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.