Serious Sam: The Second Encounter -  Level 09

Serious Sam: The Second Encounter - Level 09

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Published on ● Video Link: https://www.youtube.com/watch?v=IxW7doL96mM



Duration: 7:21
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==== Level 09 - Tower of Babel - 7:21 ====

At 0:50, the Reptiloid demon and flying Gnaars have to be killed for the door to open... tested them both by themselves and it didn't work out. At 1:06... dunno, just found it amusing as hell to just sit in place and hold fire. No further effort required. :)

The dark room... I don't kill the four Gnaars, since killing enough of them will trigger the appearance of bombers and toads. The Arachnids and Biomechs are the only concern here, as the door is unlocked once the red Biomech dies.

The courtyard... well, this area is quite open-ended as a result of rocket jumping. Only one yard implements the teleport protection, which is the outer wall of the yard directly to the right of the Cannon (or the yard you reach following the third key). Basically, this means it's possible to traverse the yards without ever picking up the keys, or even pick them up in reverse order if you wanted. They are required to open the door to the Tower, however, and I found that the intended order is the fastest, even if I skip most of the yard fights. Management of the meager health and armor resources is very important for skipping through the yards as quickly as possible. I also slide down the sides of the tower when I drop into a new yard to lessen the chance of taking fall damage.

At 4:50, you'll see me do a double RJ up the side of the tower wall and teleport onto the Cannon, which warrants some explanation. Basically, there are two teleports that run along this outer wall. On the side that I start at, there's a teleport that will send me back into the yard with the Arachnids. On the other side, there's a teleport that will send me on top of the Cannonball. Basically, these two teleports are meant to send you back into whatever yard you were in if you get knocked too far. However, a high enough RJ will get around this and give me a nice shortcut to the Cannon. The RJ I use shortly after I get the cannon is to avoid a nasty monster trigger (Werebulls and Reptiloid Demons). I lose enough FPS in the final battle already, so that helped a bit and saved some time.

The Exotech Larva fight... the generators that will regenerate his health if left untouched can be destroyed before the fight even starts, which is no big secret. I open with the minigun for the first segment (first 1/3 of his health) since I found the second and third segments to be easier with cannonballs and wanted to save them for last. I did some test runs and found that using cannonballs, the minigun, the laser gun, and the rocket launcher all killed him with equal speed, so no gun seems to have a speed advantage here. I only missed one cannon shot, which still annoyed me, but I missed at least 4 or 5 in all previous attempts once the third segment began. I stink. :)







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