TGDB.net - Game news, cheats, solutions, walkthroughs, trainers, saved games and much more!

Home » PC » Serious Sam 2nd Encounter » Serious Sam 2nd Encounter solution
Submitted by System on 09/03/2006, 09:50. Print file.
Jump to page:
01 · 02 · 03 · 04 · 05 · 06

Sponsors:

SERIOUS SAM: THE SECOND ENCOUNTER

Walkthrough
Date: May 2003
Author: LM
Copyright info: This document may be freely copied and reproduced.

GENERAL COMMENTS
#1. The story background, enemies, weapons, and controls are covered in the
game's manual, so I won't be discussing them in detail below. If there's no
printed version, you can access the manual by clicking on "Manual" on the
welcome screen that appears when you insert the disk in the CD drive. You can
also consult it in C:\Program Files\Croteam\Serious Sam - The Second
Encounter\Help\Manual. Perhaps one advice would be in order: When the game
calls for swimming, I suggest using--in combination with the directional
key--the Jump key to swim up and the Crouch key to swim down faster.
#2. This walkthrough was written while playing the game in the Normal
difficulty setting.
#3. As in many other games, you may not kill all the enemies or witness all the
events scripted into the game if you don't pick up a certain object, walk over
a certain point, etc.
#4. When I use the term "Use" with a capital U, it means "use the 'Use'
key,"
whereas "Analyze" with a capital A means "use the 'Use' key when Sam is
prompted to 'analyze' something." A "non-secret" means an item or an
effect
discovered in such a way that it would qualify for a secret in my opinion but
does not count as one in the game.
#5. In most cases, you will be able to proceed past the next door or gate only
after you kill all, or at least most, of the evildoers in the area you
currently occupy. Also in most cases, areas become inaccessible when you leave
them through a door or gate, unless the game calls for you to return there at
some point.
#6. Serious Bomb. This weapon is hard to come by, so try to save enough of them
for the toughest battles, which usually take place towards the end of each
multi-level mission (see, for example, step 5.D.b below). "Enough" means three
because that is the maximum amount that you can carry. Note that Serious Bombs
are the only major weapon that you are allowed to carry over from the last
mission when you start a new one.
#7. Some cheat codes that may be useful (type them in the game console, which
is activated by pressing the F1 or ~ key):
please god (invulnerability)
please ghost (no-clip mode)
please giveall (all power-ups except Serious Bombs)
please tellall (all NETRISCA messages)

INTRO SEQUENCE: "IN THE LAST EPISODE"
Secrets: 1 (Not found. It would seem that the player cannot influence what
happens in the intro. However, when you access the "Statistics" section of
Sam's computer display at the start of the next (first playable) level of the
game, you will notice that the current total number of secrets stands at 13
whereas the subtotal for level 1 is only 12; there is a discrepancy in the kill
statistics as well. That means that you have already missed one secret, and yet
you have not even started playing.)
The intro gives you a brief account of what happened in Serious Sam 1 and ends
with Sam taking off in an alien spaceship. However, the spaceship collides with
a "crate bus."

MISSION ONE: MESOAMERICA

LEVEL 1: SIERRA DE CHIAPAS
Secrets: 12
Enemies introduced: female Gnaar, beheaded firecracker, beheaded kamikaze,
Kleer skeleton, Sirian werebull, common Aludran reptiloid, adult arachnoid,
Scythian witch-harpy, Zumb'ul from Planet Ras-ad-Nyk, beheaded rocketeer,
beheaded bomber, juvenile arachnoid, cucurbito the pumpkin, lava golem, Reeban
electro-fish
Weapons introduced: knife, revolver, revolver in each hand, rocket launcher,
chainsaw, single-barrel shotgun, sniper rifle, flamethrower, double-barrel
shotgun
Health items introduced: vial, cube, pill, flask, heart
Armor items introduced: green vest, yellow vest, shard
Other power-ups introduced: Serious Speed, invulnerability

1.A. CRASH SITE
1.A.a. You start the level free-falling into a pond. You have a knife and a
revolver in your arsenal. SECRET: Rather than going to the surface immediately,
dive all the way down to collect a new weapon (rocket launcher) in the lit spot
near the bottom.
1.A.b. Once you surface, get onto the small peninsula that was behind you when
you were falling. Pick up the extra revolver there; you'll be then able to
wield two of those at the same time. If you haven't played the first game, now
is the time to learn how to access NETRISCA (Sam's computer) and read its
messages. In particular, you'll learn from NETRISCA that you need to find a
teleport to get closer to the Holy Grail.
1.A.c. Still on the peninsula, cover these two SECRETS: (1) Collect the green
vest (+50 armor). (2) Walk towards the phone booth to "discover" it; you might
as well get inside and Use the phone to enquire when Duke Nukem 4 will finally
be released. Swim across the pond, get onto the wooden pier, and take the new
weapon sitting there: chainsaw.
1.B. LOST VALLEY
1.B.a. As you leave the pier, NETRISCA will identify this area as "Lost Valley"
and mention a temple. Soon enough, you'll be able to see that temple. You'll
also be introduced to various enemies (female Gnaar, beheaded firecracker,
beheaded kamikaze, Kleer skeleton, Sirian werebull, common Aludran reptiloid)
as well as a single-barrel shotgun. Keep in mind that there are other useful
items scattered across the terrain, here as well as throughout the game; don't
overlook any. Among those you'll find in the valley are packs of ammo, pink
vials (+10 health), and a yellow vest (+25 armor).
1.B.b. When you reach the temple, don't go in right away. Skirting its outer
perimeter on the left, find a darker section on the wall near the spot where it
meets the mountain. SECRET: Blast it to discover an entrance. If you have used
up your rockets already, find the second secret in the 1.B.c area and then come
back. Follow-up SECRET: Get through the hole you've created and go down to
discover a "hall of fame." Stick around for a silly presentation.
1.B.c. Two more SECRETS: (1) From the hall of fame, get outside and walk
straight to discover smoking remains of the "crate bus" that collided with
Sam's spaceship in the intro. (2) Continue up the slope after #1 until you
collect an ammo pack.
1.B.d. Return to the temple entrance and climb the stairs. You'll see a sniper
rifle, some ammo, and a red-cross cube (+50 health). After you pick up the
rifle, you'll be trapped in this ante-yard, and an adult arachnoid will be
spawned on top of a pyramidal structure up ahead. You'll have to kill the
arachnoid, as well as some Scythian witch-harpies that will come flying from
the hills. The gate will be opened for you soon after, by a couple of Kleer
skeletons.
1.B.e. As you proceed across the yard, you'll encounter still more enemies,
including these new ones: Zumb'ul from Planet Ras-ad-Nyk, beheaded rocketeer,
beheaded bomber. You may also try out the new power-up here: Serious Speed,
which is, obviously, a temporary speed booster. Walk up the staircase into the
temple, collecting some pills (+1 health) along the way. (Before you do that:
If you decide that for some reason you need to revisit the areas outside this
temple yard, you can do so by jumping onto the perimeter wall from the
staircase and then onto the grass below. When you are done revisiting, you'll
notice that a soap-bubble teleport has appeared near the entrance to the temple
yard. Walk into it to get to the ante-yard where you'll find another teleport,
which will get you back inside the temple yard.)
1.C. INSIDE THE FIRST TEMPLE
1.C.a. Soon after you enter the temple, you'll discover some shield-shaped
shards (+1 armor), a flamethrower, ammo for the latter, and a green flask (+25
health). In the next room, you'll have to kill a juvenile arachnoid, as well as
a cucurbito that will break through the wall. Jump down through the hole that
he's made.
1.C.b. Inspect the room that is located directly below the one from which
you've jumped, and then proceed. SECRET: After you pass through the gallery
with hazy sunlight coming through the openings in the roof, there will be a
T-junction. Go left, to find a "secret Mental's room." Make a sequence of jumps
on the lit letters in this order: M, E, N, T, A, L; a niche with a heart-shaped
pack (+100 health) will open on the other side. If you screw up the order or
miss, the jump pads will go dark and the niche won't open. After collecting the
power-up, you can jump on any pad to get back.
1.C.c. Proceed carefully through the crushing-block passage. Next, walk up the
ramp and jump down through the hole at the end, to discover a double-barrel
shotgun below. The golden figurine in the center of the chamber is an
invulnerability power-up. Pick it up, or you won't be able to proceed. After
you kill all the skeletons that will appear, walk towards the corner without a
statue to deal with a Zumb'ul.
1.C.d. Go upstairs, but read the NETRISCA message before you enter the next
room. Your objective there will be to Use two switches on the sidewalls in
order to unlock the door across from the entrance. To avoid the crusher, use
the safety isles to get to the switches and then to the door. Kill the enemies
in the next passageway, with a lava golem among them, and proceed to the exit
from the temple.
1.D. SECOND VALLEY
1.D.a. As you leave the temple, you'll notice a deep pit in front. Kill the
arachnoid on the opposite side. SECRET: The pit has a ledge where you should
jump to collect a weapon. When done, drop to the lower ledge to be teleported.
1.D.b. You'll emerge near a suspension bridge. For a higher kill count, cross
it and go left, back towards the exit from the temple. A number of enemies will
be spawned near the bridge. Keep going until you get a NETRISCA message, then
backpedal and kill them as well as the reptiloid that will be hurling green
blobs at you from across the valley. Cross the bridge again and jump down to
the lower ledge on the left, then to the rocket launcher below. Move into the
valley.
1.D.c. SECRET: Soon, there will be a conspicuous rock on the mountainside on
your left. Blow it up to discover a cave. Go inside, dive, and swim on. Another
SECRET: When you emerge from the water passage, cross the suspension bridge to
collect the heart on the other side.
1.D.d. Slide down safely and proceed through the valley towards another temple.
SECRET: When you reach the second temple, dive into the pond to find a health
cube in the lit spot near the bottom. On your way there you'll be introduced to
some Reeban electro-fish. Get to the surface and onto the wooden pier, go
through the gate, and walk forward to start the next level.

LEVEL 2: VALLEY OF THE JAGUAR
Secrets: 8 (I've been unable to find one of the secrets. Maybe the non-secret
in step 2.B.a is actually a secret too stubborn to register.)
Enemies introduced: major bio-mechanoid, minor bio-mechanoid, Fiendian
reptiloid demon, marsh hopper from Rigil Kentaurus
Weapons introduced: Serious Bomb, grenade launcher, machine gun
Armor items introduced: red vest, blue vest
Other power-ups introduced: red ammo backpack, Serious Damage

2.A. STILL INSIDE THE TEMPLE
2.A.a. After you pass through the first door, NETRISCA will tell you that you
need to use the bounce pads to cross the chasm. Follow that advice. On the
second leg of your journey in the cave, you'll have to use the stone ledge on
your left in order to progress. And, of course, the last pad, which is moving,
can be tricky. When you reach the final platform, you'll discover a new weapon:
Serious Bomb. Read what NETRISCA has to say about its properties and also what
I have to say about it in #6 of the General Comments above.
2.A.b. Use the right-side lane in the next passageway to get closer to the
lava-spewing stone head above the exit door and destroy it. Next, you'll find
yourself in another cave with a chasm and bounce pads, as well as
liquidy-looking blue ramps. You'll be well advised, while bouncing on the first
pad, to get rid of the green reptiloid that can be seen at some distance, 1
o'clock. Using the first row of bounce pads, reach the first switch and Use it.
A bounce pad will move closer to the starting platform. Again, it'll be wise to
eliminate the reptiloid that will appear on the opposite end of the cave.
Return to the starting platform and get to the blue ramp, which will also act
as a bounce pad. Get to the second switch using the ramps and summon another
bounce pad, which will help you get to the final platform where you'll find a
red vest (+200 armor).
2.A.c. SECRET: From the same platform, make a somewhat awkward jump onto the
smaller ledge located slightly lower, on the left, to be catapulted onto the
stone canopy above the platform for some ammo. After you pick up the ammo, you
should hear the sound of a werebull from below. If you want to avoid direct
confrontation with the beast, jump back onto the secret ledge and then bounce
up, twisting in such a way that the beast may notice you. The bull will then
charge forward and fall to its death. Then you can safely jump down from the
front edge of the canopy onto the protruding part of the platform. Proceed
through the door to find a new weapon (grenade launcher) and a red ("Serious")
backpack, and then get outdoors.
2.B. VALLEY
2.B.a. Read the NETRISCA message about your objectives. NON-SECRET: As soon as
you get out into the open, turn around and you will notice a camouflaged ledge
on the hill slope. Blow it up to release an invulnerability power-up.
2.B.b. Quite a few enemies will be spawned as you venture into the valley,
including two varieties of a bio-mechanoid: major and minor. (You may also
notice, if not now then at some point before the end of this level,
witch-harpies carrying beheaded kamikazes into battle.) One way to deal with
them would be to pick up the invulnerability, run towards the center of the
valley, and use the Serious Bomb that you acquired in step 2.A.a. Don't expect
all of the foes to die, however; you'll still have some resistance left. When
you have killed everyone, climb the stairs to the top of the central pyramid
and learn from NETRISCA the details of your task. Two more ammo backpacks will
be spawned here after you visit other structures in this valley, so feel free
to pick up the one that's already there.
2.B.c. For more data, go to the top of the staircase that completes the axis
formed by the valley entrance and central pyramid. NETRISCA will tell you that
the door at the top leads inside the Temple of the Jaguar. Turn around now, go
down the stairs, and walk towards its sub-temple on your right. Climb the
stairs there and proceed inside the mountain.
2.C. FEMALE-JAGUAR SUB-TEMPLE
2.C.a. After a couple of ordinary rooms, you'll find yourself in a chamber
outfitted with spikes. The breezes there will force you towards the spikes, so
you'll have to keep adjusting your position in order to stay as close to the
central axis as possible. Keep in mind that this chamber will remain dangerous
on your way back.
2.C.b. SECRET: In the next room, with four health vials, there is a bounce pad
in an alcove on your left. Jump up and collect the items sitting on the
overhead beam, including this new one: blue vest (+100 armor).
2.C.c. The final chamber will have a disappearing light path. The advantage of
following it is that the bulk of the enemies will not be spawned until after
you pick up the female-jaguar statue and the chamber is illuminated. Having
obtained the artifact, return to the valley.
2.D. BACK IN THE VALLEY
Keep in mind that, as shown to you in a cut-scene, a new enemy (Fiendian
reptiloid demon) will be waiting for you on the central pyramid (and there's
going to be another one near the entrance to the valley). Kill whomever you can
from a vantage point. When you leave the sub-temple complex and reach the
ground level, bear right. SECRET: Go towards the "Crollywood" sign until you
Jump to page:
01 · 02 · 03 · 04 · 05 · 06

Sponsors:

Other files from this game:
  1. Serious Sam 2nd Encounter trainer by System on 14/03/2006, 06:30
  2. Serious Sam 2nd Encounter trainer by System on 14/03/2006, 06:30
  3. Serious Sam 2nd Encounter trainer by System on 14/03/2006, 06:30
  4. Serious Sam 2nd Encounter document by System on 14/03/2006, 06:30
    Unlock all levels and mental mode
  5. Serious Sam 2nd Encounter trainer by System on 14/03/2006, 06:30
    Half megatrainer ;)
  6. Serious Sam 2nd Encounter trainer by System on 14/03/2006, 06:30
    Ammo trainer
  7. Serious Sam 2nd Encounter solution by System on 09/03/2006, 09:50
  8. Serious Sam 2nd Encounter cheats by System on 09/03/2006, 09:50
  9. Serious Sam 2nd Encounter cheats by System on 09/03/2006, 09:50