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Thread: Serious Sam 2 Walkthrough

  1. #41
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    LEVEL 39: WELCOME TO THE JUNGLE

    0 SECRETS

    The first part of this level requires you to search this jungle arena for five gold coins. You will have 100 seconds in which to do that. Good luck.



    As you explore though, Kleers will appear from almost anywhere in the arena to attack you. Get whatever health you need to, if you need it. But watch for a gold shine anywhere along the dirt trails. That indicates to you that there is a gold coin right there. After finding three of them, a few Tanks will appear near the checkpoint on the other side of the jungle from where you started the level. When you have finally found all five, make a break for that checkpoint. Upon hitting it, you will be teleported to the second part of the arena.

    In this part, you will have exactly three minutes to jump a Rollerball through all the flaming hoops that appear. Get in the ball then roll it toward the first hoop, and jump yourself through. Deviate to the right a bit to jump through the second one. For the third one, two horizontal sliding bars are barring your progress, pun intended. Time them so that you can slip through and jump through the third hoop. You can ignore the enemies or choose to go after them. Whichever strategy you think will work. Just make sure you can still make it to the end in time, and that you can keep your ball intact. For the fourth hoop, line yourself up with the short ramp, then gain as much speed heading for it, and jump at the very top to go through the hoop.

    The next one is ahead and to the left slightly. After that, the sixth is guarded by an Albino. You can kill it or sneak right by. But, press forward and you may have to jump to get onto this halfpipe of a sort. Keep pushing forward and Sam will roll all the way through, passing through hoop #6 in the process. There is another bar trap for #7, and #8 has sliding steel walls in the way. These walls pop out of the ground and retract at regular intervals. Time them perfectly to get on by and through the hoop. #9 has another bar trap *yawn*. The next hoop, #10, is guarded by a more elaborate bar trap. These bars are not only extending and retracting, but they’re rotating as well! You gotta time this one carefully and if you are not careful, you could find yourself being thrown backwards. Go through the hoop and go through the remaining bars, then turn left and jump through the next hoop.

    The next hoop has a ramp that you need to use, so do it. Time the shifting walls at the next one and go through, then turn left. Jump through the next, then use the ramp to go through the next hoop off in the distance. The next one after that, #16, is slightly to the right. Time the bars then go through, then time the walls to get through #17. #18 involves another one of those loop passes, so do that. Upon landing, turn left and go through some more shifting walls to get through another hoop, and then to get through #20, the last hoop, launch yourself off a ramp. Turn right and sprint through the checkpoint to end this level.

  2. #42
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    LEVEL 40: JUMP IN THE FIRE

    0 SECRETS

    You will get to wait a few seconds before the fun actually begins. Two Floaters will lower the red force field allowing you to proceed into the arena. You have 50 seconds to clear the first area. Go for it! You can shoot the Floaters, but your bigger threat is the Kleers. Charge your way forward while shooting them, and deviating to collect the health cube and armor. As you get closer to the checkpoint, which is straight ahead, some Tanks will enter. When you are almost there, a Bullsoldier will reveal himself. Destroy as much resistance as you can and still have enough time to get through that checkpoint. When you do pass, the second leg begins with 65 seconds on the clock.



    That strategy of following the left side will come into play nicely here. Hope you still have those fast reflexes for your foes because the Kleers and other enemies will pop in out of nowhere. Eventually, you will come to a path that takes you to the edge over looking a lava lake. Here, do your best to fend off the Kleers, Kamikazes, Scorps, and Bullsoldiers. Go out to the edge, continuing the battle, and make a U-turn to the right. The Kamikazes are coming right from the checkpoint. So as you mow down the enemies, follow their originating point to the next checkpoint. In the next area, you will have only 20 seconds, so be very quick.

    Charge straight ahead, killing the Bullsoldier because he is your biggest threat, literally. Past him, go up to the edge and look in the river of lava. There is a floating stone ledge moving back and forth. Jump onto that ledge and time your jump from there to the other side where you can reach the checkpoint. You have 30 seconds coming up now in this final area. Ignore all other minor enemies, unless you are really low on health and for some odd reason did not pick up the health items along the way. Then again I didn’t say much about them, but common sense people. Anyway, just head straight and when you see the Bullsoldier spawn in front of the checkpoint, blast him quickly, then go for the checkpoint. When you reach it, the level ends.

    Looks like the Alliance has made it! The fleet is in orbit with many ships on the attack. One of the ships picks up Sam to escape from the arenas, and now the final battle is on!

  3. #43
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    LEVEL 41: SIRIUSOPOLIS DOWNTOWN

    1 SECRET

    Go get the Rocket Launcher dead ahead, then turn right to find a plasma turret and enter it. From here you can quickly kill a few charging Rhinos . After they’re done get out, and look in the distance for another plasma turret, but one that’s attacking you. Destroy it with two well placed rockets, and take out several more turrets to your left and right. The one on the left is a rocket turret. Now gather up all the goodies you see in this area while following the street forward. If you notice the cylindrical containers, they hold some extra items if you blow them up. As you approach the Minigun and Serious Bomb, your first major fight kicks in.

    The fight largely involves Kleers and Floaters. There are also Spawners and Tanks in the fight that you need to worry about. Feel free to use any weapons at your disposal, including the turret back at the start. Keep your eye on the turret’s HPs though because the thing will not last forever. If you are feeling overwhelmed use Serious Bombs. Search the ground for health items as well to keep your health up. When all the enemies are dead continue down the street collecting all the goods. Further down, one of the containers holds a Serious Score. When you make a turn to the right, look in the corner for a container with a Serious Damage resting on top of it. Of course blast the container to bring it down. Go further out collecting the Grenade Launcher plus health, armor and an Ammo Pack.

    Further out in the yard with the shallow pool, the next big fight begins. If your power-ups are still in effect, you can cut through them a little faster, especially with the SD. Watch for turrets ahead of you and watch your left side for a large Spider-Mech. Destroy all the resistance and make the left turn to continue down the road. A container on the left has a Serious Bomb. That particular container is just beyond the health, armor and Plasma Rifle. Use this toy to take out the two rocket turrets, and continue forward. The next fight has Rhinos and Clowns coming out of Spawners. Kill the Clowns first if you can since you cannot exactly dodge them if they get close to you. A couple rocket turrets spawn as well. The Spawners will remain on the escalators up ahead along with a Tank. Well, at least they stayed there and did not come up to ground level for me. You can lob some grenades in and take care of them without getting damaged if that’s the case. After the fighting take every single item in the area then go down the escalators.

    Go through either gate then pick up the armor, the Sniper Rifle and an Ammo Pack. Don’t use the Sniper Rifle on all the enemies coming up, although it is good in dealing with the turrets. A pack of Orcs and Tanks will come across the bridge attacking you. Deal with all the Mental scum first then proceed across. One rocket turret also appears directly behind you on a high ledge. A couple Helicopters are sent in as you go across. On the other side, again go through either gate. Go up the next set of escalators and go get yourself your Dual Uzis plus some more items, and defend yourself. There are more enemies to face in here, plus a large S-Mech. One of the containers ahead of you has a treasure chest for 5,000 points. You can take care of all the resistance in this yard from right here. When you’re done, note that the gates on either side will not open. So you’ll have to go down the stairs to continue instead.

    Gather up all the items then make a right turn to continue down the yard, up to the next set of escalators. There are some Orcs behind the gates, but some Hand Grenades can easily penetrate them. Collect the Serious Bomb and everything else, then go through the gates, into the next area. Here come the Kleers! And the Clowns, and the plasma turrets. Focus on the ground enemies first, then work your way in and deal with the turrets. The Sniper Rifle is a good bet against them. Just before you turn left you will see a pair of doors leading into one of the buildings. So what? You can’t open them. Well no, but look behind the tree on the right side of those doors to find Secret #1, a red phone booth. Enter the booth and use it to answer the phone. Sam will make contact with himself from the Second Encounter. Think back to the Second Encounter, level 10, the Citadel. After the conversation, continue down the yard.



    Go through the gate then start down the next set of stairs. There’s a money bag in the container next to the health heart and armor. Meeting you further down the stairs is a Tank, plus a few Floaters. Take care of this minor obstruction and continue to the bottom of the stairs, taking another money bag and an Ammo Pack. At the bottom, you gotta jump over the wall to get down to where the Hoverfighters are swaiting for you. There are two of them, one on either side near the entrance to the yard. Note their locations because you may need both of them in the next battle. Save here.

    The battle includes lots of Tanks, Rhinos and Clowns. Oh, did I mention several large S-Mechs in addition to plenty of smaller S-Mechs? Yeah, you gotta battle all of them as well. Do as much evasion as you have to, and try to resist the temptation to ram any opponents. If you lose your first vehicle, quickly turn around and sprint for the other fighter. If you lose the second one, find the most powerful weapon in your arsenal and let ‘em have it! After you kill the last enemy the level ends in a movie sequence. Sam boards a tram directly to Mental Institution. Get ready for the final battle!
    Last edited by TheMaster; 02-22-2010 at 04:21 PM.

  4. #44
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    LEVEL 42: MENTAL INSTITUTION

    1 SECRET

    Here we are! The final level of Serious Sam 2. Sam sets out to confront Mental at his own fortress. Before he does though, he’s kicked off the tram he was on for not having a ticket. This map, as you may already guess, is loaded with lesser enemies who will try to stop you. Do not give them the chance. Good luck!

    Starting out, take out two Orcs guarding an ammo supply in this first yard. The large red pyramid off in the distance is our target, Mental Institution. Go get all the goods, then approach the wall directly ahead. It will lower into another yard, one lined with gold statues. At this point you can clearly hear monstrous sounds coming from MI straight ahead. Get the health cube and armor to trigger the first major fight of the level. Note that the wall behind you closes back up. All I gotta say concerning the enemies themselves is that they are attacking from land and air. Do your best to fend them off, but watch this yard for a Serious Score and Serious Damage that spawn. Those two power-ups will help immensely. Destroy all the resistance and continue forward to the next yard.

    Here pick up two health coins in the corners to your immediate left and right. Continue out a little further to trigger some full armor, a health heart, Ammo Pack, and Cannon. Several Helicopters attack, but they are not your main worry. A horde of Kleers also joins the battle, as do some T-Mechs. Watch for that Serious Damage when it appears. Near the end of this skirmish, collect several more health coins, a couple of which can be found back in the previous yard. Collect everything then continue until you turn right toward the next yard. You start off killing several Rhinos before you even enter.

    The next yard is kinda weird but follow it out, making a left turn. Collect all the items you see but act fast to the charging enemies. For the most part, you got Kleers and Tanks to worry about. Rapid fire weapons work well here, but so do the Sniper Rifle, Cannon and Serious Bombs. Okay, just about any weapon that you can get away with. You can use the small structures for protection if you must. When you make another left turn and are approaching a health cube, you will need to kill a few Scorps and a Helicopter. Keep charging through until you come up on more relief (health, armor and ammo).

    When you take them, all the smaller structures will lower into the ground. Turn back to face the direction you came from and hammer away at all the foes! You may find it necessary to use explosives if they start charging too close. At the end, take down a giant red Tank and all remaining resistance. When you defeat the Tank turn back around so you’re facing in the direction you were originally going, hugging the left wall. Wait for the wall to lower the continue around the left side to a small yard where Secret #1 appears, three Serious Bombs and a Hoverfighter! (This secret is timed from the moment you defeat the red Tank. Be quick to get it. This is the final secret of the game.)



    Quickly get out into the open so you’re in a better position to face the three T-Mechs that spawned because you found the secret. After you kill them collect everything else in the yard, saving the ammo, health and armor next to the wall for last. When you take them, another wall rises behind you, forcing you to go forward. The one ahead lowers, leading you into a sort of trench where you must face the next group of baddies. A large group of Clowns are gradually dropping in on you from either side. Do your best against them and as soon as you defeat the last one, the wall ahead lowers unleashing an entire line of Tanks. Destroy them and the next wall lowers. Proceed forward, taking the health, armor and ammo, and the Serious Bomb.

    Here come the Bulls… well.. I mean, Rhinos. Whatever they are. Behind them are numerous other enemies including Bullsoldiers, Kleers, T-Mechs, Clowns. Watch all sides and use your favorite weapons here. This is where I lost the Hoverfighter from the secret. If you still have yours, use it until you lose it. After the first leg of the fight in this area you can get some more health and armor, but during the second leg, the wall behind you will gradually move in on you, squeezing you in. At this point watch the area beyond the wall on the left side of MI. The next batch of enemies will all be coming from there. When the Clowns begin their attack, they will be launched in and land just about anywhere in this tight space. Be on your guard and shoot them fast. After the last one, a portion of the wall ahead will lower.

    Two Tanks are guarding some more replenishment. Kill them then take the items and approach the wall ahead. Just your luck! Three more Tanks, and one of them is a large red one, plus some Kleers. Oh well, kill them and continue. Collect everything in here, but save your game, because the next fight gets ridiculous fast! You will have turrets attacking from above. For each spawning position, you will get a few turrets, but not all at once thankfully. But in addition to that, you have so many ground enemies to face, and they gain on you in a hurry! If you find yourself low on health, use a Serious Bomb, then quickly dash out into the wider part of the yard to collect some more health and armor. On either side you will find some armor and a health cube. Continue to watch for the monsters, Kleers and Rhinos especially. There will also be a few red Tanks in this fight, and they spawn from the same general area as the health and armor I mentioned. After this skirmish move back into the wider space and take everything.

    Now let’s see. What enemy has not attacked you in large numbers yet this level? I know! Spider-Mechs! And a lot of them in both the large and small variety coming over the walls in all four directions. Does that sound like fun? Good! Happy hunting. Seriously though keep up all the heavy firepower and the serious side-stepping to clear this area. After you are done with them the walls will lower, and you will soon get to face Mental Institution. Save your game right here. I was screaming excessive profanities at my screen during this next fight. Get in the Hoverfighter behind you and rush to get the Serious Damage as well.

    This next fight involves large Spider-Mechs spawning in like crazy along with a large group of Rhinos. Unless you are cheating in some way or have near-perfect shooting and dodging abilities I expect you will lose your ride here. The question is what will you do once you lose it? Armor, a health heart and a Serious Damage all spawn during the fight, but they are scattered around, so you need to run across the yard to get all three items. Major problem right there, considering you still have all your attacking foes. Serious Bombs are in order if you have them. If you don’t, try to use high-power weapons in conjunction with the SD. Just when the battle seems over, one more small group of Rhinos will appear, charging at you from all directions at once. After you kill them, prepare now to battle Mental Institution!

    The building itself is your final boss. If you defeat MI, you win the game and Sam will take care of the rest. To defeat it, climb aboard your new Hoverfighter. This one shoots orange lasers instead of the standard blue. You have to keep this vehicle intact. Do not lose all your HPs otherwise you’re dead. The key to defeating MI is to shoot directly at a large blue crystal that appears around the center of the structure. Do this while backing up to ensure the pyramid does not catch up to you, because it can instantly crush you. Watch for the side to open up and reveal the crystal, then shoot away. The first three times it opens up, MI will be sending out kamikaze planes. They will shoot out, move out a distance behind you, then come in at a high rate of speed to attack you. These are dangerous but I found it good strategy not to divert your attention from the pyramid. Keep firing at the crystal, and back up against the shifting wall. I cannot guarantee that you will survive, but you have better odds.

    After the third round of shooting at the crystal, MI will switch attacks to firing three fireballs at you at one time. Around this time you should be seeing work tools as pick-ups. Collecting one of these restores 250 HPs to your fighter. Keep that in mind. As the building’s “health” wanes, it will switch to another attack, sending in Fighter Planes to drop bombs. About the time that it does though, MI’s health should be almost gone. Pick up those tools if you need them to repair your vehicle, and keep firing until the building begins exploding. YOU DID IT!!! You won the game! Now sit back and enjoy the ending sequence.

    Before your score for the level is tallied, Sam comes up to the main door of Mental Institution, and picks the doorbell next to Mental’s name to ring. With the door open he enters. You then get your final statistics before the final movie sequence kicks in. It is pitch black inside. Before he goes, Mental tries to tell Sam something. I don’t think I need to explain it. : ) But Sam cuts him off and shoots him anyway, finishing the job. Everyone is celebrating Sam’s success, including the Sirians and all the various races you liberated on the way. It seems too good to be true, Mental gone. Well, turns out, it is. As the lights come on in Mental’s building and Sam sees bullet holes in a speaker built into where Mental should be sitting, but Mental himself was not there. Can you believe it! Sam, outraged, decides that he has to have a talk with Croteam one of these days.

    Enjoy also the humorous dialog that takes place as the credits roll. During the credit a UFO can be seen departing Mental Institution and the Sirian system. Presumably Sam is on board. He later arrives back at the house of the Sirian Great Council, where he discovers that the so-called Medallion of Power isn’t so unique. We see boxes full of other such Medallions. It was a FAKE! Ending the game on another high, comical note, Sam starts chasing the three around the room. Well it is all over, good job! Too bad that Mental could not have been here for the end of the game, but hey, you beat Serious Sam 2! Go back and play the game in Serious difficulty if you haven’t already. I’ll see you all once again in Sam 3.

  5. #45
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    Quote Originally Posted by TheMaster View Post
    EPISODE 6: KRONOR

    LEVEL 31: AREA 5100

    3 SECRETS
    I have a great shortcut. On opening the starting bay door after taking the 2 rifles, take out the orcs and ignore the coptor and straight make a dash for the roof. take the cannon and take out coptor in a single fire with the cannon. You can jump right back in the same bay 16 through the ventilating space below the roof for fighting safety again. Then straight take the hovercraft car guarded by the gnaar in the secret area. Hide it beside the terret plasma guns and use it to take the whole kleer and T-Mech wave. For the rest including the hangar 17 use the hovercar and make mincemeat of the entire fight in the whole map without spending a single bullet in double quicktime. I can vouch you can fight the whole map with a healthy hovercar including inside the exit tunnel at the endfight. Just drive the car back and forth through the tunnel ends ripping apart all orcs and kleers as they spawn and when it intensifies swerve left to right taking shield behind wall brackets at sides. It is so much fun. You will find that once you take the minigun, the fight ends shortly even before killing them all, without losing the hovercar at any stage.
    Last edited by Batman; 06-25-2010 at 08:12 AM.

  6. #46
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    Quote Originally Posted by TheMaster View Post
    EPISODE 6: KRONOR

    LEVEL 31: Command Center
    It is better to not step immediately into the airfield to confront the tanks immediately till the plasma turrets and hovercrafts appear at least So stick to gate at the bottom of the slope leading up and take out as many tanks as possible using cannons and sniper. It is safe as the tanks at the other end don't wake up. It is only when tanks close to your side of the wall appear that you may have to make a run by which time the big weapons will be up and and running.

    Also in the starting fight area before launching the big wave of attack, it is better to explore the containers and finish the smaller spawning enemies so they don't get in your way of the big fight. cannons for tanks and random rocket grenades really work well together. It is also possible to trigger the big attack there after freeing the prisoners and climb up the sniper container to fight half the battle safely at least without losing health. Of course it will eat into playing time length as the fight will get slower.
    Last edited by Batman; 06-25-2010 at 08:13 AM.

  7. #47
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    Hope that helps.

  8. #48
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    Thx for the help there Batman. I haven't yet tried your suggestions but see how they work for me. Of course some of it is common wisdom but yes it's helpful.

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