
Serious Sam: The Second Encounter - Level 05
==== Level 05 - The Pit - 10:16 ====
I originally planned to improve this run once the entire set of demos was completed, but decided against it, citing a lack of will... though I believe it would be the first run that I would try to improve if I ever returned to this game. So there. :)
Bounce Room - The primary targets are the bombers, as killing them off will open the door and let you escape without beating the kleers as well... I get 200 armor in this room, but ironically, I have to lose almost all of it so that I can perform a rocket jump in a later room, but it did help me out here.
Tilt Room - I'm making up names for these early rooms. I just missed a sniper shot here, that's all... it annoyed me, though keeping a steady aim when the room moves your aim around is a bit of a stretch. Not all enemies need to be killled here either, as the door is time-locked.
The towers - One possible improvement would be removing the 100 health from the route. I picked it up to compensate for the armor I have to lose before the rocket jump along the outside edges of the upper walkways. The primary reason for this rocket jump is to save time, obviously, but a secondary reason is to prevent some enemies from spawning at the doorway out of the area. My framerates took a hit in this area, perhaps due to the combination of enemies left alive in previous areas and some weird crap going on with my pc, but I deal with it regardless.
Newton's Nightmare - Supposedly the actual name for this room. I use rockets on the toads since the flamethrower and even the previous favorites of tommygun/minigun against the toads does little good in this cylindrical room. I turn forwards and backwards a lot because it's very easy to back up into a toad in this room and the damage adds up fast. I don't always get past this room alive as a result. The red Bio-Mech is the trigger for opening the door.
Another Messed Up Room - Staying by the exit door where the new Kleers spawn will let you get out of the room faster, since you can kill them right away. It's easy to die here, though, since Kleers need to be used as protection to keep new ones from being able to jump-attack you.
Outdoor Arena - The smaller bio-mechs will spawn in 4 set locations around the arena. Each location will spawn 8 small mechs, and each time you kill one that spawned from a certain location, another one will immediately appear at that spawn point. I use this to my advantage and take out 8 bio-mechs from a specific spawn point immediately, but then I have to defend myself from the others, as well as the bigger mechs that begin to appear. The second reptiloid demon is apparently the door unlocker here.... simply rocket jumping up to the top won't do any good since the door to the boss remains locked until the battles are played out. There's also a trick to reach the teleport to the Serious Damage early, but it wasn't implemented since the bottom door has to be opened for the door to the boss to be opened as well, which lets me get more time from the Serious Damage by skipping it.
Kulkulkan Fight - This boss battle is rather strange... it appears that certain weapons will have no affect on Kulkulkan during certain parts of the fight, particularly when he undergoes an increase in size. As such, in practice, I tried many different combinations of weapons against him such as cannon only, cannon+laser, laser only, laser+rockets, rocket only, grenade only, and laser+grenades (which I did in the video). I ended up getting close to the exact same results each time. For example, when I used two cannons on Kulkulkan with the Serious Damage I carried over, they did a lot of damage, but it caused him to start transforming, so the next few cannonballs barely scratched him. It seems like the laser was the only consistent damage inflictor here, so it became my weapon of choice for the fight. Weapons like the minigun will not damage him at all, so they were ruled out immediately.
Third-person view was useful here since finding your way to the powerups and keeping on target with Kulkulkan is tricky in first person. The only powerups I'm interested in are recharges for Serious Speed and the Serious Bomb powerups. Also, actually standing on the exit pad when it rises out of the ground will not let you exit, oddly enough. You have to touch one of the outer edges of the pad to end the level.
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