Serious Sam 2nd Encounter

Serious Sam 2nd Encounter

18.10.2013 03:24:46
SERIOUS SAM: THE SECOND ENCOUNTER

SECRETS, some secret-like non-secrets, plus an endgame spoiler

Date: February 2002, revised May 2002
Author: LM
Copyright info: This document may be freely copied and reproduced.

INTRO SEQUENCE: "IN THE LAST EPISODE" (1 secret)
Note: Secret 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 kills
statistics as well. That means that you have already missed one secret, and
yet you have not even started playing.

MISSION ONE: MESOAMERICA

LEVEL 1: SIERRA DE CHIAPAS (12 secrets)
CRASH SITE
1. From the starting position, dive all the way down to collect a weapon in
the lit spot near the bottom.
2. Once you surface from #1, get onto the small peninsula with a tree to
collect an armor piece.
3. Still on the #2 peninsula, walk towards the phone booth to "discover" it.
(You might as well get inside and make a call.)
NEAR THE FIRST TEMPLE
4. Skirt the outer left wall of the temple. Find a darker section on the wall
near the spot where it meets the mountain. Blast it to discover an entrance.
5. Get through the hole you created in #4, and go down to discover a "hall of
fame." (Stick around for a silly presentation.)
6. From #5, get outside and walk straight to discover remains of the crate
bus that collided with Sam's spaceship in the intro.
7. From #6, continue up the slope until you collect an ammo pack.
INSIDE THE FIRST TEMPLE
8. At the end of the corridor with hazy sunlight coming through the openings
in the roof, there will be a T-junction. Turn left, away from the corridor
with crushing blocks. Go on to find a "secret Mental's room." (Use the jump
pads marked by lit letters, in this order: M, E, N, T, A, L; a niche with a
healing pack will open on the other side. After you collect the pack, you can
jump on any pad to get back.)
SECOND VALLEY
9. When you exit the temple, you will notice a pit not far off. There is a
ledge in the pit that you should jump down to, to collect a weapon. (When
done, drop to the lower ledge to be teleported.)
10. After you pass the first suspension bridge and before you reach the
second one, look for a conspicuous rock on the mountainside on your left.
Blow it up to discover a cave. (Go inside, dive, and swim on.)
11. When you emerge from the water passage you entered in #10, cross the
suspension bridge to collect a healing pack on the other side.
12. When you reach the second temple, dive into the pond to find another
healing pack in the lit spot near the bottom.

LEVEL 2: VALLEY OF THE JAGUAR (8 secrets)
Note: One secret not found. Maybe non-secret A is actually a secret too
stubborn to register.
STILL INSIDE THE TEMPLE
1. When you get across the cave outfitted with both floating and stationary
jump pads and find yourself on the final ledge, jump onto the smaller ledge
located slightly lower, on the left, to be catapulted onto the overhang above
the larger ledge for some ammo.
VALLEY
Non-secret A. As soon as you get out of the temple 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. When you get to the top of the pyramid to the right of the entrance, slide
down to the nearest ledge on the right side and blast the darker section on
the wall to reveal a weapon.
3. Proceed to the corner of the valley where you can see a huge ball sitting
at the top, to collect an armor piece.
4. Head for the corner of the valley diagonally across from #3, where you can
see the "Crollywood" sign, to get a "movie studio" secret registered.
5. Go inside the stone hut to the left of the pyramid that has an antenna on
top. There is a small ammo depot there.
6. From #5, circle the base of the pyramid to collect a healing pack, which
is located where its right side meets the grassy slope.
INSIDE THE MOUNTAIN ON THE LEFT SIDE OF THE VALLEY
7. After you pass the windy room with spikes on both side walls, you will
find yourself in a corridor with four health vials. At the end of it, there
is a bounce pad in the alcove on your left. Jump up and collect the items
sitting on the overhead beam.

LEVEL 3: THE CITY OF THE GODS (15 secrets)
FIRST LARGE COURTYARD
1. When you leave the ammo depot (where you start) and enter a courtyard,
walk to the right and cut down the tree in the corner closest to the
entrance. This will reveal a wedge-shaped area between the stone hut and the
perimeter wall. Collect the healing pack there.
2. In the right-hand corner furthest from the entrance: In the area between
the building with facade columns and the perimeter wall, find a darker
section on the building and blast it to find an armor piece.
3. In the left-hand corner furthest from the entrance: Get behind the corner
building to find a health pill. Pick it up to activate a "secret bloodbath."
4. Get inside the building where you are supposed to find the scary mask; it
is on the same side of the courtyard as #3. Blow up the fallen pillar to
reveal a corridor.
5. Follow the corridor you found in #4 into a room with cannon balls. Destroy
the central pillar there to find a weapon.
6. Visit the remaining corner of the courtyard to collect an ammo pack.
NEXT LARGE COURTYARD
7. On the left side, behind the third tree from the entrance, there is an
unobtrusive twinkling teleport that takes you to a "yard of strange-looking
heads."
Non-secret A. In the #7 secret, blast the "strange-looking heads" for a
higher kills count.
8. Back in the courtyard you teleported from, go behind the large building
opposite the entrance to collect an ammo pack.
VILLAGE AFTER THE "VERY LONG RUN"
9. Find a hut with a snake ornament on the roof. Enter the hut (and sidestep
quickly) to discover a "lost Spanish cannon." (Destroy the canon.)
10. Reach the section of the perimeter wall that is directly opposite the
entrance. There is a healing pack behind the hut that stands at an angle to
the wall.
UNDERGROUND COMPLEX
11. In the village, you enter the building that leads underground. In the
middle of the first hall, there is a healing pack pulsating just under the
ceiling. Blast the stone piece it is sitting on to collect it.
Non-secret A. After you get through the door at the end of the hall just
mentioned, there will be a sloping passage. If you jump over the rails there,
you will find yourself in a chute. As you slide down, several power-ups get
spawned. However, the chute ends in spikes. Once or twice I was able to jump
out of the chute before getting killed by the spikes (I even managed to grab
a couple of items before escaping). I think you should bump into a side beam
to achieve this feat. It happens really fast, so I am not certain. Maybe
there is an easier way.
12. In the hall into which you are dropped from the sloping passage mentioned
in the non-secret, blast the central section of the wall on the right to find
some items.
13. Repeat #12 on the left wall to discover a "secret poker game."
14. In the windy corridor with rectangular holes in the floor and round holes
in the walls, enter a secret passage through the first round hole on your
right.
15. In the lava cave, go to the right, towards the half-submerged building.
There is a low-lying ledge between the building and the rock wall, with an
ammo pack on it.
Non-secret B. In the pit where everybody jumps up and down, picking up a
second health pill creates temporary "gravity off" conditions, meaning that
everybody will stop at different altitudes for a while. I think this
procedure can be repeated indefinitely, since the pills are respawned.

LEVEL 4: SERPENT YARDS (10 secrets)
FIRST COURTYARD
1. Go right from the entrance and collect an ammo pack in the corner.
2. Same as #1, only in the left corner: Pick up the armor shard there to
discover a "suicidal plant."
3. After the explosion in which red mechanoids get released from a
rectangular enclosure, search inside the ruins for a healing pack.
FORCE-FIELD PASSAGE
4. After you cross the force field, go behind the stone hut on the right to
collect an ammo pack.
MOON PYRAMID
5. Approach the flattened head to the right of the structure that housed the
mask of Ix Chel (only possible after you capture the mask). Blast the head
after it attacks you (or just let it explode) to get a healing pack.
6. From #5, walk to the rear of the Moon Pyramid and use the switch there to
activate a "mega ultra explosion."
BACK IN THE SNAKE-GATE COURTYARD
7. Before leaving through the Snake Gate, get inside the "bad head" building
(accessible only after you pick up the Ix Chel mask) to collect an armor
piece.
COURTYARD PAST THE SNAKE GATE
8. In the far right corner, collect a health pill to reveal a "secret
watcher."
9. Shoot the watching eyes spawned in #8, to activate a "mighty kamikaze."
LAST HALL
10. Destroy the two jaguar statues on the overhang above the exit to release
a healing pack.

LEVEL 5: THE PIT (10 secrets)
FIRST CORRIDOR
1. Behind the fourth pillar on the right, there is a darkened passage to a
spot with a healing pack.
PAST THE "DANGEROUS FORCES" HALL
2. At the end of the first corridor with arches, there is an twinkling
teleport in the lamp on the left. Use it to collect an armor piece.
STONE BRIDGE STRUCTURE
3. Near the end of the first bridge, jump onto the side ledge on the right to
find a twinkling teleport just off the bridge. Jump into it to get some ammo.
Use the nearby teleport to return to the bridge.
4. Right after you enter the stairwell tower, go right to find a healing pack
under the staircase.
5. In the seventh window up the staircase, there will be a mini-version of
the red reptiloid demon. Kill it to release a healing pack.
6. At the L-shaped intersection on the upper bridge, destroy the two lamps on
the first (as you approach) outer ledge to summon "annoying Pinky's lost
brothers."
7. From #6, go to the other ledge at the same intersection and use the
"secret broken teleport" in the right lamp. (Once teleported up, you will
have to jump towards the armor piece to get it.)
PAST THE "NEWTON'S NIGHTMARE" TUBE
8. In the corridor following the room with a stone head and two Serious
bombs, destroy the eight lamps to have some ammo spawned.
FIRST COURTYARD
9. After you repel the first enemy attack, the gate with the snake ornament
will be opened. Walk up the staircase, turn right, and use the teleport in
the corner lamp. Jump down to the roof of the booth where you have been
teleported, and collect some "rocket-festival gear."
10. After #9, quickly jump off the booth onto the perimeter ledge and then
towards the healing pack sitting between the two nearby lamps. A "rocket
festival" will be activated.

MISSION TWO: MESOPOTAMIA

LEVEL 6: ZIGGURAT (10 secrets)
ZIGGURAT PROPER
1. From the starting position, walk around the building to collect a weapon.
2. In the hall with spiral staircases on the central pillars, one of those
pillars has a side opening. From the opening, you can jump down safely and
collect the healing pack that you may have noticed from upstairs earlier.
FIRST WINGED-HORSE COURTYARD
3. After you enter, head right and look for a darker section on the wall of
the ziggurat where it meets the perimeter wall. Blast it to find a healing
pack.
4. As in #3, only to the left of the entrance: Pick up the ammo pack sitting
in the corner to discover a "suicidal avenger plant."
5. There is a darker section on the perimeter wall behind the tower housing
the "hawk wing" artifact. Blast it to find an armor shard (and a monster).
BUILDING AT THE END OF THE COURTYARD
6. When you enter, you will notice a supply depot through a grating on your
right. After you unlock the door on the same side, enter and go to the right.
Move into the dark area between the first two pillars on the right wall; you
will find the items you have noticed.
FIRST RESIDENTIAL AREA
7. There is a solitary plant in the desert at some distance from the village,
to the right of the entrance to this area. Collect the speed power-up there.
8. Still near #7, blast the plant to find a damage power-up.
COURTYARD IN THE RIGHT SECTION OF THE SECOND RESIDENTIAL AREA
9. Walk to the wall opposite the entrance, past the lone statue of a winged
horse. Turn left there and collect the health pill near the two-story
building to enable a "Boxing Barry" secret. Then, walk along the building
until you hear a squeaking sound. Look up and shoot off the flapping window
shutter. A green reptiloid will be spawned on the roof of the opposite
building, only to be knocked out.
10. After you touch the green stone, exit the tower housing it and go 10
o'clock. Blast the darker section of the wall in the niche and enter. Look
up, and you will see a wooden platform up above. Blast it, too; an
invulnerability power-up will be released.

LEVEL 7: THE ELEPHANT ATRIUM (12 secrets)
STILL INSIDE THE BUILDING
1. From the first hall, go through the door on the right, turn left, go up
the staircase, and make two lefts. You should be on the platform overlooking
the first hall. Use the bounce pad on the left to get on top of a pillar and
jump your way to the healing pack on the other side.
ELEPHANT SQUARE
2. On the left side of the outer wall of the "Holy Bathhouse" (the building
with two warrior statues), blast the darker section to find an armor piece.
3. If you go left from the entrance to Elephant Square, you will find a
health pill by the perimeter wall. Pick it up. Several mechanoids will be
spawned, and the wall will be partly blown up, revealing a secret yard.
4. When you reach the end of the #3 yard, you will find a detonator switch.
Use it to destroy a pyramid.
SMALL COURT PAST THE DOOR OF PURITY
5. Now, this one is really frustrating. When you have eliminated the initial
enemy presence, six Kleer skeletons will be catapulted, one by one, into the
court from behind the perimeter wall to the right of the entrance. If you
succeed in taking each one out before it touches the ground (only possible
with the sniper rifle, I think), you will receive a congratulatory message.
NEXT ACCESSIBLE COURTYARD
6. From the entrance, make two rights and pick up the ammo pack. A "mutated
plant" will appear.
7. As in #6, only on the left: You will notice a darker section on the wall
of the entrance building. Blast it to find an armor piece.
8. Diagonally across from #6, there is a niche in the perimeter wall, with a
healing pack.
COURTYARD WHERE YOU FIRST SEE THE GOLDEN ELEPHANT STATUE
9. Go around the pit with the statue and use the switch on the wall to unseal
a secret yard.
SECRET YARD
10. You will know you have reached the secret yard (that you unsealed in #9)
when you see a red phone booth. Go to the end of the yard to find some useful
items.
LAST WINGED-HORSE COURTYARD
11. To the right of the horse statue, there is a building with a locked door.
If you go to the left of the statue, you will find a switch to the left of
the up staircase. Use the switch to unlock that door. (Visit the building,
naturally.)
12. Approach the horse statue from behind. Get as close as you can to its,
ahem, rear. When the "Use" message appears, press the Use key to harness some
"secret horse power."

LEVEL 8: COURTYARDS OF GILGAMESH (11 secrets)
FIRST COURTYARD
1. Go to the right of the entrance and use the two ledges on the wall to get
onto the otherwise inaccessible platform. You will find a healing pack there.
NEXT COURTYARD
2. Dive into the left pool and go through the only opening without a grating.
Collect the ammo pack.
3. Go to the other pool and collect the ammo pack sitting by the pool.
4. Dive into the #3 pool. Right after the underwater hall with a pillar in
the middle, you will find yourself in a room where you can: (a) surface to
catch some air; (b) swim all the way down; (c) go to the right towards the
exit. Opt for (b) first, then go straight and swim up to find a secret room.
COURTYARD AFTER THE "NASTY DIVE"
5. Look for two golden domes located outside the courtyard, and you will
notice a red-and-white practice target on a tower that is also located
outside. Shoot the target, and a niche on the right side of the perimeter
wall will be opened.
6. From #5, walk along the perimeter wall until you reach the corner, then
turn left. Collect the ammo pack behind the pyramid to discover "a mutated
plant and friends."
7. From #6, walk along the perimeter wall some more, and you will reach the
point opposite the niche opened in #5. Blast the darker section to reveal a
"don't push" detonator switch. (Ignore the message and push the switch.)
BUILDING YOU ENTER AFTER GETTING THE GOLDEN LION STATUE
8. Go through the opening on the right, and you will reach a hall with a
pulsating heart. Collect it to get the secret registered.
9. When you have fought your way through a particularly nasty narrow corridor
(you will know), walk to the left to find an armor piece in a niche.
MOVING PLATFORM
10. At some point, the "leap of faith" platform will be passing under a small
ledge with a pulsating heart (on your left). If you time your shot correctly,
you can blast the ledge so that the heart falls onto the platform. (I think
your cue should be Sam's second utterance while under attack, something like
"Now I am seriously serious.")
LAST COURTYARD
11. There will be an outside tower on your left. Shoot the red-and-white
target on it to observe some wild hearts and eventually get one.

LEVEL 9: TOWER OF BABEL (10 secrets)
CEREMONIAL HALL
1. Find a niche in the wall to the left of the exit to collect some ammo.
CHAMBER OF COSMOS
2. Between the second pillar (from the entrance) and the staircase, jump down
into the lower niche to collect a healing pack. (You will be teleported back.
This secret can be obstinate, so you may need several tries to make it
register.)
[Nether Star's comment: The reason it is obstinate is because the teleport
back to the stairs is directly in front of the healing pack. You must
approach it from the side or the rear.]
3. After the narrow bridge and before another up staircase, visit the lower
platform to collect some ammo.
4. In the lower area, where you get via the elevator, shoot any of the mouse-
sized holes to summon "deadly midgets."
5. In the area where you slide down towards the exit door, go to the floor
lamp located on the right side of the slide. Use the bounce pad behind the
lamp to be catapulted onto a platform where you find some ammo. (There is a
teleport in the corner there to take you back.)
FIRST COURTYARD
6. In the left section of the courtyard, there is a pillar in the perimeter
wall, with a bas-relief of a warrior. At some point, its eyes start to glow.
I do not think you have to wait for that, though; just blast the pillar at
any time to find a "passage to Egypt."
Non-secret A. Once on the movie set in the #6 secret, you can destroy the
mini-version of Ugh-Zan III to spawn an armor piece.
Non-secret B. Still in #6, a healing pack can also get spawned after some
additional destruction, but I am not certain what exactly triggers that. One
thing for sure: you may not kill the mini-version of your own character, Sam.
COURTYARD PAST THE ONE WITH THE SECOND TABLET OF WISDOM
7. Go to the perimeter wall directly opposite the entrance, behind the flat
statue. There is a darker section on the wall of the building there, on your
right. Blast it to collect an invulnerability power-up.
COURTYARD PAST THE ONE WITH THE THIRD TABLET OF WISDOM
8. Go 1 o'clock from the entrance and pick up the health pill in the corner
to summon a "mighty gizmo."
BACK IN THE FIRST COURTYARD
9. When you return to the "magnificent view" courtyard, go to the left of the
base of the entrance to the Tower of Babel, to collect an invulnerability
power-up.
10. Rather than going into the Tower of Babel right away, revisit the
courtyard to the left of it - the one where you got the first tablet of
wisdom. Go in for a "secret round two," i.e., for another raid through the
courtyards surrounding the tower, following the now-familiar path.

MISSION THREE: EASTERN EUROPE

LEVEL 10: THE CITADEL (16 secrets)
Note: Before starting the level, read secret 11 below.
STARTING COURTYARD
1. The third hut on the left side has a squeaking door. Destroy the door
(with the knife) to collect a weapon inside.
BUILDING AT THE END OF THE COURTYARD
2. Soon after you leave the Kill-o-Matic room via the elevator, you will
notice a niche (with a switch) in the wall. Come closer, and a "Use" message
will appear, as will a green reptiloid behind you. Use the switch then, to
knock out the monster.
STONE BRIDGE
3. Jump off the bridge onto the rock base of the first stone pillar on your
left to collect a healing pack. (Use the glowing bounce pad to get back.)
FIRST COURTYARD PAST THE BRIDGE
4. Go behind the hut in the corner to the right of the entrance to collect an
ammo pack.
5. Same as in #4, only at 2 o'clock from the entrance.
6. In the smaller, enclosed area to the right of the courtyard, discover two
sets of graves by the perimeter wall. (You may open each grave, if so
inclined.)
NEXT COURTYARD
7. In the far left corner from the entrance, there is a dead tree. At some
point, apparently after you collect the nearby napalm capsules, the tree
turns into a "secret jumping plant."
SECOND COURTYARD AFTER THAT ONE
8. In the far right corner from the entrance, there is a barrel by the
building. Destroy it and get behind the building to obtain an invulnerability
power-up.
9. Diagonally across from #8, to the right (if you look from your #8
position) of the entrance, there is an area with a phone booth behind the
stone hut. Move in to find some ammo.
ROOM WITH BIG COGWHEELS
10. From the entrance, go through the small opening on the left, into the
water. Dive, turn around, and look for a niche with a healing pack.
CLOCK COURTYARD
11. To discover this secret without resorting to a cheat, you need to get
from the level's starting position to this courtyard in time for the clock to
strike midnight. You start the level at about 11:45 p.m. (virtual time),
which makes it a tough task indeed, especially since you probably want to
check the previous areas thoroughly enough to discover the other secrets. A
"midnight mega secret" gets enabled at midnight: the door of the hut located
to the left of the entrance ledge opens, providing access to some very useful
"midnight items." Entering the hut gets the secret registered. You have 1
minute to claim the goodies, after which the door closes again. I wonder if
the door opens again, e.g., if you leave the game running for 24 hours, but I
am not obsessed enough to try that. Anyway, if your only concern is to make
the secret register, you can go behind the hut and get close enough to its
rear wall. For some reason, you will pick up the damage power-up from inside
the hut and get the message about finding the "midnight items."
12. Go behind the clustered buildings to the right of the exit gate, to find
an armor piece.
NEXT COURTYARD, WITH A DRAWBRIDGE
13. Collect some ammo behind the hut to the left of the courtyard entrance.
14. Diagonally across from #13, there is an armor piece behind the corner
hut.
WATER CAVE
15. After you fall from the chute into the water, search the bottom for
items. The secret registers when you collect a 50-point healing pack.
KILL-O-MATIC HALL
Non-secret A. Before any enemies appear, you can blast the thumping spikes
off the pillars and blow up the pillars themselves for better fighting
conditions.
LAST COURTYARD
16. There is a barrel in a corner, which you can destroy to reveal an armor
piece.

LEVEL 11: LAND OF THE DAMNED (13 secrets)
FIRST VILLAGE
1. One of the huts at the start of the village, on the left side, has a
squeaking door. Blast the door and step inside to collect a damage power-up.
2. Press the switch on the windmill to summon a "secret Santa."
Non-secret A. Find and shoot the running Santa for a present. If you choose
to dispatch him with the single revolver (or better yet, the flamethrower,
using short bursts; that will sometimes produce an amusing effect) rather
than a more devastating weapon, you will be able to maximize Santa's gift
output.
3. In the second half of the village, beyond the windmill, look for Santa's
feet in a chimney. Blast the chimney to unplug the "secret jammed Santa."
4. There is a snowman close to #3. Shoot it to find an armor piece.
SECOND VILLAGE
5. Pick up the armor piece in front of the bespectacled snowman, who will
then attack you. Terminate this "snowman avenger."
6. The hut just to the right of the #5 avenger has a squeaking door. Blast
the door and step inside to collect an invulnerability power-up.
7. Not far away from #6, on the right side of the village, there is a snowman
with a switch. Use the switch to summon another "secret Santa."
Non-secret B. Same as #A.
YARD WITH THE MOUNTAIN ENTRANCE
8. Shoot at the snowman repeatedly to find that you were dealing with an
"incredible shrinking snowman."
FIRST LAVA CAVE
9. In the middle of the stone passage that serves as a bridge, there is a
gap. Drop through the gap into the familiar twinkling, to be teleported to a
healing pack.
SECOND LAVA CAVE
10. When you enter, you should be able to discern a glow on a stone ledge up
ahead. Blast the ledge, and an ammo pack will fall onto the passage below,
where you will pick it up when you reach it. (You may also destroy the ledge
when you get across the lava to the other side of the cave, but the ledge
will be even less visible then.)
11. Before leaving this cave, go to the left of the exit and then to the left
of the boulder that gives the impression of blocking the passage. Follow the
narrow ledge to collect a weapon.
THIRD LAVA CAVE
12. When you reach the point where you have to use floating platforms to
proceed, get on the one on your left that is furthest away from your position
and closest to the two-pronged solitary rock standing in the middle of the
lava lake, also on your left. The platform will start sailing towards the
rock. As you get nearer, you will notice a ledge by the rock, with some
goodies. Grab them when you feel it is safe (the armor piece counts as a
secret), and jump back onto the platform, which will make a full circle
around the rock. (You may want to forgo the platform and just wade to the
ledge, since the platform moves rather slowly and you are open to enemy fire
all along.)
13. When you cross the arched bridge that leads to the exit from the cave,
circle its base to collect a healing pack.

LEVEL 12: THE GRAND CATHEDRAL (6 secrets)
CORRIDOR OF DEATH
1. Turn to the right from the entrance and blast the darker section on the
perimeter wall to discover some items.
2. In the far right corner of the second leg of the corridor, there is a dude
with an Afro looking out from a window. Shoot him to have a damage power-up
launched from behind the perimeter wall onto the passage.
3. Towards the end of the third leg of the corridor, blast the darker section
of the left perimeter wall to discover a teleport to a "pumpkin field" (go
there).
4. In the sixth leg of the corridor, blast the darker section on the left
wall to discover another teleport, which leads to an "embryo museum" (again,
go there).
5. At the start of the seventh and final leg of the corridor, look to your
left. In the middle window of the bastion you will see a Scythian witch-harpy
mooning you. Kill the witch to have an invulnerability power-up launched onto
the passage from behind the perimeter wall.
FINAL COURTYARD
6. At some point during the final battle, you will receive a message about a
pink secret having been enabled. That refers to the pink section of the
perimeter wall just to the right of the bounce pad on the right side of the
courtyard (if you are looking from the starting position). The message means
that you can now approach that section and just crawl inside to retrieve a
healing pack, at which point the secret will register.
Major spoiler. Apparently, Mordekai the Summoner summons his minions and
teleports himself back and forth only when you are in his line of sight. If
you are wise (or cowardly) enough to choose your position correctly, i.e.,
hide somewhere behind the protruding features of the cathedral on either
side, you should be able to dispatch the monster pretty easily, without being
bothered by lesser enemies - or the boss himself. Peek outside just enough to
be able to shoot at his shoulder or some other part of his anatomy. The
sniper rifle is your best bet.


 
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Der ultimative DLH.Net-Leitfaden
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16.Oktober 2013
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17.Oktober 2013
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16.Oktober 2013
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Dt. Trainer für Waffen, Munition und Unsterblichkeit (getestet mit v1.0)
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