first door and kill some Zorgs. Pick up the armor shards and health vials and kill the Marsh-Hoppers. Go around the last pillar to your right. You should find a health heart, aka Secret #1.
Kill the Zumb'ul then go through the door. This next room has a series of crushers. Time them so you can safely get across this room. Near the end a swarm of Marsh-Hoppers will spawn. Through the next door collect the Laser Gun, and then kill two Zorgs and a Zumb'ul. Pick up some Napalm, and Shells, then go through the next door. Kill the Zorgs in this area then collect the health potions on either side. Go up the stairs and get some Rockets on either side. Note the fireball trap that has been activated, and the Demon that you need to kill. Continue up the stairs and get some health vials and kill some more Zorgs. Get the health cube, Bullets, Napalm, Cells, and Sniper Bullets. Stand on the trapdoor and it will open. Go down the chute into the next room. Get some armor, a health cube, and two health potions. Watch youself in this room, currents are pulling you towards the walls. And the walls act as bounce pads. Kill the Kamikazes and Kleers and enter the next area. Grab the Ammo Pack and the health potions, and kill the Zorgs and Zumb'ul. Look at the burner to your left for a sparkling. This is a hidden teleporter, Secret #2.
Make a series of jumps from ledge to ledge to reach the red armor. Enter the door at the end of this hallway. Grab the blue armor and the wall will begin TILTING. The niches in this room contain health potions. Kill off the Zorgs, Kleers, and Zumb'uls. When they are all dead get the hell out of this room. As you get the armor, look out for some Zorgs and a Zumb'ul in front of you, and a Demon high on the ledges to your left. Near the end of this bridge, look to the right for the sparkle of a teleporter. Use it to reach Secret #3, Cannonballs.
Use the teleporter here to get back. Through the next door, go to the right and kill a Kleer in the darkness. This Kleer was guarding Secret #4, a health cube.
Now follow the stairs to your left. Kill two waves of Zorgs, then look to the right for a strange shadow on the wall. You should also hear a hissing in the window. Climb into the window to the left. You should see a small Demon. Kill it and you will hear Mental saying "Oh my God! You killed Blondie!" Get the health heart that was spawned for Secret #5.
Continue up the stairs and kill some Zorgs, Chainsaw Freaks, pick up some Rockets, kill some Werebulls, and get some Bullets at the top of the stairs. Kill off a pack of Zorgs and a Zumb'ul, then get two health potions and go down the bridge. Kill some more Zorgs and Werebulls, and do not let the Bulls push you over the edge! Get some armor and a health cube at the end, then enter the room straight in front of you. Kill another Zorg then look at the burner to your left. It is a hidden teleporter taking you to Secret #6.
You should be on an invisible ledge above the area. Jump over to another invisible ledge to claim the red armor. Run straight ahead and slide back down to the floor. Kill two more Zorgs and a Zumb'ul. Now enter the room to the right. Kill another Zorg, then collect the Sniper Bullets and destroy the burners. You've just triggered Secret #7, Pinky's Lost Brothers. Remember Pinky from the Sacred Yards in the last game?
Kill these two small Reptiloids and Sam will say "Oh my God! I killed all of Pinky's brothers! *chuckles*" Now head to the left and go through the door. Collect some Napalm, Bullets, Grenades, health vials, Cells, health potions, Rockets, and enter the next room. This room is Newton's Nightmare. So named because the gravity in this room shifts. Start by killing a horde of Marsh-Hoppers and collecting some armor. Later on a health cube will spawn as you are battling the Hoppers, so will some more armor. Next take out some Werebulls. Then after that you will have to deal with some Bio-Mechs and some Zorgs. By the time you've killed all the enemies, three health cubes and two blue armor pieces should have spawned. Enter the next area where the gravity shifts here as well. Get three health potions and then kill some Kleers. Enter the next room and collect some more health potions, an Ammo Pack, and two Serious Bombs. Get some more armor and kill some Zorgs and a Zumb'ul. Destroy all the burners in this area to trigger Secret #8, Cannonballs.
The next door takes you to the base of the Sun Pyramid. Get some armor and a health potion, then prepare for battle. You will have to kill some Bio-Mech Majors and Minors, Demons, and some Werebulls. After the battle is over, go up the stairs on the pyramid. Turn right and look for a burner with a teleporter. Take it to Secret #9, Secret Rocket Festival Gear, which includes some Rockets and a Serious Damage.
Look to the right for a health heart. When you try to get it, it will move to the center of the arena. Pick it up to trigger Secret #10, the Rocket Festival.
Kill some Bio-Mech Majors, then enter the pyramid. Get the health potions, health heart, armor, and the Serious Pack. Now go down the ramp, avoiding the spike walls in the process. Sam will place the Crystal Skull at the base of the portal, and it will activate, but the boss enemy will also be summoned, Kukulkan, the Wind God. Around the room are four Serious Speeds that will constantly be respawning, and two Serious Bombs. My suggestion is that you focus on all small enemies first before going after Kukulkan. And also the following weapons have NO effect on Kukulkan: Knife, Chainsaw, Pistols, Shotguns, Tommygun, Minigun, Flamethrower, Sniper Rifle, and Serious Bombs. Everything else will damage him. Begin by killing off some Zorgs. Remember to dodge Kukulkan's whirlwind and tornado attacks. His tornadoes will pick you up and toss you around, and the whirlwinds will simply harm you. As you do more and more damage to Kukulkan, he will grow in size, literally. Also check the high ledges for some Demons. When you knock Kukulkan's health down a bit, some Werebulls will come out on the attack. Knock his health down some more and take care of some Bio-Mechs and Kamikazes. Bump his health into the yellow and then deal with some Kleers and more Kamikazes. After a few more hits, Mental will summon some Lava Golems. Knock Kukulkan's health into the red now, and take out some Demons. Continue hammering on the Wind God. Kill some more Lava Golems, and some Bio-Mech Majors. Now shoot Kukulkan until he runs out of health. Note: He won't actually die, as NETRICSA will tell you. Rather he will vaporize and open the portal for you, conceding defeat. Kill all leftover enemies. The following items should have spawned during the battle, 1 Ammo Pack, 4 red armor pieces, and 6 health cubes. Step onto the portal to exit this level, and end your adventures in Maya. On to episode 2, Babylon.
---------- Post added 28-03-2013 at 19:50 ----------
Ziggurat -- 10 secrets
The next part of your adventure takes you here, to the ancient Babylonian Empire. As you may have noticed, you start out relieved of all weapons except for your Knife, Pistols, and Serious Bombs. Every time you travel to a new location in this game, you lose all weapons except for those. Start by walking around the perimeter here for Secret #1, a Sniper Rifle.
Enter the building to find three more weapons, a Chainsaw, Shotgun, and a Pistol. Be very careful in this next part. Drop down the pit and be sure to land in the DEAD CENTER, or you will be dead. Get the health heart for Secret #2, and bounce back up to the ledge with the opening.
Collect some Shells from behind the fallen pillar and go through the door. Kill a couple of Zorgs, and be careful as you move to crawl under the pillar. It will slip and fall before you even get under it. Jump over it now. Jump over some more pillars and get some Napalm, then enter the next room. Find and collect the Flamethrower, and kill two attacking Chainsaw Freaks. Drop down into the next area and get some Shells and a health vial. Kill the Kamikaze coming up the ramp, and note the gibs shooting out of the pipes. Going down the ramp will summon some Marsh-Hoppers from those pipes. Get on the elevator in the next area and ride it down. Enter the door into the next dark room where you will have to kill some Kleers, a Chainsaw Freak, Gnaar, and a Zumb'ul. Pick up a health vial, then climb up the pillar near it. Jump over to the ledge to claim some Sniper Bullets. Jump back to the pillar, and then to the next ledge, and then over to the next one for some armor. Climb up the other climbable pillar now. Jump over to the ledge and throw the switch. Drop down to the floor now, and climb the stairs and get the Sniper Rifle. Get some Sniper Bullets in the next area and kill a Chainsaw Freak and a Kamikaze. Get some armor and a health potion, then go through the door. You should now be outside where you can kill some attacking Witch-Harpies. Go to the left and get some Sniper Bullets to trigger Secret #3, a Suicide Plant Avenger. It is basically a Marsh-Hopper disguised as a plant wearing sunglasses armed with lasers.
Along the left wall you should find a dark wall patch. Use your Chainsaw to break it open for Secret #4, an armor shard.
A Bio-Mech Major immediately spawns behind you, and he has his back turned to you. Sneak out of that hold and find a safe place to kill him. Get the blue armor that was also spawned. On the opposite side, you should find a health tablet which spawns a Zumb'ul. This Zumb'ul is guarding the next secret. Kill him and take the health potion, then break open the wall behind it to register Secret #5, a health cube.
Now enter the building on the left side of this yard. Get the Shells, Napalm, health potion, armor, Sniper Bullets, and the Hawk Wing. Go back outside and kill the Arachnoids, Gnaars, Kleers, and Bomber. Go to the right now and quickly kill some Zorgs and Chainsaw Freaks. Pick up the Shells, Sniper Bullets, health potion, armor, and the other Hawk Wing. Back outside take out the Gnaars, Zumb'ul, Reptiloids, Chainsaw Freak, and the Bomber. Go through the now unlocked door and kill the Arachnoid Adult. Take some Shells and then enter one of the doors to your left, as they both take you to the same general place. Kill the Chainsaw Fraek, and enter the next room and kill the sleeping Arachnoids. Take the health cube and push the button. The next thing you will see is a small Lava Golem back out in the main hall. Go out there and kill the Golem, then enter the door it was guarding. Kill some Gnaars and collect some Shells and health vials, then search the niches to the right of the boulder stuffed into a pipe. One of the niches colceals a dark passage taking you to Secret #6, Sniper Bullets and a health heart.
Go down the ramp now and avoid the boulders shooting out of the pipe and coming down from the ceiling. The first one should have killed the Kleer that surprised you. After they have all fallen, you can use them to reach the next door. Kill a Bomber and a Kleer, then collect the Shells and health vial, then go through the next door. Time youself across the rotating log to the next area. Do not fall into the water, or else you will have to kill some Electrofish before climbing out. When you do reach the other side, get the health vial then enter the door. Collect a health cube then make a daring jump across the pit onto the next ledge. Turn around then jump onto the ledge to your right. Jump to the one directly across, then to the left, and then to the one under the elevator. Turn around and jump to the next ledge, then time the elevator so you can make the jump onto it, then ride it up. In the next room find the health vials in the corners and get the armor, Ammo Pack, and the Double-Barrel Shotgun.
A pack of Kleers will come charging out of the walls. When the game says "Serious Damage spawned!", collect the Serious Damage from the pedastol where you got the DB Shotgun. Enter the door and kill the Zorg, then get the two health potions. Go down the ramp and quickly jump across the pit onto the next ledge. There is a red armor on a small metal ledge below, but you are taking a big risk if you want to collect that armor. If you do want it, be sure to save your game before going for it. In the next area get some Sniper Bullets and kill some charging Gnaars. Near the end of this hall kill some Chainsaw Freaks, then take the armor, health heart, and Sniper Bullets. You should now be back outside where you can get a Rocket Launcher and an Ammo Pack. Head off to the right. You can deal with the Kleers later. Or kill them now if you like. Get the Serious Speed then head out east. You should spot a lone tree. Get the Shells and the Serious Speed for Secret #7. Blow up the tree for Secret #8, a Serious Damage.
Kill all the Bio-Mech Majors and Minors. Return to the main area and kill all the remaining Kleers. You will also have to take care of some Kamikazes and Reptilioids. Be sure to find and collect the Rockets, health cube, health vials, Serious Damages, Sniper Bullets, and health potion. Enter the building on the left. Get the Ammo Pack, Sniper Bullets, health potion, and armor, then place the first Hawk Wing down. Return outside and kill some Kamikazes, Kleers, Reptiloids, Arachnoids, Witch-Harpies, Werebulls, and Zumb'uls. Enter the building on the right. Get the Ammo Pack, health cube, armor, Sniper Bullets, and place the second Hawk Wing. Back outside kill some more Kamikazes, Kleers, Harpies, Zumb'uls, some Bio-Mech Majors, a Reptiloid, and a Demon. Go through the unlocked door and get some Sniper Bullets and health potions. The doors on either side of you take you to an area where you can find and touch a Sacred Stone. Since the area to the right has the last two secrets in the level, it seems logical we should go there first. So let's go there. Pick up the health cube, armor, and Ammo Pack, then kill some Rocketeers, Gnaars, Bombers, Zorgs, Zumb'uls, a Chainsaw Freak, and a Kleer. Get the health potion behind the houses to the right, and continue on. Find another health potion and kill some Gnaars, Kleers, and a Bomber. Collect the health tablet in the corner to enable Secret #9, the Boxing Barry secret. Blast the creeking window cill to trigger the secret, and watch as a Reptiloid is boxed to death.
Get some Rockets and Sniper Bullets, then kill a Chainsaw Freak, some Harpies, and Reptiloids. Continue along the wall to your left. Get some more Sniper Bullets, then kill some Zorgs and another Chainsaw Freak. Collect a health potion then kill a Bomber and a Zumb'ul. In the corner pick up a Serious Damage and some Sniper Bullets, then blast open the dark wall patch and enter. Look up to find a square stone ledge. Blast it with a rocket to release Secret #10, an Invulnerability.
Return outside and enter the building, and kill the Zorg. Collect some Sniper Bullets, an Ammo Pack, some armor, and a health cube, then touch the green Sacred Stone. Return outside now. Kill the Arachnoids, Kamikazes, Gnaars, Rocketeers, Bombers, Harpies, Zorgs, and Zumb'uls. Continue on and kill some Gnaars, Harpies, Reptiloids, and a Bomber. Enter the courtyard to your left now. You will find some Sniper Bullets on both sides. To the right also is an Ammo Pack, health cube, and some armor. Kill the Rocketeers, Bomber, Kleer, and Zumb'ul, and proceed. Find some armor and kill some Reptiloids, Kleers, Kamikazes, Bombers, Rocketeers, and Zumb'uls. Go around and pick up two health potions, some Rockets, a Serious Damage, and some Sniper Bullets, and kill the Arachnoid guarding the Sacred Stone. Get some Sniper Bullets, armor, an Ammo Pack, and a health cube, and touch the blue Sacred Stone. Return outside and kill some Gnaars, Chainsaw Freaks, Bombers, Zumb'uls, Rocketeers, Kamikazes, Harpies, Arachnoids, Reptiloids, and Zorgs. Head back to the area with the locked door and now go into the area to the left of that locked door.
Virtually same scenario as last time, look to the right for a health cube, blue armor and Ammo Pack. Then follow the main road down, killing any enemies that get in your way. We don't have anymore secrets to worry about at this point. Just shoot your way to your objective. Like before the main road stops at the pegasus statue. So turn right and follow the yard down when you get to that.When you reach the tower patch yourself up as needed. Take the nearby Serious Damage and kill the Arachnoid Juvie that is guarding the blue Sacred Stone. Enter and touch it, then replenish your ammo, and head outside and prepare for a pounding. And like previously, you will face monsters from up above and at ground level. I will leave you to kill them as you make it back to the yard with locked doors. Now they are unlocked so enter.
Get the health potions and go through the next door. Get the Ammo Pack, red armor, and Serious Damage, and prepare for a horde of Kleers. Note the health bar at the top of the screen. When they are done kill two Chainsaw Freaks. Enter the door to the right and throw the switch. The pillars will come down and a door will open to the right releasing some Kleers for you to take out. Enter the room they came out of. Get the health vial then throw the switch here. The pillars will rise back up and the other door will open, releasing a Werebull. Enter that room and throw the switch to open the next door. But now enter the door to the left of the one you just opened. Get out on the platform and time the platforms so when you use the switch, you will flip and drop down onto the next ledge. Again time the ledges, and throw the switch to land on the next one. Make a jump into the doorway. Do a series of jumps from ledge to ledge to get the health heart. This is not a secret, per se. Drop back down to the previous room and go through the open door. Get the Ammo Pack.
This area has armor, health, and Serious Damages scattered all around. A horde of enemies will come out of the watch towers, including Rocketeers, Gnaars, Bombers, Kleers, Kamikazes, and Chainsaw Freaks. After the battle, enter the door and go down the hall to end this rather longe level.
---------- Post added 28-03-2013 at 19:57 ----------
The Elephant Atrium -- 12 secrets
Start out by going through the door into the room with the slippery floor. Head off into the room to your left. Collect some armor, some Shells, and a health vial. Kill a Kamikaze and a Kleer, then head off to the right. Take out two Rocketeers and a Firecracker, then go up the stairs. Kill a Kamikaze, Firecraker, Bomber, a couple of Rocketeers, and two Gnaars. Go left and take some Rockets, then kill a Kleer guarding some Shells. Get a health vial and continue out to the ledge. Look to the left for a bounce pad hidden in the darkness. Use it to get onto one of the pillars. Make a difficult series of jumps across the pillars to get into the alcove containing Secret #1, a health heart.
Retrace your path back to the last intersection. Head off to the right now and kill an Arachnoid. The wall on the left will explode, releasing several Kleers and revealing some Rockets. Get the health vial and kill two Rocketeers to the left. Now go down the stairs. Get some more Rockets then kill two Chainsaw Freaks and a Firecracker. Continue on and kill an Arachnoid, a Chainsaw Freak, and a Rocketeer. Get the Napalm, health potion, and Rockets, then go down the long hall. Take out the swarm of Marsh-Hoppers, and look in the niches to the right for a health vial. Kill another Arachnoid in the next room and take some Shells, armor, Sniper Bullets, and health potions. Go through the door to go outside. Get some armor and a health tablet to the left. The tablet will trigger Secret #2, a secret yard containing the Cannon and some Cannonballs.
Quickly take care of two Bio-Mech Minors and a Major before collecting anything though. Continue down this secret yard. You will be attacked by some Bio-Mechs, Kleers, and Werebulls. When the battle is over, continue down the yard to the end where you can collect some armor, a health cube, and an Ammo Pack. Detonate the TNT to reveal Secret #3, 28 Cannonballs and a Serious Speed.
Head back out of this yard now and back into the main area. Behind the building to the left collect a health potion. Find a health cube to the right and kill some Zumb'uls, Reptiloids, a Demon, Gnaars, Kamikazes, and a moderate-sized Lava Golem. Collect an armor shard and quickly kill a Bio-Mech Major. Blast the dark wall patch for Secret #4, blue armor.
Pick up some Sniper Bullets in the area, then enter the building on the left side of this yard. Pick up some Bullets, Sniper Bullets, armor, a health cube, and a Tommygun. Return outside and kill some Kamikazes, Bombers, a Zumb'ul, and a Demon. Enter the building to the right and go through the two doors. Kill the Arachnoids then take some armor, Sniper Bullets, health vials, a health cube, and an armor helmet. Get the Ammo Pack behind the wall and enter the room with the hottub. Pick up two armor helmets and health vials, and dive into the hottub. Swim to the bottom for an Ammo Pack, and surface. Back in the previous room kill an Arachnoid and two Kleers. Go up one of the ramps but stay near the wall to dodge the rammer trap. Go back outside and kill some Reptiloids, Demons, and Werebulls. Now go through the door that was locked. Quickly kill a Bio-Mech Major, a Zumb'ul, and some Zorgs. Now look over the wall to the right for the next difficult secret. This one is extremely hard to get, and you only have once chance at it, unless you save your game. And one miss means you miss the secret. Six Kleers will spawn behind the wall and hidden bounce pads will propel them into your area. Shoot them all down, one at a time, before they reach the ground. Each time you hear a teleporting sound, a Kleer will jump up. I strongly recommend you use your Sniper Rife in Zoom mode to take care of them. If you do kill all six in the air successfully, the game will congratulate you and register Secret #5.
Get some armor, Sniper Bullets, Napalm, Rockets, and Shells, and enter the door to the left. In this next room collect the health vials, armor shards, Bullets, and Shells. Go through the door into the next area. Head immediately to the right and kill some Rocketeers, Gnaars, a Bomber, and a Zumb'ul. Pick up some Rockets to trigger Secret #6, a Mutated Plant, which is nothing more than a Bio-Mech Major disguised as a plant.
Head to the left and kill a Kleer and a Bomber. Collect an armor helmet, then blast the dark wall patch. In here is Secret #7, some armor.
Continue on and get another armor helmet. Ignore the door to your right for now. Kill some Kleers, a Reptiloid, and an Arachnoid. Look to the left for an alcove containing Secret #8, a health heart.
Get some Sniper Bullets then go through the door at the end of this path. Get some armor, then kill some Witch-Harpies and Reptiloids. Find a health potion near a switch near one of the Reptiloids. Throw the switch to open Secret #9.
That yard you just unlocked will also hold the next secret, but we will get to it later. Go through the gate marked with two statues. Collect the Shells, Rockets, Sniper Bullets, health potion, and armor, and throw the switch. Return outside and kill some Harpies, Reptiloids, and an Arachnoid. Head back to the area with the locked door. It is now unlocked, so take care of the Kleers, and go through. Kill off a Gnaar and an Arachnoid. Collect the Sniper Bullets, health vials, gold armor, armor helmets, and Bullets, then go through the next door. Find the health vial and armor. Collect the Shells and the Minigun. Now take care of the Arachnoid and the Harpies. Go through the door in front of you and take the Bullets, Shells, and health vials. Now enter the next door into the yard you unlocked earlier. You know, the secret yard. Head off to the left. Find and collect a health vial, then answer the phone. Sam will talk with himself, again. When their (His.) conversation is over, head to the right. Collect the armor then kill some charging Kleers. Head into the area they came out of for Secret #10, armor, a health potion, and an Ammo Pack.
Return to the last area with the door marked with the elephant statues. Enter the passage to your right and kill some more Kleers. Collect some armor, a health potion, and Sniper Bullets, then cross the bridge to the pedastol, and collect the Gold Elephant. Use it to open that door in the last area. Kill an Arachnoid, some Kleers, Gnaars, a Chainsaw Freak, some Reptiloids, Bombers, and a Witch-Harpy. Now go through the elephant door. Get the health vials and the armor, but avoid the trapdoor. Head off to your right. A Kleer is guarding some armor helmets, a health potion, some Napalm, and Shells. Head to the left now and kill the Gnaar, Bomber, and Zumb'ul. Take an armor helmet, then go down the passage. Get some Napalm and kill some Gnaars, then continue. A Bomber and a Kleer are hiding in two niches to your left. Proceed forward, get a health vial, then kill a Zumb'ul, Bomber, and Rocketeer. Look to the right for Bullets, Sniper Bullets, health potions, Rockets, and Shells. Continue straight and get an armor helmet and a Tommygun. At the intersection, turn right and get some armor, Rockets, and Sniper Bullets. Now head to the left. Get some Shells and an armor helmet, and go down the ramp. Kill the Kamikaze, Gnaars, Bombers, Rocketeers, Kleer, and Chainsaw Freak. Get the armor and health vials, then head back up the ramp. Kill some Rocketeers, Bombers, and Zumb'ul.
Time the rotating ledge so you can make a jump across the pit onto the ledge. Then time youself again so you can jump over to the other side. Head to the left and go through the first door to your right. To your right is some armor. Quickly kill some Rocketeers, Kleers, Bombers, a Zumb'ul, and a Reptiloid, then go to the left. Throw the switch to the left of the stairs to unlock the last secret, which we will get later. Go up the stairs, and get up behind the horse statue's ass and use (!) it. You will be thrown back as the statue farts out Secret #11, a health heart. Head off to the left, and go through the door between the statues to get Secret #12, health vials, armor, and Bullets.
Return outside and kill some Harpies and Reptiloids. Go through the door behind the horse statue. Head to the right and kill an Arachnoid guarding some Bullets and Rockets. Go to the left now. Get the Minigun, then kill a Kleer guarding some Sniper Bullets, Bullets, and a health potion. Head towards the green torch and you will be locked inside. After a while, the gate will open back up, sending in a horde of Kleers. Kill them all, and when they are all dead, go through the newly opened gate and go down the hall to your right. Get some Bullets, Rockets, and armor, then go through the door back at the top to exit this level.
---------- Post added 28-03-2013 at 20:05 ----------
Courtyards of Gilgamesh -- 11 secrets
Start out by going down the hall through the first door. There is a Reptiloid off in the distance to the left shooting homing missiles at you. Take care of him and look to the right. Jump onto the narrow ledge, then make a series of jumps to get to Secret #1, a health heart.
Kill the Bio-Mech Major that was summoned, as well as a couple of Zumb'uls on the ground. There is a health potion and some armor off to the right. Go through the door to the West. Take out a couple of Reptiloids and Bombers. Now go around this area and collect some armor, a health potion, Cells, and Bullets. Near the pool to the right, you will find Secret #2, an Ammo Pack. Jump into the pool to the left, and swim through the open passage to a room with another Ammo Pack, which is Secret #3.
Return to the surface and dive into the pool on the right. This next part is one complex maze, and there is a secret in it. So I will try my best to explain how to get through this part of the level, and collect the secret along the way. The alcoves on the very bottom take you nowhere, except around in circles. So enter one of the alcoves above those. In fact, I would recommend the one on the right. (To the left of the grated alcove.) Head straight until you reach a blue armor. Find four health vials below you, and swim on. You should now be in a room with a pillar in the center, some Bullets, and a Reeban Electrofish that is attacking you. When he is dead, continue to the right. Above, you can surface for some badly needed air. When you have enough oxygen again, dive back down. Pick up some Rockets to the left, and continue straight. Swim up and turn around to find Secret #4, a room with a health heart, some Rockets, and some Sniper Bullets.
Return to where you picked up the first set of Rockets, and turn around there. Get some more Rockets, and swim up the passage and collect some Bullets, armor, and an Ammo Pack. Surface into the new area, and note the reference to the famous Tomb Raider game by NETRICSA, lol. Grab some Bullets, and kill some Kamikazes, Kleers, Zumb'uls, Bombers, a Reptiloid, and an Arachnoid. Find and collect a health vial, Serious Damage, and some armor. Behind the building in front of you is Secret #5, some Rockets.
Picking up these Rockets will spawn a Mutated Plant and Friends, aka a Bio-Mech Major and two Minors with tree camoflauge. Turn around and look to the left of the door. You should see a pillar with a target on it. Zoom in with your Sniper Rifle and shoot it to trigger Secret #6, a secret room with a Serious Damage, Ammo Pack, and Invulnerability. On the opposite wall, find and blast the dark wall patch for Secret #7.
Use the secret "Don't Push" detonator inside here, and you will be thrown back outside, where you will have to kill the Reptiloid Highlander that was just spawned. Now go down the stairs into the building marked with two statues. Collect some health vials, armor, Rockets, Cells, Sniper Bullets, and a Laser Gun. Throw the switch in here to raise the bridge back in the first area of this level. Back outside, kill a Bio-Mech Major, a Demon, and some Reptiloids. When they area all dead, go through the door marked with the two glowing triangles. Kill some Zorg Mercenaries, Reptiloids, and a Zumb'ul, and go through the next door to return to the beginning of this level. Now you will need to kill some Zorgs and Reptiloids. Cross the bridge that you just raised moments ago, and be careful. If you fall off, you will be impaled on some spikes. Collect the Winged Lion artifact. Now kill off some Reptiloids and a Demon. After you have taken care of them, go through the door marked with two winged-lion statues. Two more Zorg Mercenaries and a Kleer are waiting for you in this next room. Collect some Grenades, and the Grenade Launcher. The wall in front of you will explode releasing three Arachnoid Juvies. Some Gnaars will also come from both sides and attack you. Take the health vials and the Ammo Pack from the room the Arachnoids were in. Take the passage to the right of you. Collect some Shells, then take out some more Gnaars and several Chainsaw Freaks. Find some Napalm, then enter the room with the grated floor. This room is Secret #8.
Get the health heart, and reverse. As you begin to leave this room, the floor will lower into a foggy area. Kill some Rocketeers, Gnaars, Bombers, Kleers, and a Chainsaw Freak. After everyone is dead, the floor will rise out of the fog, and you can leave. As you return down the hall, you will need to kill a small Lava Golem. Return to the room where you picked up the Grenade Launcher, and kill a couple of Kleers. Now take the passage to the left. Another Zorg and Gnaar will attack from the hall to the left. Head to the left and pick up some armor, a health potion, and an Ammo Pack. Now enter the door to the right and go down this long hallway. Get your best weapon ready and take out a horde of Chainsaw Freaks, Kleers, Gnaars, and Werebulls. In the next area a Zorg and a Kleer will quickly attack you, so quickly kill them. Head to the left of the staircase. Search the darkness for a hidden niche containing Secret #9, some green armor.
Now go up the stairs. Kill a Zumb'ul and enter the room it was guarding. Collect a health cube and four, count them, FOUR, Ammo Packs. Return outside and head off to the left now, but hug the wall on the right. Go quickly down this hall, and immediately round the corner when you come up on it to avoid the wall of spikes. Kill a Kleer, then enter the next area with all the pillars. There is a major battle in this room, and as it progresses, the floor will collapse beneath you. I will tell you what items were spawned once the battle is over. Of course you can pick them up whenever you feel you need them. On the first floor of this room, kill some Gnaars, Rocketeers, and some Kamikazes. The floor will soon collapse down to the next level. On this next floor take care of some Zorgs, Bombers, small Lava Golems, and a Zumb'ul. The third floor will have some moderate Lava Golems, more Zumb'uls, and some Chainsaw Freaks. Now down on the fourth floor, take care of some Arachnoid Adults and some Marsh-Hoppers. The fifth and final floor has some more Hoppers, as well as some Kleers, and a Demon. These are the last enemies in the battle. The following items should have spawned: 4 blue armor vests, 4 health potions, 4 health cubes, and a Serious Damage. Now enter the next foggy hallway. Take the health vial, then quickly kill all the Bombers that just surrounded you. Enter the room to the rigth for some armor and an Ammo Pack, then head to the left. When you get the health cube at the end of this hall, the floor will collapse, and you will fall down to the next floor, which happens to be a bounce pad. You will be propelled up into the next area. Kill some Witch-Harpies, a Kamikaze, a Kleer, Chainsaw Freak, Zorg Mercenary, and a Zumb'ul. Once they are dead, a new batch of enemies will be summoned, including some Gnaars, Zorgs, Bombers, another Zumb'ul, a Chainsaw Freak, and a Bio-Mech Major. Kill all of them, then go around the room collecting some Rockets, armor, a health cube, and a health potion. Head down the next passage between the two torches. Collect 150 Bullets before going up the ramp. Take out the Chainsaw Freak and the Kleers that will ambush you, and continue up the ramp. Collect the health potion on the landing, then keep going. In this next area kill another Chainsaw Freak, a Zumb'ul, and some Bombers. Then when they area dead, collect some Bullets and a health vial from this ledge. Cross either of the bridges to reach the next ledge and collect the Sniper Bullets, health potion, Bullets, and health vial. Now look down into the abyss. You should see a ledge which you can safely drop down onto. If you do not make it onto that ledge, you will fall to your death.
When you are on the ledge, it will start to lower, and then it will move off into a new area. You will come under fire by some Reptiloids and a Zumb'ul, but DO NOT try to kill them unless you have a crosshair lock. You can destroy their homing missiles of course. Watch the left wall as you pass by. You should see a ledge with a health heart on it. Wait until Sam says "Now I'm seriously serious!" then blow the ledge away with a rocket. The heart should land on your ledge. Pick it up to claim Secret #10.
The ledge will rise up to the next area where you can collect an Ammo Pack, a health cube, and some armor. Remember to kill all the resistance that you missed on your ride up here. Some Kleers will come down a ramp and attack you, so finish them off, then head up that ramp. Collect an Ammo Pack then kill two Gnaars, a Zumb'ul, a Bomber, Arachnoid, and some Harpies. Cross the bridge, get a health vial, then head down the hall to the end where another Bomber is attacking on the right. Some more Harpies and another Arachnoid will also have at you. Once you've crossed the bridge here, get some armor and kill the Zumb'ul to the right, then head off in his direction. At the intersection, kill the Bomber and turn right to get on the ledge where the last Arachnoid was, and take the health cube. Then head to the left of the intersection. Kill a Rocketeer and enter the next room with the slippery floor. Head off to the right, killing a couple of Gnaars, and take the health vial. In the red area you should find a Serious Bomb. Follow the path down the hallway here and kill some Kleers. A Bomber and a Zorg wait for you at the landing. Go through the door and collect three Ammo Packs, some armor, and a health cube, then go through the next door. Look in the corners behind you for a Serious Damage, a health vial, and some armor. Now comes the battle.
Take out some Bio-Mech Majors and Minors, Gnaars, and Kleers. Go around the wall and take out some Kamikazes, Zumb'uls, and Bio-Mech Majors that will burst the wall down. When they area dead, you can safely grab the Cannons, Cannonballs, and the health heart. There are also two health cubes in the corners. Kill another Bio-Mech and a Reptiloid before you pass through the door between the cubes into the last area of this level, where you will fight a major battle with Mental's minions. Just before this area though is a small room with some health vials, red armor, and a Serious Pack. Now you are geared up. Behind you are some Bullets and Rockets. In front of you are two Serious Damages, and a wave of enemies on the attack. First off is a horde of Kleers, so take care of them quickly. When you get far out into this area, look to the left on the structure for a target similar to the one earlier in this level. Use the Sniper Rifle to shoot it and trigger Secret #11, a health heart.
The heart will fly over to the right, beyond your reach. Then it will fly off to the left, again you can't reach it. Then it will land in the middle of this arena. Some Bio-Mech Majors and Minors will start appearing, as well as some Werebulls. Aren't you glad I pointed out that secret now? =) Continuing the assault are some Witch-Harpies, Chainsaw Freaks, Zumb'uls, and some Demons. The following items should have spawned by now: two Serious Speeds, 2 health cubes, and 2 green armor vests. All may seem quiet for now, but don't count on the level being over. Next you will have to deal with some Bio-Mechs, Kamikazes, Lava Golems, Harpies, Demons, Kleers, and a Zumb'ul. Some more armor and another health cube should have also been spawned. Go through the door and go down the hall to exit this seemingly long level.
---------- Post added 28-03-2013 at 20:11 ----------
Tower of Babel -- 10 secrets
Believe it or not, you start this level out in a room with an ammo stash. Collect the Cells, Napalm, Bullets, Rockets, Shells, Sniper Bullets, armor, and kill the Rocketeer that was guarding all of it. Go through the door into the first large room, the one with all the pillars. Kill some Rocketeers, Arachnoids (Juveniles and Adults), Kleers, Kamikazes, Zumb'uls, and a Bio-Mech Major. Pick up three health potions, then look at the platform that the light is shining down on. Pick up the Statue of King Tilmun. You'll need to kill one more Kamikaze and one more Zumb'ul before you continue. Find two more health potions near the illuminated door, then look to the left of the door. You should find Secret #1, Cannonballs, hidden in the darkness.
Now go through the door. Kill the Zumb'ul in this next room that is guarding all the ammo. Collect the Cells, Bullets, health vials, Shells, Rockets, Grenades, Sniper Bullets, and save the armor for last, because when you collect the armor, an Arachnoid will be summoned. When he is dead, go through the door into the next area, which is filled with ledges suspended high. Be careful you do not lose your balance in this room. A couple of Rocketeers and a levitating Gnaar will attack you on this starting ledge. An Arachnoid and some Zorg Mercenaries and Commanders are sniping you from the above ledges. There are also two health potions on this ledge, one of them is guarded by a Kleer, so be cautious. Go up the stairs and continue to kill some Zorg snipers. Some gold armor lies in the corner of this ledge. Collect the armor shards on the narrow bridge, then jump over to the ledge with the Napalm and the health cube. Two Arachnoid Juveniles and an Adult are attacking now, so take care of them, and jump back to the bridge. Turn to the left. You should see a health heart hidden in the darkness. If not, the health is located off the top of the stairs you climbed. This may sound crazy, but drop off at that point. Now you should be inside the alcove with the heart. Hug the wall to avoid being teleported out of here prematurely. Collect the heart to claim Secret #2.
Head straight back out of the alcove and you will be teleported back to your previous location. Cross the bridge and kill any more snipers you may encounter. Drop down onto the ledge directly beneath this second flight of stairs. You should find a health potion and Secret #3, Sniper Bullets.
Now get on to the stairs directly above you. At the top, a Bomber will be attacking from a ledge which you will not get to. Kill him, then get on the elevator directly below him. You will be taken down a dark shaft into a foggy room. Take out the Kleers, Chainsaw Freaks, Kamikazes, levitating Gnaar Females and Males, and Zumb'uls. There are a lot of items in this room. You should find some health vials, armor, a Serious Speed, health potions, Bullets, Cells, Shells, Napalm, and Rockets. Now look down to find some mouse holes in the walls. Shoot one of the holes to trigger Secret #4, midget Werebulls.
Quickly kill them, remember, they are just as strong as normal-sized Bulls. On the opposite side of the elevator shaft where you entered this room, you should find another elevator, but with a green button on one side of the elevator, and a red button on the other. Push both buttons in to bring the elevator down. When it arrives some Kleers and Arachnoids will ambush you, so dispatch them, then get on the elevator, and ride it to the top. Kill the Zorgs, Bombers, Rocketeer, and Zumb'uls that are waiting for you at the top. One Bomber is on a narrow ledge with some health tablets. When he is dead, collect all the tablets. At the end is a health potion. Don't follow the ledge out beyond the potion. Return back to the previous ledge and climb the spiral staircase. Collect the armor shards as you head up the stairs. At the top, turn directly around and kill the Arachnoid Adult that just spawned. Get the armor here, then slide down the slope. Collect some Sniper Bullets and kill some Gnaar Males and a Demon. Look to the right of the ramp that you just slid down. There is a bounce pad behind the burner. Use it to reach Secret #5, Cannonballs.
Take care of the Bio-Mech Major. Use the sparkling in the corner to get back to the previous ledge, where you were ambushed by the Gnaars. Go through the door and collect the Shells, Bullets, Rockets, Grenades, Napalm, Sniper Bullets, and Cells. Go down this long hall, but check out the niches to the left and the right as you go. The niches to your left contain health vials, while the ones on the right have armor shards and gold armor. About halfway down the hall, a horde of Kleers will attack, so give 'em hell. Go through the door into the next room. Note that this room is pitch black, as NETRICSA will kindly inform you. There is a light switch directly above the exit door which you can shoot to turn on the lights temporarily. You may need them.
Start out by killing some Gnaars and an Arachnoid. Then you will need to kill some Kamikazes, Gnaar Females, some more Arachnoids, and some Marsh-Hoppers. Then take care of some Kleers and two Bio-Mechs, a Minor and a Major. Four health potions should have been spawned during the fighting. Go through the door into another ammo depot. Collect some Shells, Bullets, Sniper Bullets, Napalm, Cells, Cannonballs, health vials, and health potions. Now go through the door to head outside, and take a first look at the famous Tower of Babel. To get inside though, as NETRICSA explains, you will need to collect three Tablets of Wisdom to unlock the door to the tower. Out here take care of some (Or should I say lots.) Rocketeers, Bio-Mech Majors and Minors, Demons, Werebulls, and Arachnoids. On the bridge leading to the tower, there is some blue armor. To the right you should find the Cannon surrounded by four health potions, and another potion hidden near the rear wall (As you entered this area.). To the left, there are some more potions, some health vials, an Ammo Pack, Cannonballs, a health cube, a health tablet, a Serious Damage, and a horde of Rocketeers, Werebulls, Zorgs, and Bio-Mechs. Watch out when you collect the health tablet, a Bio-Mech Major will be summoned. After all the fighting is over, blast the pillar on the left wall with a rocket to uncover Secret #6, a teleporter leading to the secret Egyptian Level room.
In here you will get a flashback from the First Encounter. Note that this movie set is filming the scene from the Great Pyramid where you encountered Ugh-Zan and the Sirian ship appeared. Almost everything in here can be destroyed, but DO NOT SHOOT SAM. If you kill him, you will die as well. Shooting Ugh-Zan will spawn some red armor. Take care of all the other enemies of you like. If you blow up the arena just before your march to the pyramid, you will trigger a health heart. When you are done here, you may return to the courtyard outside the Tower of Babel. Go through the doors on the left side of this yard. A couple of Arachnoids start out attacking you from behind. Kill them, then collect some Bullets, Grenades, Cells, Rockets, Shells, and a health vial. Next kill off some Rocketeers and Zorgs. A Zorg Commander is guarding the entrance to the room with the first Tablet of Wisdom. Enter that room when he is dead and kill two Kleers, collect two health potions, and take the Tablet. Return outside and continue to the right, where you will find another health vial. You will immediately come under attack by Kleers, Zorgs, and Arachnoids. When you think you are almost done with these enemies, a horde of Rocketeers will be summoned. After everyone else is dead, kill an Arachnoid Adult. You should also have seen some armor and four health potions in this part of the yard. Go through the door into the next room.
This room has four health vials, a door in front of you, and a smaller room on both sides of you. In the area to your left, there is some red armor. And to your right, an Ammo Pack. Go through the door into the second courtyard. Start out by killing some Rocketeers and taking some armor and a health vial. Keep going down this yard killing some more Rocketeers. Some Werebulls and Bombers will also soon appear, so be careful. Collect an Ammo Pack and a Serious Damage that will spawn. Some Witch-Harpies will enter the fight, and three more Ammo Packs, two health potions, and a health cube will spawn. Now kill some Bio-Mech Majors, a Demon, and all other resistance remaining in this yard. Now kill several more Rocketeers, one guarding the entrance to the next Tablet of Wisdom. Enter that room, and collect the Tablet. Head back outside now. Surprise....... no new enemies to take care of. =) Go through the next door into the next small room. Pick up some Grenades here, and continue into the third courtyard. Take out some more Rocketeers, then collect a Serious Damage, and some health tablets near the golden statue. Look at the wall behind the statue. Note a dark wall patch to the right. Blast it with a rocket to open Secret #7, an Invulnerability.
Pick it up, and start taking out the Chainsaw Freaks. Some blue armor will also spawn as the Chainsaw Freaks start appearing. After you've killed the first few, some Rockets and Cannonballs will spawn. Keep battling these psychos while you look to the right for a Serious Speed. A health cube and two health potions will also spawn, as well as some Bio-Mech Majors and Minors on the high ledges. Shoot, now you have Reptiloids attacking you off in the distance. When all the resistance is dead, grab two health vials, then kill the Rocketeer guarding the third and final Tablet of Wisdom. Another one is guarding the exit out of this yard. Get another health vial just outside the Tablet room, then go in, kill a Kleer, take another vial, then collect the Tablet. Now that you have all three Tablets, the door to the Tower of Babel is now unlocked. Back outside you have no new enemies to deal with, so you are free to exit this yard. The next room has two Kleers that will ambush you, and some Sniper Bullets out in front of you. To your left you will find some Cells. And over on the right kill some Kamikazes and Kleers, then collect the Shells, Bullets, Grenades, and health vials. Now enter the fourth and final courtyard. In here you have some Rocketeers and a lot of Arachnoid Juveniles to dispatch. Fortunately there are also plenty of health vials and potions around, so no worries. Along the wall to the right there are three pieces of gold armor. In the corner to the left of that wall, you should see a health tablet. Collect it to trigger Secret #8, the Mighty Gizmo.
Turn around to see the very large Marsh-Hopper. It doesn't take much to kill it really, but when you do, be ready to kill hundreds of very small Hoppers. I recommend either flaming all of them, or blowing them away with rockets. Go up the stairs and through the door now, and enter the ammo depot. Pick up some Shells, Bullets, Rockets, Grenades, Napalm, Sniper Bullets, Cells, and Cannonballs. Go through the door to find yourself back in the very first area outside the tower, and take care of the Werebulls attacking you. Several Demons will also attack, so give them the same treatment you gave to the Bulls. Then when you are finished with them, head to the left of the tower. Do NOT enter the tower yet. Look around the first pillar to find an Invulnerability, aka Secret #9. Return to the doors that took you to the courtyard with the first Tablet of Wisdom, and reenter that yard for Secret #10, Round Two.
Pick up the red armor, health heart, and the Serious Pack out in front of you. Now get ready to battle some tougher enemies than your first trip through these yards. First up are some moderate Lava Golems and a Highlander. When they are all dead, exit this yard and enter the next one. Again collect a health heart, red armor, and Serious Pack. This time though you have some Werebulls to face and a new enemy in the game, the Highlander's Bride. Some Demons will enter the fray as well. Find and collect the Ammo Pack and the Serious Damage in this yard. Then after you've killed all of Mental's resistance here, continue into the third yard. Some more red armor and another health heart is here for you in this yard, but where's the Serious Pack? Hmm...... Collect a Serious Damage that will spawn as you go down this yard, and kill the swarm of Bio-Mech Majors. After the battle go through the first door, then look to the right. You should see a Serious Pack, health heart, red armor, Invulnerability, and Serious Damage. Enter the last yard now. Your next and final challenge in these yards is a horde of Arachnoid Juveniles and Adults. Once you've killed all of them, return to the entrance to the tower. A health cube is available before you return outside. Now the part of the level you've been waiting for, enter the Tower of Bable. Slide down the slope, and collect the red armor, health heart, and Ammo Pack at the end. Now enter the next room where you are introduced to the second boss in this game, the Exotech Larva. The Larva will start out shooting energy spheres and electronic exploding larvae at you. One hit with one of the energy spheres can be fatal. Fortunately, there are plenty of pillars to hide behind. There are also health potions in the corners of this room, should you need them. Before you attack the Larva though, be sure to go around the room and destroy all four generators on the walls. Because if you don't, the Larva can regenerate his health back up to 100%. Use the Rocket Launcher to take them out. When all four have been destroyed, you can now hammer away at the Larva. When you take away about 1/3 of his health, he will lose one of his sphere launchers. When he is down to 33% health, he will lose his other one, and switch to laser beams. One hit from the lasers is instantly fatal, and he never misses with them, unless there is something in between the two of you. So listen carefully for the sound of the lasers powering up. When you hear that sound, get behind a pillar quickly. At 0%, the Larva will explode and die. When he is dead, the portal will be activated. Step onto the portal to end this level, and your adventures in Babylon. Now it's on to the final episode of Second Encounter, Medieval Europe.
---------- Post added 28-03-2013 at 20:38 ----------
The Citadel -- 16 secrets
PAUSE!!!
Note: One of the secrets, #11, is very difficult to find. You start this level out at 11:45 PM, according to the game. There is a clock tower inside this level that is running accurately. Fifteen minutes after the level begins, the tower will chime the hour (Midnight). When the bell is done with its toll, you will see the message "Midnight Mega Secret Enabled!" You have one minute then to go through a door into a hut to claim the secret. After that you will see the message "Midnight Mega Secret Disabled!" and the door will close. So speed will definently be a factor in this level. There are only two ways to claim the secret after that. 1, you can leave the game running 24 hours and get the secret when it is enabled again. 2, you can use a series of well-placed rockets to blast the door open and claim the items. I will place an asterisk (*) in the walkthrough when you get to the secret. Now, you may unpause.
As in the Ziggurat, you start this level relieved of all weapons, except for the Knife, Pistols, and Serious Bombs. Out in front of you are some Shotgun Shells and the Shotgun. As soon as you collect them you will need to kill some Zorg Mercenaries and Commanders. In a building to your right is some armor. To your left you should see a creeking door. Shoot it open, and enter the building and get Secret #1, the Double-Barrel Shotgun.
There is a health potion next to this building. To the left you will find a Pistol and another health potion. Off to the right, in between two houses, you will see another potion. Then in the corner, another potion and the Chainsaw. Turn right around and kill the Kleers. When all is silent, go through the door. Head down the ramp, and through the next door, and kill the Zorgs. As you pass the door at the bottom of this ramp, you will enter a room with a Kill-O-Matic machine. Try to avoid the blades at all costs. Some Marsh-Hoppers are moving in on you, as well as some rammers that will try to crush you. The real trick is collecting the Sniper Bullets and the health potion, while at the same time avoiding the steel crushers. Collect the Pistol on the elevator, then ride it down to the next area, and go down the ramp. Crouch and throw the switch, then remain crouched as Secret #2, a boxing glove, punches a Reptiloid just behind you.
Get the health potion, then go through the door. Grab the Sniper Rifle, Shells, and then continue out onto the bridge. As you head out, lightning will strike nearby. Now quickly kill the Zorgs, Chainsaw Freaks, and Zumb'ul that are on the attack. When they are dead, take a look at the area where the lightning hit. Get the Napalm, health tablets, health vials, armor, then collect the Flamethrower to the left. Now look to the right of the Flamethrower platform. Drop down to a dark ledge, and collect the health potion for Secret #3.
Follow the ledge out around to the left, but be careful. It's a long way down if you fall. Find the bounce pad that will take you back to the bridge. Continue up the bridge, and note the bug that is running off with your Serious Damage. Use your Flamethrower to kill it and get the SD. Now take care of the Witch-Harpies, Kleers, Reptiloid, and the Bio-Mech Major. If you get too close to the Bio-Mech, it will jump out towards you. The next door will not open up until all enemies are dead. This next small room contains some Napalm, Shells, a health cube, and a Chainsaw. Now enter the next area. Kill some Zorgs, Chainsaw Freaks, a Werebull, and a new enemy, the Static Cannon. You will also find a Shotgun, some Shells, armor, Sniper Bullets, health vials, and a health potion. Go around the house where the Static Cannon was and claim Secret #4, Rockets. Behind the opposite building, you will find some Sniper Bullets, which are Secret #5.
Now, follow the trail of spawning health tablets that will take you past the door, into the graveyard, and right up to a Kleer Skeleton. Collect the Shells here, then enter the room and take the armor and the Gold Cross. Return outside, and kill the swarm of Kleers that Mental sent in. Head further into this yard to find Secret #6, hidden graves.
Open the coffins to release condemned Sirians. Again you may kill them, but you would get no points for it, and it would be a waste of ammo. When you are done here, return to the area with the Static Cannon. Note that you have some new Shells, Napalm, and Sniper Bullets to collect. Some more armor and two more health potions have also spawned. On a ledge above a Bio-Mech Major is attacking you. While simultaneously you are also under attack by Chainsaw Freaks, Bio-Mech Minors, and another Cannon. So take care of them before they take care of you. The Cannon is located to the right of the door that you unlocked when you collected the Gold Cross. Go through that very door now. Throughout this yard, you will have to take out some Kamikazes and Bio-Mech Minors as you collect Napalm canisters, Rockets, Shells, and the Rocket Launcher. Two canisters of Napalm near the Rocket Launcher will trigger Secret #7 when you pick them up.
This secret is a "Jumping Plant," which is really a Marsh-Hopper disguised as a tree. Some health vials are also available in this yard. Near the exit door a Bio-Mech Major and more Kamikazes will come after you, so kill them, then go through the door. This next yard has health potions, a health vial, armor, and an Ammo Pack waiting to be collected. Waiting to be killed are Werebulls, Marsh-Hoppers, Chainsaw Freaks, and Kleers. When they are all dead, blue armor and a health heart will spawn. As you were killing them though, you should have seen a bug running around with a Serious Damage. I believe you know what to do there. After the last few Bulls, you will have some more Hoppers and Bio-Mech Minors to deal with. Fortunately there is also another Serious Damage. When the Minors are dead, kill the Major, and don't forget about the Demon and the Cannons on the ledges above. Go through the door into the next open area. Kill a Kleer, some Zorgs, and an Arachnoid. You will find some health vials, health potions, Rockets, Sniper Bullets, Shells, and Napalm in this yard. Look behind the huts to your left for Secret #8, a Kleer guarding some Rockets and a phone booth.
Step inside the booth and use it. Sam will call himself, again, and for the last time in this game. When their conversation ends, search the huts on the opposite side. To the left of one of them is a set of barrels that must be blown away. Now collect the Invulnerability to register Secret #9.
Now go down the hall marked with the axes, but watch out for the dart traps as you near the door. Go through the door and go down the ramp, avoiding more darts along the way. Kill the Firecracker at the bottom. Take the armor here, and go through the next door. Kill the Kleers, Hoppers, Chainsaw Freaks, and Firecracker. Collect the health potion in the corner, then go through yet another door. As you go up the ramp, kill the two Zorg Mercenaries and the Kamikaze. At the top there are two more dart traps, so dodge them carefully. Get the health potion, and enter the next room with the Kleers. When they are all dead, pick up the health potions, Ammo Pack, and armor. Also near the clock gears are some Rockets. Now dive into the water just below the clock gears. Get some Rockets, and follow the passage out to Secret #10, a health heart.
Now get back out and study the clock gears. Find the two teeth that have a wedge on them, and blast them with a rocket or two. You should now use the newly-formed ledges, and good timing, to get into the window, and drop down into the next area. Take care of the Kleers, Chainsaw Freak, Arachnoid, Zumb'ul, and Demon, then look to the left. *If you were fast enough, the door will be open so you can access Secret #11, Invulnerability, Serious Damage, Minigun, red armor, health heart, and a Serious Pack.
If you weren't fast enough, then fire 10 rockets at the door to blast it open and claim the secret. Head further out into the yard and collect the health potion, health vials, Sniper Bullets, and kill the Arachnoid Juveniles and the Bio-Mech Majors. When you get to the door, turn right and go behind the buildings. Kill the Kleer that is guarding Secret #12, blue armor.
Now go past the door into this next area with a drawbridge. Head immediately behing the building to your left, and claim Secret #13, Sniper Bullets.
Now collect the health potions and the Ammo Pack, then get ready for battle. Immediately a Bio-Mech Major will attack. This is followed by more Majors, some Minors, Marsh-Hoppers, Kleers, Chainsaw Freaks, and a Demon. When they are dead, the drawbridge will lower. Remember the health cube that was spawned. Do not cross the bridge yet. Head off to the left. Behind a tree and a house you will find Secret #14, red armor.
Cross the bridge now, then go through the wooden door. Pick up the health vial on your right, and turn to the left. Get the armor, then kill a Zorg as you go up the ramp. Some more wait for you at the top of this ramp. Collect the health potion, and climb the stairs. In the next area a pack of Kleers will attack you from the right. Take care of them, and ride the chute down into the water. Watch out for Electrofish in here. Go around and collect the Shells, Rockets, health vials, and health potions. To the left of where you fell in, you should find a health cube behind a stone wall. Collect it to register Secret #15.
Climb out of the water, and grab some armor and a health potion from one of the islets. On the other islet, take some Shells. Now follow the wooden ramp up to the next door. Two Zorgs and two health potions are in the niches of this next hallway. At the end, collect the Ammo Pack and kill the Zorg and Chainsaw Freak. Dodge the dart traps as you go up this ramp and through the door. Oh joy, another Kill-O-Matic! But wait a minute...... can you?........ yes, you can! You can destroy the blades and the pillars which they were on. Do that so you won't have to worry about trying to dodge them. Now pick up the armor and the health cube. This will summon a swarm of Marsh-Hoppers. Kill them quickly. I don't think you want their green stains all over you. Next, take out a batch of Kleers. When everyone is dead, the wall on the right will open up, revealing a health heart and two Bio-Mech Majors. Kill the Majors, and get the health heart. Now climb the stairs to the left, and throw the switch. This is a timed switch, so quickly turn to your right, and jump to the next ledge. Get on the elevator when it arrives, and ride it up into the last area of this map. Grab the Rockets and Napalm, and take the the bounce pad outside. Quickly take care of the Kleers, Zumb'uls, and Demon. Now go around and collect all the health vials and health potions. Blast the barrel on the left side of the shaft that you used to get here, and get Secret #16, some blue armor.
Go up the stairs and past the door. Sam will collect the Book of Wisdom, ending this level.
---------- Post added 28-03-2013 at 21:20 ----------
Land of the Damned -- 13 secrets
Finally, some cold weather for a change lol. Go down the snowmound, and collect the Bullets and Tommygun. Collect some armor and a health vial, and kill the Zumb'ul, Zorgs, and Arachnoid. There are some Sniper Bullets located between a few of the huts. Continue killing some more Zorgs. Search one of the huts to the right for a creeking door. Blast that door open and go inside to get Secret #1, a Serious Damage.
Get a health vial further down this valley. Also collect an Ammo Pack and the Grenade Launcher, and take care of some more Zorgs. There are two other health vials, both hidden behind a hut near the windmill. Time the windmill so you can safely get on it, collect the health cube and armor, and pull the switch. This switch has triggered Secret #2, a running Santa.
Listen for Santa Sam's jingle bells, and you should see him. He is Serious Sam with sunglasses dressed as Santa. Shoot him to release different powerups including health items, armor items, Ammo Packs, Serious Packs, Invulnerabilities, Serious Damages, or Serious Speeds. There is another health vial next to the windmill. Head into the next part of this valley, and kill the Bio-Mech Majors, Werebull, and Arachnoid Adult. Collecting a health potion will release a Werebull. There are more health potions throughout this area. One near a snowman and 20 Grenades. Pick up the Grenades, and blow up the snowman to uncover Secret #3, gold armor.
You should find a hut on the outside edge of the turn, where you will see Santa stuck in a chimney. Blast him to release him and he will go down the chimney, and Secret #4, a health heart, will be triggered.
Go through the door at the end of this valley, and collect the Laser Gun in this small room. Go through the next door to return outside. Pick up the armor, health cube, Ammo Pack, and Serious Bomb, then carefully head down this valley. Heed NETRICSA's warning about armed Kamikazes coming your way, because there they are! A horde of Kamikazes and Kleers are on the offensive, and they are bringing along something new, the Rotating Cannon. Be sure to destroy that as well as kill everything that attacks you. Watch out for some Bio-Mech Majors and another Rotating Cannon as the Kleers and Kamikazes keep pouring in. Now be careful, as some Bio-Mech Minors are joining the fray. One more Bio-Mech Major waits for you at the end. When he is dead, collect the health cube and the Ammo Pack. There is a health potion near a tree here. Note the snowman wearing sunglasses on your left. Note that the snowman is facing a blue armor vest. Note that you triggered Secret #5 when you collected the armor, and the snowman is firing rockets at you.
Destroy the snowman, and pick up the Sniper Bullets that appear in its place. Now kill some Zorgs, and destroy the Cannons shooting at you from the castle off in the distance. Next to a health potion is a snowman with a switch on it. Flip the switch to trigger Secret #6, another running Santa.
Do to this one what you did to the last one. Remember the fifth secret, the one with the Sniper Bullets? The house to the immediate right of that spot where the Sniper Bullets were has a creaking door. Blast it open for Secret #7, an Invulnerability.
An Ammo Pack, health cube, and health potion wait for you further down, so do some more Zorgs and Cannons. Behind you take care of a Bio-Mech Major and a Demon, then kill the remaining Zorgs and Cannons. Find some Rockets and another health potion, then go through the door. Kill the Zumb'ul, and pick up some Sniper Bullets, some armor, and the Minigun. Some Cells and a health vial lie next to a tree to the right. And next to the collapsed pillar, you will find a health vial. Near that, study the snowman. Shoot at it, and note that it is shrinking as you shoot it. Eventually it will disappear and trigger Secret #8, a health heart and two Bio-Mech Majors.
When you are done here, collect some Rockets, and enter the tunnel. Collect some Rockets and Sniper Bullets in here. As you near the end, the tunnel will begin to quake. Be very careful in this next area. Do not lose your balance. You will die before you reach the lava, I guarantee that. So very carefully cross this first narrow bridge. Dodge all the fireballs. At one point a small quake will occure, and a boulder will come down and break a portion of the bridge. Also a small Lava Golem will spawn right in front of you, so take care of him. Take the Rockets here, then look down at the break in the bridge. Note that familiar sparkling, which is a hidden teleporter. Use it to get to Secret #9, a health heart.
Carefully climb down this ledge and get back to the previous area. Jump across the break onto the next ledge. Kill the Zorg and Lava Golem, then go through the next tunnel. Three more Golems will spawn near the end here. When you emerge, walk to the edge and look up to find a bright spot off in the distance. Fire a rocket just under it to release a secret, which we will get to later. Follow the bridge down to the landing, and take out two more Golems. Go up the next bridge, and kill some more Golems, one of them is of moderate size, and a couple of Demons. Drop down to the ledge with the health cube, then make a jump to the next ledge, where yet another Lava Golem awaits you. Get use to them, they are abundant in these caverns. Follow the bridge to the next ledge with some more Golems, Sniper Bullets, armor, a health potion, and Kleers. Another moderate Golem, and two more Demons are attacking from above. After you've killed them, head up to the ledge that they were on. Pick up the Cannonballs on this ledge to register Secret #10.
Now follow the ledge out to the left. Drop down onto the next ledge and collect the health potion. Make a drop to the next ledge, and follow it until you reach an Ammo Pack, and some Kleers charging out of the next tunnel. Kill the Kleers, but do not enter the tunnel yet. Kill a Demon, take some armor, then follow the ledge out around a boulder, and in a dark area, collect Secret #11, a Cannon.
Now return to the mouth of the tunnel and enter. Kill a Zumb'ul and a Zorg Commander, and collect some Sniper Bullets and a health potion. An Arachnoid Adult is waiting at the end of the tunnel, so kill him, and follow my next set of instructions carefully, because you could fall into the lava and slowly be melted. Start by getting some armor and some Rockets on this ledge. This may sound crazy, considering what I just said, but drop down into the lava and, while jumping, make your way out to the left, and look right. You should see a square ledge with Secret #12, red armor and a health tablet.
Return to the previous area, and quickly get on the next ledge, then kill a moderate Lava Golem and a Demon. Grab some Sniper Bullets and a health potion, then make a series of jumps from ledge to ledge, collecting some Rockets along the way. Some of these floaters will slowly sink into the lava as you remain on them. Kill a Demon, then collect some Grenades, and kill two more moderate Golem further down. Kill another Golem and Demon when you get on the last ledge with some Rockets. Collect a health cube, then jump onto the next ledge, where another small Lava Golem will attack. The next narrow ledge has yet another Golem, so kill him, and carefully cross this ledge. Pick up the Ammo Pack at the end, and drop down to the next ledge with a health cube and some Bullets. As you work your way up the slope, some Kleers and a Bio-Mech Major will spawn. Take care of them before you continue. When they are dead, cross this arch-shaped bridge. As you begin though, another Bio-Mech Major, Lava Golem, and Demon will attack. Once they are dead continue across the arch. Drop off, and go around the base to find and collect Secret #13, a health heart.
Return to the front side and kill the Zorgs here. Take the health vial, then enter this last tunnel. Kill a Zumb'ul in here, and take the health potion. There is another health potion and another Zumb'ul near the end. The room that you have entered now has a kick-ass portal that you can use to return outside. You are now in a wide open area with an icy surface, and a castle out in the distance. That castle is your next objective. Pick up some red armor, Rockets, Grenades, a health cube, and prepare for the next major battle. In this battle you will face some Demons, Zumb'uls, Werebulls, Bio-Mech Minors, Majors, Kamikazes, and Kleers. The doors to the castle will not open until all enemies are dead. Now enter the castle. This level ends on a sour note, as Sam enters the castle, expecting to find the Holy Grail. But instead......... nothing. "What the hell is this? Where's the Grail?" There's only one explaination. "MENTAL!!! NOOOOOOOO!!!!!!"
---------- Post added 28-03-2013 at 21:22 ----------
The Grand Cathedral -- 6 secrets
Here we are, the final level in the game. Like in First Encounter, this last level was made as basically one major battle. Unlike in FE, you have some secrets in this map as well. Starting out, I know you are tempted to go right out and grab the goodies out in front of you, don't. Turn right around, and look for a dark wall patch on the left. Blast it open and get Secret #1, a health heart and a Serious Damage.
Now you can collect the Serious Bomb, armor, and Serious Pack, and get ready for the first leg of this long battle. Out in front of you is a Cannon, so be sure to collect that as well. The first wave of enemies includes Zorg Mercenaries and Commanders, Witch-Harpies, and Kamikazes. Out in the corners you will find some armor, a health potion, and an Ammo Pack. Go around the corner and prepare for the second leg. Pick up the blue armor, health cube, and Ammo Pack in the corners at the beginning of this leg. This next wave includes Zumb'uls, Chainsaw Freaks, Kleers, Bio-Mech Majors, Gnaars, Zorgs, and Bio-Mech Minors. Watch the walls for another Ammo Pack and health cube as you go down this path. At the corner of this leg and the next one, get some armor, and look in the windows of the wall. There's a dude with an afro hanging out of one of the windows. Shoot him with the Sniper Rifle to trigger Secret #2, a Serious Damage.
Gear up for the third wave of this battle. Collect some blue armor, an Ammo Pack, and a health cube on the left. Take out a wave of Cannons, Chainsaw Freaks, Bio-Mech Majors, and Werebulls. Look at the wall on the left, and collect the armor and health potion. Also, look at a dark wall patch on that wall. If you blast it, you will reveal Secret #3, a teleporter which takes you to the hidden Pumpkin Field.
Try to stay on the stone path. Note that some of the pumpkins have Jack-o-Lantern faces. If you wander off path, they will explode into midget Chainsaw Freaks. Also, if you wander too far off path, you could fall to your death. So stay on path. Collect the Serious Pack out in front of you. After several hundred yards pick up a health heart. You should come under Cannon fire about now. Continue on and take the red armor. Remember to destroy the Cannons that are attacking you. Continue on and collect a Serious Bomb, and use the teleporter to get back to the Corridor of Death. Collect the health cube, blue armor, and Ammo Pack before beginning the fourth leg. Your next batch of enemies to wipe out includes Werebulls, Zorg Mercenaries and Commanders, Zumb'uls, Demons, and Bio-Mech Minors. Continue down the corridor examining the walls as you go. The wall to your left has some health potions and armor, guarded by a batch of Kleers. Kill all the Kleers, and make sure they don't surround you. The next wave will begin attacking now, including Chainsaw Freaks, Zumb'uls, Bio-Mech Majors, more Kleers, and Werebulls. Head down the next leg of this map, collecting a health potion and a Serious Pack, and killing a batch of Kamikazes, Zumb'uls, Demons, Reptiloids, and Bio-Mech Majors. Continue down the corridor, collecting some red armor, a health heart, and an Ammo Pack, and round the corner beginning the next leg. Next in the battle is a wave of Bio-Mech Majors, Zumb'uls, Kleers, Chainsaw Freaks, and Werebulls. Study the wall on the right. You will find an Ammo Pack and a health cube. Also look for a dark wall patch, and blow it away to reach Secret #4, a teleporter to the secret Embryo Room.
Go through the door into the large room. Behold Mental's biological lab. Collect the Serious Damage, health heart, Serious Pack, and red armor. Kill the two Highlanders, then return to the corridor. Round the corner to begin the final leg of the Corridor of death. Kill the moderate Lava Golems, Kamikazes, Witch-Harpies, Cannons, Demon, and Bio-Mech Major. Look at the windows to your left. In the middle window, a Witch-Harpy is mooning you. Use your Sniper Rifle and shoot her to trigger Secret #5, an Invulnerability.
Now you can safely get across the cannonball trap. Kill two Arachnoid Adults and go through the door. Be careful in this next area, it is difficult and dangerous. There are accelerator pads in this area, and assorted items including health cubes, health potions, a Serious Pack, and armor. When you step on a pad, it will be very difficult for you to stop yourself from going all the way across this area. That's why it's so dangerous. Start out killing some Bio-Mech Minors and Marsh-Hoppers. Next is a horde of Kleers, and some of Bio-Mech Majors, so take 'em out. Next, some Witch-Harpies and Kamikazes. Finally some Reptiloids on the walls. When the Reptiloids are dead, the middle door will be unlocked. Grab a health potion and some Cannonballs in this next area, and then take out the Highlander out in front of you. Head out to the fort and collect the Serious Bomb, health cubes, armor, and Ammo Pack. These items, except for the Bomb, will be respawning, so you can come back here later if you need more ammo, health, or armor. Now head to the door of the cathedral grounds, and prepare for the next major battle. For this battle, I suggest you stay near the cathedral, since a storm will begin in a short while. Start by killing a horde of Kamikaze spread across the area. Note that the area is now growing dark. Lightning is striking down on the battlefield, and meteorites are raining down. Now you see why I didn't want you out in the open. Throughout this long battle you will face the following enemies and remember, you can head back to that fort at any time: Kamikazes, Kleers, Zorgs, Bio-Mech Majors and Minors, Zumb'uls, Werebulls, Lava Golems, and a Demon. Near the end of the battle, the storm will pass. Note that the door will not be unlocked until all enemies lie dead. So go around and kill all the leftovers. I strongly suggest you return to the fort before proceeding. You now can also collect a Serious Damage and a Serious Speed. Now enter the cathedral grounds.
A cut-scene begins now. The trees are destroyed and you are introduced to the final boss enemy, Mordekai, the Summoner. His only means of attack is summoning some lesser enemies from the game, then disappear for a few seconds. The good thing about Mordekai is that he is vulnerable to all your weapons, except Serious Bombs. This area has two accelerator ramps that you can use, along with Ammo Packs, some Serious Speeds, health cubes, and armor. Note the small pink square wall panel on the right wall. When you see the message "Pink Secret has been enabled!" crawl through that panel into an alcove containing the last secret in the game, Secret #6, a health heart.
My suggestion for dealing with Mordekai is to take care of the lesser enemies first. Then when you are in a better position, begin hammering away at Mordekai. You should have some Serious Bombs to use on the lesser enemies. Mordekai will begin to summon more powerful enemies as he loses health. When he finally runs out of health, he will teleport back to the area where he was first spawned, cry out in pain for a few seconds, and explode. Sam will then enter the cathedral, where he will make his way down to an altar. And there, waiting for him, is the Holy Grail. Sam collects it and holds it in the air in triumph. Then he gets a phone call from one of the confession booths. (!) It's Mental! Sam answers and tells Mental that he's still on his way, after admitting what he did throughout the game. "So please have faith in this one bit, I'm coming to get YOU!" A space rocket carrying Sam will then launch from the cathedral, on its way to Sirius. This level, and the game, is now over.
Congratulations, you've just beat Serious Sam: the Second Encounter! Give yourself a pat on the back, as this wraps up Serious Sam 1.
---------- Post added 28-03-2013 at 21:20 ----------