FAQ/Walkthrough by Xythar

Version: 1.00 | Updated: 02/20/03 | Printable Version

  || Serious Sam: The Second Encounter Walkthrough (PC) v1.00 ||

Copyright (c) Xythar (gmmazz@hotmail.com) 2002

This walkthrough is for private personal use only. You may not make
money off this walkthrough in any way or reproduce it in any other form
than its current electronic form. As an exception, you may print a hard
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Serious Sam: The Second Encounter is a trademark of Croteam, Godgames and
Take 2 Interactive. All other trademarks are property of their respective
trademark holders.

This is version 1.00 of the walkthrough, last updated 3rd December, 2002.
This walkthrough was written for the PC version of Serious Sam: The Second
Encounter. I do not have the Xbox version of the game, and therefore cannot
guarantee the accuracy of it for the second half of the Xbox "Serious Sam".

In this walkthrough you will find that instructions to find the game's
secrets are inline with the rest of the walkthrough. This is for ease of
reading for those who would like to find the secrets as they play. If you're
not interested in finding the secrets (or particular secrets) then simply
skip past the marked instructions to continue the walkthrough (they're
written so you can do this without any loss of continuity). Instructions to
find secrets look like this:

===|SECRET 1/8|=================================================|ITEM|========
Between these lines is where you will find the instructions to find the
secret. At the top, it says what number secret this is, how many there are in
the level, and what kind of secret it is. ITEM is a powerup item. You should
generally get these. ENEMY means the secret will only lead to an enemy (some
secrets in the game are like that), often a joke enemy but nevertheless still
an enemy. Unless you want to see it or are trying for all the secrets in the
game, avoid it. EASTER EGG is neither - just some funny/weird joke that
Croteam put in (there are rather a lot of these ^_^) which you can go for if
you want. Remember, skip this area if you're not interested.

OK? :)

And one final word - there are two secrets in the game that are, as far as I
know, impossible to get. The first is actually in the intro - part of the map
used for that contains a secret, but as the intro is non-interactive, there's
no way to get at it. The second is in level 2 - a hidden item that should
trigger as a secret, doesn't. I think. If anyone's got any more info on this,
email me... but please don't email me asking why your total secrets count is
always short by two -_-

NOTE: I originally wasn't intending to release this until I'd finished writing
it, but things came up and I haven't gotten around to adding any more to it
for ages. Seeing as I've just been sitting on this one for so long, I thought
I might as well submit this and update it later. Any FAQ is better than no
FAQ, right?

                       || TABLE OF CONTENTS ||

1) Walkthrough: Palenque
     1a) Sierra de Chiapas
     1b) Valley of the Jaguar
2) Walkthrough: Teotihuacan
     2a) City of the Gods
     2b) Serpent Yards
     2c) The Pit
3) Walkthrough: Persepolis
     3a) Ziggurat

                          || PALENQUE ||

                      | Sierra de Chiapas |

After a short introductory sequence, you'll land in the game's first level.

===|SECRET 1/12|=================================================|ITEM|=======
Now, you can reach the game's first secret right away. When you land in the
water, instead of surfacing, swim down. (Just look down and hold the 'forward'
key.) You won't see anything at first, but keep going down and soon you'll
see a rocket launcher. Swim down, take it, and swim back up again (hold the
'jump' key to surface faster) and you should make it just before running out
of air.

Surface from the pool of water.

===|SECRET 2/12|=================================================|ITEM|=======
Yep, another secret already :) Look to your right and behind and you should
see some land close by, to the left of the waterfall. Go there to find another
Shofield and some standard +50 armour (the armour is the secret..)

===|SECRET 3/12|==========================================|EASTER EGG|========
..And another one. On the same piece of land as Secret 2 above, in fact.
Further back behind the items, you'll see a phone booth. Walk up to it for the
secret to be counted. If you like you can 'use' the phone (default is right
mouse button, I think) to hear a cryptic conversation. The general consensus
is that it's a reference to Duke Nukem Forever, I believe - note the reference
to "Blondie", the well known developer's phrase "when it's done" and the line
"I've been waiting *forever* for him to show up". Oh, and DNF is supposed to
take place in Las Vegas, too.

Now, from the pool of water, head forwards to the wooden pier-like thing. Pick
up the (rather powerful) chainsaw and head forwards. You'll run into a few
Gnaars - I suggest you use the chainsaw, because it's faster than using the
Shofield(s). However, pretty soon you'll see a shotgun and some ammo in a
clearing to your left, so take those and use them to off the Beheaded
Firecracker and future Gnaars that attack you (although actually, the chainsaw
is probably still better for Gnaars...) In any case, proceed along. Before
long you'll see your first Beheaded Kamikazes. When you've stopped laughing
long enough to play again, shoot them from a distance with the Shofields or
shotgun. Continue along, don't miss the +25 armour a little to your right,
and watch out for the Kleer Skeleton. Strafe to dodge its leaps, and use
the shotgun.

Continue forward (rather tough to work out where to go in this level, isn't
it? :P) until you hear a suspicious thundering sound. WATCH OUT! :P You'll
come face to face with your first Sirian Werebull. These enemies are a pain,
although one by itself is relatively manageable. Strafe to dodge its charges,
shoot it with the Shotgun when it's as close to you as you can manage. As you
approach the structure at the end you'll see a green Alundran Reptiloid (not
there on Easy difficulty or lower). Shoot his green homing missles out of the
air, and then shoot *him*. Then watch out for the kamikaze.

===|SECRETS 4&5/12|========================|EASTER EGG, ITEM & ENEMIES|=======
Next secret. Rather than entering the structure, go to the left hand side of
it. Look left to see an open path through the mountains. Go that way, and
you'll find the remains of.. whatever that was that crashed into Sam's
spaceship in the opening. (secret 4) Apparently, Sam doesn't like crates. In
addition, beyond the crash site there are some rockets (secret 5). Well, back
to the 'structure'. Oh, and watch out for the Kamikazes.

===|SECRETS 6&7/12|================================|EASTER EGG & ITEMS|=======
Around the left hand side of the structure, you'll notice a conspicuously
darkened section of wall. Yes, it's Quake all over again :) Shoot a rocket at
it (therefore, you must have collected the rocket launcher from secret 1 to do
this) and it will open. Say hello to the Bigheads, then feel free to shoot
them all for being annoying >:) and continue in. That's both secrets, but you
might as well stay for the show, and pick up the rockets behind you.
Then, leave and go back to the front of the 'structure' please.

Now, go up the stairs and take the items (take the sniper rifle last). As you
take the rifle, a cutscene will show you that an Arachnoid has appeared on top
of a tower ahead of you, so zoom in with the rifle and peg him. Now, as the
NETRICSA says, there are some Scythian Witch-Harpies approaching you from the
mountains in the distance. Cap them with the sniper rifle. (I'm beginning to
run out of words to use to say the same thing here.. :P) After they've been
dealt with, wait a few seconds and the gate will open, and a couple of Kleer
will rush you. Now, go through the gate, take the Serious Speed, and some
Beheaded Rocketeers, Bombers, Firecrackers and Kamikazes will pop up, as
well as a Zumb-Ul. I'd deal with the latter first while you still have the
speed, as it will make the rockets much easier to dodge.

Now, proceed up the stairs into the passage, take the health, and BOO!
After that, go into the door and take the flamethrower, as well as the
items in the side rooms. Gnaars will rush you in one of them - it's best to
use the chainsaw in such close quarters. Now proceed through the door and
shoot the Arachnoid, the ensuing enemies, and finally the Cucurbito. As
with the other fast charging enemies, strafing is the key. Now, go through the
hole he made for you, drop down, and immediately turn around because a
Kamikaze or two will come at you from behind.

If you like you can go in the room he came from for a few items, but beware
as this will trigger an attack by a Zumb-Ul (now that you're not speedy it's
probably best to jump over its rockets rather than trying to strafe them) and
several Gnaars (use the chainsaw). Either way, proceed through the door at the
other end of the room. Take armour shards, dispose of Cucurbito. Love that
voiceover. Now go through the door.. more Gnaars, use chainsaw. Proceed to the
end of this corridor.

===|SECRET 8/12|================================================|ITEM|========
Now, turn left. Walk into the darkness, into the wall (ow!) and turn left
again. You should see a room with letters on the floor, and letters spelling
"MENTAL" lit up. Get the picture? The floor is bouncy, so bounce on the
letters M-E-N-T-A-L in sequence (probably best to save beforehand in case you
mess up - those spikes on the ceiling aren't just for decoration you know :P).
If you did it right, a door in the opposite wall will open to reveal a +100
health. Now, go back to the junction where you turned left.

Turn right here. Make your way carefully past the crushers (you can see easily
enough where they come down, but you should save to be sure) and go through
the door at the end. Shoot the Beheaded Rocketeer, take the armour shards if
you want (one Gnaar will attack you if you do.. big deal) and head up the
ramp. Walk along, drop down, and collect the double barreled shotgun and ammo.
Nice. Take the invulnerability, go forwards... and it's time for Kleer mania.
As long as you're invulnerable, take advantage of it by just standing still
and chainsawing them. When it runs out, use your new shotgun on them. One hit
will destroy them, but only at very close range.

Afterwards, off the Zumb-Ul that breaks out of a corner of the room, and then
go up the ramp that he revealed, then through the door. And make sure you save
because this next room is nasty. While the ceiling is up, dash between the
lowered areas of the floor. You need to activate the switches on the left and
right sides of the room, then go through the door at the end. Remember that
the switches are *not* on safe ground, so be quick. Go down the passageway
(lots of enemies) then open the door and proceed through into the open air.
Snipe off the Arachnoid and then take the lone armour shard (because it will
make a +25 armour appear nearby).

===|SECRET 9/12|================================================|ITEM|========
See the pit in front of you? Walk to the very edge and look down. See the
platform below with a rocket launcher? Save your game, and carefully drop down
to it. (If you can't see it, drop down at the 'corner' a little to the right
of where the tree is.) Now look to your left to see a floating globe. Jump
to it and it will teleport you to the top of the ramp, across the bridge.
Therefore, skip to the instructions after "and then cross the bridge" in
the next paragraph, mmkay?

Now, go up the ramp behind you. But watch out.. as you make your way up, an
Alundran Reptiloid in the distance will see you. (There was a rock outcropping
between you before). Snipe him off, ducking behind the rocks for cover. Deal
with the beheaded enemies at the top of the ramp, and then cross the bridge.
From here, walk to the left edge of the platform you're on and look down. Jump
down to the platform you see. Jump down again to where the rocket launcher and
trees are.

Hmm.. Sounds like another Werebull! And some Kamikazes to boot.. I find that
when a Werebull is still a distance from you like this one is, it's best to
shoot it with the sniper rifle while you can, and it will only take one shot
that way provided you remember to zoom in (always, always zoom with the sniper
rifle, or it won't do as much damage - even if you're using it at point blank
range, - which isn't a bad idea in many situations considering the large
damage it does - tap the zoom button once). Aaanyway, proceed. Alundran
Reptoid and a Cucurbito... Duck back to where the Reptiloid can't see you, and
waste the Cucurbito. Then you can deal with the Reptiloid.

===|SECRETS 10&11/12|===========================================|ITEM|========
Around this area (you should be able to see a bridge above you) look to your
left. Right next to a high rock platform, there should be a section of the
rock wall that sticks out. Shoot a rocket at it to reveal a cave (secret 10)
and then go into the cave to see a pool of water. Dive into it, swim through
the long underwater tunnel, and surface at the other end. Cross the bridge,
take the sniper bullets and +100 health (secret 11), and drop down.

A bit further on you'll be up against a few Kleer and Lava Golems. Use the
double shotgun for those, and then pick off the Zumb-Ul in the distance with
the sniper rifle. Approach the pool, beware the harpies that will attack from
above, and then snipe off the Arachnoid in the distance to your left.

===|SECRET 12/12|===============================================|ITEM|========
Dive into the pool (watch out for the fish) and then swim to the bottom,
where a +50 health awaits you under a rock. Then resurface. Obviously.

Jump across the round wooden platforms and logs on the surface of the pool and
enter the cave. End of level!

                      | Valley of the Jaguar |

Go forwards and through the door, to a room with bounce pads over a bottomless
pit. I'm sure you can work out what to do here ;) When you reach the bridge, a
Reptiloid will spawn ahead of you. Since there's no real cover, you'll
probably take a few fireballs in the face if you try to snipe him off. So fire
about 3-4 rockets in his direction, then just concentrate on destroying the
fireballs while you wait for the rockets to reach him. Also watch out for the
two harpies above you (the sniper rifle might be handy *here*) and then cross
the bridge.

Jump onto the first bounce pad you see now. Don't try to jump to the next one,
you can't make it. Instead, jump up to the ledge to your left, and walk along
it until you can jump to the second pad from there. Then carefully jump to the
moving pad, then to the last platform. Take the Serious Bomb (don't waste
those, they're rare) and proceed through the door. Go down the passage, turn
the corner, and watch out for the face above the door shooting fireballs at
you. I suggest you run to the side of the room, run down to about where the
exit door is, and then take on the Zumb-Ul from there, where the fireballs
can't get you. Anyway, after you're done, enter the next room.

Whee, more jump pads. Immediately off the Lava Golem with your shotgun, but
after then, watch out! There's an annoying Reptiloid a few miles away shooting
at you. Walk to the left edge of the platform you're on, and look to the right
of the second blue 'jump ramp'. If you're quick, you'll be able to kill it
with the sniper rifle and still have enough time to deal with the homing
fireballs coming your way - if you're too slow, you might take a few in the

Take the 'fan' jump pads to the platform on the left. Press the switch to
move another jump pad into place. Use the pads to get back to the first
platform. While doing this you might notice that another Reptiloid has been
taking potshots at you, but you can't see them from the first platform. A good
way to take it out is to jump to the third jump pad on the left (counting from
the first platform) and from there, you should be able to see half of it in
the distance if you zoom in. If you're any good at hitting targets while
bouncing up and down, you'll do nicely :)

Anyway, take those 'ramps' to the next platform, picking up ammo along the
way. Press the switch here to move another pad into place. The next two pads
should send you to the final platform almost automatically.

===|SECRET 1/8|=======================================|ITEM & ENEMIES|========
Before going in the door on the final platform, look to the left. See that
little platform sticking out of the wall? Jump to that. Seems like it's really
a jump pad in disguise, because it will send you to a ledge above the final
platform. Pick up the sniper ammo here, and watch out for the harpies that
will appear (just use some of the ammo to snipe them off, heh). Then drop back
down to the final platform... and, er, watch out for the Werebull. :)

Now, go in the door. Take the grenade launcher, ammo pack and +100 health, and
then bounce a few grenades down the passage those enemies are coming at you
from. Eeeexcellent. Now proceed through there to arrive at one of the coolest
places in the game! Yes, most of those hills aren't just a backdrop, they're
REAL. Massive area, huh? It's great.

===|SECRET 2/8|=================================================|ITEM|========
However, before doing anything, I'd look above the tunnel you just left. See
the part of the hill that has a slightly different texture and sticks out?
Shoot that with a rocket, and an Invulnerability comes tumbling down. This
will be rather helpful in the next part.. or you can save it for later if you
like. Come back when you've made more enemies appear, it's not going anywhere.
This secret does not register properly, it seems :( So you'll always have
7/8 for this level. I don't think there anything that can be done about it.

Now, walk forwards and.. hmm, seems like something's happening in the
distance. Pick off a few with your sniper rifle (Major Biomechanoids, those
big walking red things, will take about four shots, but the blue ones only
take one.. the Kleer will take one but it's kind of a waste) and deal with the
rest when they come to you. Good luck.. if you're facing few Kleer at a time,
the shotgun should do you fine. If there's a bunch, try to take out several
at once with a grenade or two. If the red Biomechanoids reach you, fire about
five rockets at each and jump out of the way. AFTER you've dealt with any
red Biomechanoids in the immediate vicinity, you can duck back into the
passage you came from for a little cover. It's blocked off now, but it'll
still minimise the number of Kleer coming at you at once, and there are rather
a lot of Kleer. But you don't want to be in there when rockets are being fired
at you. This part can be pretty tough, especially if you're just starting.
Although it's nothing compared to later on.. >_<

Anyway, I found that after I'd shot all the Kleer that the blue Biomechanoids
just kept milling about in the distance. Easy prey for the sniper rifle.. and
even if they're up close they're not much of a problem, as a single rocket will
also put them down. Advance, being wary of harpies dropping kamikazes on you
and more Biomechanoids, and you'll reach a pyramidal thing in the middle with
various items both on it and around it. A note on terminology now - if you
stand on this structure with your back to the tunnel you came in by, I will
refer to the temple to your left as the "Left Temple", the temple to your
right as the "Right Temple" and the larger temple ahead of you as the "Centre
Temple". Fair enough? :)

===|SECRET 3/8|===========================================|EASTER EGG|========
There's a couple of secrets we can get at this point. For starters, head
towards the big "CROLLYWOOD" sign to the left of the Left Temple. It's pretty
hard to miss. When you get close enough for the secret to register, it'll tell
you. Oh, and if you haven't been to the Left Temple yet and don't want to
trigger the welcoming flood of enemies prematurely, hug the left hillside. In
fact, walk up it as much as you can.

===|SECRET 4/8|=================================================|ITEM|========
Go to the little pass to the far right of the Centre Temple. (If you can't
find it, go back to where the entrance tunnel was, and look for a large brown
ball. That's about where it is.) Go along it until you reach the +50 armour,
take it and.. WHOA! Step out of the way of that TITANIC boulder, and it will
roll towards the middle of the area. Where it will be about 3 times bigger
than the structure :) Indiana Jones, eat your heart out.

Now, you need to go to the side temples. You can go to either first, but for
the purpose of this walkthrough, we'll go to the Right Temple first. Because
it's the right one. I apologise for that sentence. As you approach it, a few
Cucurbito's will bounce down the steps (HA!) to keep you busy while a
Reptiloid spawns above. Does it get any better than this? -_- Dispatch the
Cucurbitos as quickly as you can, and then snipe off the Reptiloid. If you
did secret #4, the Uber Boulder will provide useful cover... And two harpies.
Now, climb the stairs.. then shoot the Zumb-Ul with 2 rockets and shotgun the
harpies. And don't miss the items on each side of the temple... then climb the
next set of stairs.

===|SECRET 5/8|=================================================|ITEM|========
Hear what Sam said? Drop down *slightly* off the right hand side of the top of
the temple, down to the next lower ledge. See the dark area of the wall?
Stand back slightly and shoot it with a rocket to blow it open. MINIGUN!!!
That will be rather useful... now drop down and go up the stairs again.

Cross the bridge and enter the temple. Collect the appearing health and.. BOO!
Oh, it's just a +50 armour. Phew. Go through the door, take the items, go
through the next door. GAH! Cucurbito party. You really need to watch yourself
here, it's easily to get badly hurt quite quickly. If you picked up the
minigun from secret 5 above, this wouldn't be a bad place to try it out.
Otherwise, flamethrower, shotgun, whatever you can - even your own chainsaw is
surprisingly effective (but takes some practice to use without *you* getting
killed..) Keep moving, strafe a lot, and keep an eye on them coming from all

Afterwards, go through the door, and approach the corner with mysterious
explosions happening (don't get TOO close, obviously) to trigger a Kamikaze
rush. Use the *single* barrel shotgun to take them out (or the Shofields if
you like) at this point. Now, to avoid being blown up.. Try to rush into the
corridor between fireballs (easier said than done) and jump up on the left
hand ledge on the next corridor, where you're relatively safe, and then just
head along. I don't tbink it's possible to get through without taking a single
hit, but you never know.

Mwahahaha.. Now for the sweeping darkness room of EVIL. In this room, a wave
of black fog will sweep across the room and back (THE DARKNESS COMES!!!) and
in that darkness, ye shall hear the sound of a thousand chainsaws... well, not
that many, but still *quite* enough to be unnerving. There is health and
armour (which you probably need by now) here, as well as a Serious Damage
between two pillars, so it should be pretty easy really.
Serious Damage + Flamethrower or Minigun = teh r0x0r.

Now go through the other door. Gold Jaguar Statue. Ammo. Items under bridge.
Take. Then leave the temple the way you came in. Oh, and watch out for those
Kleer in the evil room. Did you know the Flamethrower works wonders on bunched
up groups of Kleer? Oh good. And then the Werebulls in the next room... In
this case I actually recommend using the sniper rifle (remember to put it in
zoom mode even for close range combat) as it drops them in one shot without
potentially blowing up in your face like rockets/grenades do. Then off the
harpies however you like.

Now leave the temple. But hold on! As you reach the end of the platform after
the bridge, be warned that a Fiendian (red demony thing that shoots FAST
semi-homing fireballs at you) and a Reptiloid have appeared below, the Fiendian
on the structure in the middle and the Reptiloid on the ground a bit to the
left. Use the platform you're on as cover, and snipe them. Nice view ^_^

Now, bounce down the stairs (heheh) and say hello to more blasted Kleer. As
in our previous open-area encounter with them, the grenade/rocket launcher is
good as long as you don't blow yourself up. Otherwise, the flamethrower or,
if you can manage it, double barrel shotgun is the ticket. Try running back up
the stairs and dropping grenades on them :) Proceed to the structure in the
middle where a new Ammo Pack has been placed for your convience, and proceed to
the temple ahead - the one opposite the one you were just in, the Left Temple.

Guess who? Aww, how did you know it would be more enemies? Well, use a single
barrel shotgun for the kamikazes, and the flamethrower for the rest...
although you can try using the rocket launcher at long range. This part's
hectic, as it's understandably hard to keep your head when you're being
charged by multiple types of enemies from different directions all at once.
Argh. Put a lot of distance between you and them is about all I can say other
than that...

Run up the stairs, and then run back down right away when you see the enemies.
Pick off any that followed you with the sniper rifle, then head up and take on
the remaining enemies and the Reptiloid. Now proceed up the next stairs, then
back down when the Kamikazes attack and shoot them. Now you can go up those
stairs for real and cross the bridge. Mind the kamikazes.. since they come at
you in a straight line you might find the Shofields will do just fine.

Ah, the spiky walls room. Looks simple, but you'll get blown back and forth
when you try to enter.. but actually, it's still simple. Firstly, face the
door on the opposite side, and then take your hands off everything but the
'forward' key. I mean it. Take them off! *glares* Good. Now, hold that
forward key, and you should make it to the other side without being provided
with additional ventilation. If you're not in front of the door when you reach
the other side, *then* you can strafe over to it.

===|SECRET 6/8|=================================================|ITEM|========
Now in this next room, check the last alcove on the left. Step on the angled
stone there and you'll be able to bounce up to the rafters, where some sniper
ammo and +50 armour await you.

Go through the door into the next room. Here, both NETRICSA and Sam make it
fairly clear what you should be doing. Follow the path the light takes, and
don't step off the path unless you want to fight more enemies (I'd personally
load if that happened, unless you're trying for 100% kills) until you reach
the other end. I think you'll run into a Kleer even if you're doing it right,

Get the +50 armour and +25 health on each side of the platform if you want
(you can jump back on) and then take the gold jaguar statue. Go back and...
ah, crap. Tough situation.. if you've still got ammo left for the minigun,
it'll be useful. Otherwise, try and take out as many as possible with the
shotgun. Concentrate on the kamikazes first, then the Kleer. What you might
actually be able to do is run forwards, then go back as far as possible before
they can see you. If you can pull that off, then you can take out the
kamikazes from a distance with the Shofields (don't waste the sniper rifle's
ammo). I find the flamethrower works great on groups of Kleer.

Now leave. The same strategy applies for the spike room. As you leave the
temple, snipe off the Fiendian that appeared on the centre structure (as seen
in the cutscene), the Reptiloid relatively close by on the ground to your
right, and the other Reptiloid on the ground near the small structure to the
left of the Centre Temple (which is to your left from here). Now bounce back
down the stairs (Ha-Ha!) and go to the centre structure to collect the
convenient ammo pack and place the jaguar. Watch for the Fiendian - I'd shoot
him with rockets, as your sniper ammo is probably quite low by this point.

OK, now you can head for the centre temple. Oh, except for the Insane Flood
Of Enemies (tm) that you'll face along the way. Yes, I know it's got nothing
on the last level, but it's still a fair firefight. You'll be thankful for
that ammo pack... Get well, well away from the area, and make liberal use of
the rocket launcher and flamethrower.

There's several parts to it, of course. See if you can get the Biomechanoids
to shoot the Cucurbitos in the second part.. *snicker*

===|SECRET 7/8|=================================================|ITEM|========
Enter the small structure to the left of the temple. (There's nothing in the
one on the right). *drool* 400 bullets.. (800 on Easy!) If you got the minigun
before, this will be one of the most welcome sights you've seen in ages. w00t.

===|SECRET 8/8|=================================================|ITEM|========
Go round to the right hand side of the large middle temple's base. Tucked in a
corner you'll find... a +25 health? This is what passes for secrets these
days? There are harder to find +25 healths in the valley below that aren't
counted as secrets.. *grumble* Oh well.

Now, go up the stairs and enter the centre temple. Sam will find the Crystal
Skull (inexplicably unguarded) and the level will end with a hilariously
cheesy voiceover. And that's it for Palenque!

                          || TEOTIHUACAN ||

                         | City of the Gods |

Check the enemy count in this stage compared to the last.. muahahaha. Ready?
:) Begin by collecting the obscene amount of ammunition in the starting room.
Now, take either door. When you return from that sudden out-of-body experience
go around the right of the big building in front of you, and you'll make your
first encounter with a Zorg (aka 'skinless franks') and some headless guys.
Take them out (just use the shotgun on the Zorg and jump over their laser
beams, they're just another kind of 'standard grunt' enemy) and continue to go
for the centre. Don't concentrate too much on those other Zorg and their
commander, because some Kleer are coming from your right and you'd best deal
with those first. So do so, and then the Zorg, and also the Zumb-Ul on top of
the pyramid thing behind you. Now take the tommygun. It is less powerful than
the minigun, but more ammo efficient and has no spin down/spin up times. It's
good for singular enemies when you still need a fast rate of fire, and
especially good for kamikazes.

Oh, and speaking of kamikazes.. :P You'll have some to test it out on, as well
as a few harpies. Ignore the harpies until you've dealt with all the kamikazes
which annoyingly come from every bloody direction. I suggest you run back
behind the building you were behind originally, and take them out from there -
a Zumb-Ul is waiting, so get your sniper rifle ready and shoot him before he
can do the same, then go back to tommygun.

===|SECRET 1/15|================================================|ITEM|========
Look in the left corner of the area from where you are (which should be behind
the building - ie, where you were when you entered this area). You should find
some cannonballs.

===|SECRET 2/15|================================================|ITEM|========
Now, look in the corner on the other side of the area (still on the same side
as where you came in). You should see a gap blocked by a tree. Cut the tree
down with the chainsaw, and go in to get a +50 health.

After it's all over, go along the left side of the area you're in, until
you're in about the back-left corner from where you were just before. Don't
miss the Serious Bomb tucked away in the wall!

===|SECRET 3/15|===============================================|ENEMY|========
From the Serious Bomb, face away from the wall and enter the little passage
behind the building right in front of you. Take the +1 health.. and a few
red Biomechs will appear and probably kill you. Trust me - unless you're
trying to get all the secrets, you really *don't* want to do this one.

Now, like with the Valley of the Jaguar, there are two buildings we must enter
to collect two items. They are to the left and right of the entrance to this
room, so we'll call the one on the left (same side as the Serious Bomb) the
Left Building and the one on the right the Right Building. Creative names.
Anyway, you can go to either first, but for the purpose of this walkthrough
we'll go to the left one first as you're probably already near it. So go.

Now enter and.. ack! Arachnoids, kamikazes, and such. I've found it helps if
you immediately strafe to the left upon entering, so as to wedge yourself
behind that torch. Then jump up and shoot things. :P Pick up everything in
this room.

===|SECRET 4&5/1================================================|ITEM|========
Hmm.. If you go forward and then turn around, notice that there's a door to
the right, but only wreckage where one should be on the left? I wonder what to
do.. Shoot the wreckage with a rocket (duh) and go in to claim a rich reward -
three sets of cannonballs AND a Serious Bomb! Cool.. and it gets cooler.
If you shoot the pillar with a rocket, guess what you get? The SBC Cannon. ^_^

Now, look at the wall that the door you came in is on, and take the doorway
to the right of it. Go down the path and take the Seriously Scary mask, and..
ack. This isn't too hard, tho. Whip out the flamethrower, toast the frogs, and
then the Kleer. The only dicey moment is when the bulls show up, but if you
got the cannon just before it'll be a snap (and you can get a +50 health here,
so you can lose a bit of health and still be fine).

Go back out, mind the Headless and Zorg ambush (again, easy) and leave. Oh..
Arachnoids. Simply take cover behind the wall right in front of you and snipe
both of them off (still easy...). Now go to the Right Building which is
directly across from where you are now.

===|SECRET 6/15|================================================|ITEM|========
Before actually going in, go straight left until you're in a corner. When in
the corner, you'll notice that part of the wall to your left (or behind you,
if you're still facing in the direction of the Right Building) is ever so
slightly darkened. Bring out the rockets and shoot it to reveal a +100 armour.

Now, open the door to the building but don't rush in right away unless you
enjoy losing health. Wait for the Zorg Commander to come to you and blast him.
Poke your head in, fire a rocket or two at the Arachnoid on the pedestal at
the far end, and duck out. Kill the Zorg to the left without leaving the
doorway (tommygun probably works best at this range) then step in and
immediately look up and left, firing a rocket or two at the Arachnoid there.
Done. Go up the stairs. If you have low health or armour, you can jump across
the ledges and then go along the ledge to get two +25 healths and a +100
armour. If you're not low, don't waste them. Either way, go through the door,
waste the Zorg to your left and right as you enter, and take the ammo pack.

Now leave that room, go back down the stairs, and take the other door on the
ground level (not the one you came in by). Mind the dart shooters, and take
the Hilariously Happy mask. As you leave, beware.. enemies have spawned
outside, and you can't use a wall for cover this time. So run in and out of
the door instead.. snipe the Arachnoid ahead of you, then fire rockets at the
red Biomechanoid to your left. *Don't* leave the doorway yet. Now, take out
the distant Zorg with the tommygun or Shofields (using the sniper rifle is a
waste) then stay back a bit, walk out from under the ceiling above you (just
outside the building) and shoot the Arachnoid directly above with rockets.

Now, go left and back to the wall, and shoot the other Arachnoid you should
now be able to see with the sniper rifle. Now put your back to the wall and
strafe left until you see another Arachnoid in the distance and to the right,
which you should also snipe. Continue to strafe left until you see the
closer one ahead of you (to the left of the big building) and shoot it too.
That's all of them. Now place the masks on the altar to unlock the big door
opposite the one you came in by. Go there and, uh, mind the two red Biomechs.
And there are some Zorg through it, but that's easier.

Take the ammo and any health or armour that you need. Now proceed through
the maze-ish area. Mind the dart traps and the Cucurbito round the corner.
At the end, slay the Zorg in front of you and then the Cucurbito slightly
hidden to the right. Now, go into another open area, snipe off the two blue
Biomechs ahead of you, and use the tommygun or Shofields on the Zorg that you
can just barely see to the left in the distance. DON'T MOVE FORWARD YET.

Now, line yourself up with the Serious Speed, then turn right around and
start walking backwards, hopefully towards it. And select the tommygun. As you
approach it, kamikazes will be launched at you from behind (which is why
you're walking backward) so you should shoot them with the tommygun and hope
you reach the Serious Speed. Once you do, it gets easier for the whole 3
seconds the powerup will last (only a slight exaggeration -_-). You should
also grab the minigun if you don't already have it, or need ammo. Shoot the
blue Biomechs with a rocket each, use the tommy or minigun on the groups of
Zorg, and keep an eye out for Arachnoids that will appear (use rockets).
Remember there's a +50 health here.

===|SECRET 7/15|================================================|ITEM|========
Walk around the back of the big building that is to the far opposite end of
the area as you enter to find some cannonballs. Hard to find, weren't they?

===|SECRET 8/15|======================================|ITEMS, ENEMIES|========
Go back to the door you came in by and put your back against it. You'll see a
few trees with little leafy shrubs next to them in the area. Go to the
leftmost one you see, which is also the one closest to you on the left. You
should see some sparks in the air right behind the tree. Touch them to enter a
whole sub-area, where you'll fight Kleer (larger and slower than usual) but
also mini Reptiloids and Arachnoids who will cut you up if you're not careful.
As well as other *weird* but powerful enemies. My advice? Kill the fish in the
first pool, so that you can use it as cover. It's still not easy, but the items
you'll get here are well worth it. Good luck... *and take it slowly*.

Now, go to the door that's to your right as you entered this large area (it's
got a snake above it). Mind the Red Biomech and Zorgs that confront you. If
you got the SBC Cannon from secret 5/7, it's quite useful against Red
Biomechs, as a single fully charged shot (hold the button down until it
automatically fires) will take one out. Now, go through the door.. and into
HELL. Bwahaha...

Note how you've only fought about 200 at most of the 600+ enemies in this
level? Wondering where the rest are? Here's where you'll find a good many :)
Take the health, armour and ammo only if you need them. Otherwise, save them
because you *will* need them later. Advance forward, and here we go. Try and
take out the first wave of kamikazes from as far back as possible - you can
'snipe' them with the tommy gun or Shofields by watching to see when your
crosshair turns green. When one drops the SBC Cannon, you can run forward to
get it if you don't have it already (but watch out). You will want it for
taking out several bulls at once, particularly if they're nicely lined up.

Whenever you face off against multiple bulls, back away until they converge
more closely together, and then fire the cannon. Kamikazes will helpfully
bring you more ammo for it during the fight. A bit later, you'll be attacked
by a hell of a lot of Kleer. Strafe down the side of a group of Kleer while
firing the flamethrower. You should avoid all their leaps that way, and put
the entire group on fire, so they'll burn up without any further assistance
from you. Remember to keep an eye out for more bulls.

The Rocket Launcher isn't bad for taking out groups of Kleer either, but as
you can imagine the flamethrower is rather a lot less dangerous at close
range. Round the corner, it's time for the next wave. Use the sniper rifle or
rocket launcher on the blue Biomechs (sniper rifle's easier to hit with on
these ones as they move around at long range) and charged cannonballs on the
red ones. Also watch out for kamikazes (one will also helpfully bring you an
ammo pack at the start). Then it's the... bulls with cannons on their backs?!?
STRAFE when you see them, and fire back with your own cannon. It's probably
best to take cover around the corner too.

When it's finally over, go through the door at the end and prepare to face..
more Biomechs and kamikazes. No rest for the wicked I guess... Take out all
the Biomechs you find in the maze of buildings, the handful of kamikazes, and
watch out for all the Arachnoids on top of buildings and on the ground. Phew..

===|SECRET 9/15|===========================|ITEMS, MONSTER/EASTER EGG|========
From the entrance of this area, go straight forwards, past the +50 health and
around the left hand side of the building directly beyond it. In the clearing
past here, on the right hand side, there's a small house with a snake above
the door. Make sure you're looking at a small house, *not* the large building
with a snake over the entrance that you can see from the area where the +50
want to become a red smear on the floor. Then destroy the cannon, take the
cannonballs and leave.

===|SECRET 10/15|===============================================|ITEM|========
Put the doorway to the room with Secret #8 in it (the small house with the
snake to your back. Go towards the smallest and furthest-from-you house which
has a tree on either side - behind this house is a +50 health.

Now, go into the large building with the snake above the entrance. Waste the
Cucurbitos, and then take the ammo.

===|SECRET 11/15|===============================================|ITEM|========
If you go to the far end of the room, then look back and up you'll see a +100
health. To get it, simply shoot the little platform under it to make it fall

Now, go through the door and take the ramp down. Kleer Party! Again, the
flamethrower is your best friend here. It's not hard to beat them without even
being hit if you're careful.

===|SECRET 12/15|===============================================|ITEM|========
Facing the exit door to this room, look to the wall to your right and shoot
the (slightly) darker area with a rocket for some cannonballs and two +25

===|SECRET 13/15|============================================|ENEMIES|========
Facing the exit door to this room, look to the wall to your left and shoot
the (slightly) darker area with a rocket to find three Zumb-Uls engaged in...
a poker game. Riiight. There's no real benefit to doing this one, by the way.

Now go through the door, up that ramp, and into the next door, grabbing
anything you need along the way. Go through the door.

===|SECRET 14/15|======================================|ITEMS & ENEMY|========
As you enter this passage, look for a hole in the right-hand wall about where
the first hole in the floor is. Take the health and the armour... and then
shoot the mini Cucurbito. Then you can leave by the other hole to be slightly
further along in the pathway.

This pathway is annoying. Don't fall in the holes (obviously) and make sure
the wind doesn't blow you in either. When you cross the narrow bridge with the
strong wind, you'll need to avoid being impaled by the two spiky walls (better
save, it's annoying) then you may take the door to another room featuring Zorg
and a Cucurbito. After taking them out, go through the door where a Cucurbito
will ambush you from the right as you enter, there will be a Zorg ahead, and
another Cucurbito round the corner. And then a Zumb-Ul down the stairs (sniper
rifle!) and a door which leads to the beginnings of a lava cave. Take the
health, armour and ammo, and then the door.

Cucurbitos, Lava Golems and red Biomechs, oh my! Whenever a Cucurbito spawns,
drop everything and shotgun it. Then go back to shooting the Lava Golems and
the Red Biomechs when they appear. Use charged cannonballs and/or rockets for
both. Remember that Lava Golems lead you with their shots - they will fire
them at where you will *be*, not where you are. Therefore, if you just strafe
in a straight line like you would with other projectile-firing enemies, you'll
still get hit. To counter this, keep an eye on the Lava Golem and whenever you
see it throw a fireball, start strafing the other way. If you were strafing
right, then strafe left when you see the fireball fly. That fireball will have
been aimed at where you'd be if you'd kept strafing right, so by changing your
direction you avoid it. Get it?

===|SECRET 15/15|===============================================|ITEM|========
Now, run all the way to the right of the platform you're standing on, then run
forwards to the edge and look down. Drop down slightly to take the rockets,
and then jump back up again.

Now, "How the hell do I reach the other side?" you ask. Well, run to the left
hand side of the platform you're standing on, and drop down to the small rock
platform on the lava, closest to you. Wait for the moving one to slowly drift
closer to your position, and jump onto it when it's close enough. It will take
you to another platform, which you can then jump up to the other side from.
Easy enough... Now go through the door. On the bridge, beware the Cucurbito
which will spawn behind you while you're preoccupied with the Cucurbito and
red Biomech ahead of you. Now go through the door and collect as much as you
can of the ridiculous amount of ammo, health and armour presented to you. It
does indeed look like they're leading up to something... and that's true.

Approach the +100 health and... GACK. This without a doubt the most annoying
room yet. The floor of the room is bouncy, and you and the 100 or so enemies
that will spawn in (AND.. THEY.. JUST.. HAD.. TO.. INCLUDE.. KAMIKAZES!!!)
will bounce up and down like demented rabbits. Think you can wait on one
of the non-bouncy pillars? Think again, as the kamikazes will splatter you.
This... won't be easy. Try backing away and moving around the room in a
circle. The items on the floor (two Serious Damages, four +1 health pills,
and an ammo pack) and the two +50 healths on each side will respawn, so make
sure to take them frequently, and the +100 health (which unfortunately doesn't
respawn). If you take two of the +1 health pills, then the gravity in the room
will be turned completely off for a little while (meaning that everyone will
just float) which is nice if you're able to concentrate on getting those pills
and *don't* get eviscerated in the process (read: not me).

Fire the flamethrower forwards constantly, and hope you hit something. It's
damned near impossible to actually aim when you and everything else are
constantly bouncing. I personally used my first Serious Bomb of the game
towards the end when the situation was looking dire.. kudos to you if you can
manage without. When you finally manage to survive that nightmare room, get
back to 100 health on the respawning health pickups and take an ammo pack or
two before heading out the door. And a fresh Serious Damage, because it'll
carry onto the next level ^_^ Level ends here.

                           | Serpent Yards |

Here we go. Go through the door and step forwards a bit (not too much, or
Zumb-Ul on the roofs will shoot you). Blast the Zorg to either side, then the
couple of Kleer that attack, and a bunch of Zorg will spawn ahead of you.
Shoot them with the tommy or minigun (this will be easier if you brought a
Serious Damage from the previous level, although it will be almost expired
by now). Now ready the sniper rifle, step out and quickly snipe off the Zumb-
Ul on the roofs of the buildings to either side of the one you came out of.

===|SECRET 1/10|================================================|ITEM|========
As you step out from the building you came from, go to the wall to the right.
Tucked out of sight is some sniper rifle ammo.

===|SECRET 2/10|===============================================|ENEMY|========
As you step out from the building you came from, go to the wall to the left.
Tucked out of sight in the corner is an armour shard. If you take it, you'll
be attacked by a 'suicidal plant'. Uh, okay then.

Also keep an eye on that glowing face on the wall. It shoots rockets at you
sometimes. Now, as you approach the other end of the area, two Zumb-Ul and
some Kleer will spawn ahead of you, and two Reptiloids will spawn on the
roofs behind you, where the Zumb-Ul were before. Immediately head back to
where you entered the area so that you can use the stone zigzag as cover.
Don't back right against the wall or the Zumb-Ul rockets will get you with
splash damage. Instead, wait further forward, firstly for the Kleer to come to
you, and then snipe off the Zumb-Ul. Finally, back out, fire three rockets at
one of the Reptiloids, and go back in. (Rockets are faster than the sniper
rifle, and with Reptiloids you have to get out of their sight as fast as

Pick up any health or armour you need and then go through the next area,
shooting Zorg as you go. Now, approach the blue snake statue in the large
area ahead of you. Don't take the items if you don't need them of course. Also
read the NETRICSA message... uh oh. Get that flamethrower ready. You can pick
up the Serious Damage now or save it for slightly later, it's your call. I
find the tommygun works even better than the flamethrower against Kleer with
a Serious Damage.. When the red Biomechs appear, use charged cannonballs on
them. Anything else takes too long when you've got Kleer jumping at you from
all sides.

===|SECRET 3/10|================================================|ITEM|========
Go back up the stairs you entered this area by. (You can tell which are the
right stairs by standing at the top and looking down - if you're on the
'entrance' stairs, the other stairs should be on the left hand side of the pit
from where you're looking.) Walk straight forward up to the wall (with a
couple of trees and look back and to the left to see a +50 health.

Now, go up the stairs you didn't come in by. Slay the Zorg and the Zumb-Ul and
take the ammo and armour where the Zumb-Ul was if you need it. Now you'll come
to a 'forcefield' with more Zorg guarding it. Firstly deal with them. Now, the
way the 'forcefield' seems to work is that the beam closest to you will
activate three beams in the distance which damage whatever passes through them
and also a series of rocket launchers between the two beam areas. This would
theoretically be useful for damaging the Werebulls that should be rushing you
about now (bahaha) but they don't seem to do enough. Just get the sniper rifle
and snipe them all before they reach you.. that seems to be the best way.
However, don't concentrate so much on objects in the distance that you fail to
notice the occasional harpy that will drop a Kamikaze on you. Ok?

When you're done with all of that, wait until the 3 beams have turned off (if
they're still on) and then jump over the beam closest to you and continue

===|SECRET 4/10|================================================|ITEM|========
Right after passing the forcefield area, go around the back of the house to
your right where some cannonballs are hidden.

Now, be careful upon opening the next door. There is a Reptiloid and such in
the next area, so don't just stroll in or you'll get several fireballs, lasers
etc in the face. Open the door, immediately fire rockets at the Reptiloid close
and to your left (he's partially hidden behind a tree), and duck out. Once it's
dead, then you can shoot the Zorg close by and snipe off the two blue Biomechs
you should be able to see in the distance. Now enter, but don't go forwards
far. Strafe directly to the left, and you'll see another Reptiloid hiding
behind the house to the far left. Again, shoot him with rockets or grenades
right away. You can even use the chainsaw effectively at this range ^_^

If you now go around to the right hand side, you can also waste a Zumb-Ul
behind a house. There's also a Serious Damage here, which you should collect
a bit later when you need it. Now, go forwards a bit further. Soon you'll have
another out-of-body-experience that will show you what to do. But I'd watch it
because you're not quite done here yet.

As you pass the temple on the right (the one with the 'very locked door'),
look above it and on the left. See that green arm? :) Snipe off the mostly
concealed Reptiloid. If you then advance past the building, you'll be attacked
by a few Zorg. Shoot them and take the cannonballs if necessary. There's some
sniper bullets behind the 'very locked' temple, and a Serious Speed behind a
house further on and on the right (again, save).

The door on the far left won't open yet, so take the one on the far side of
the area. Now, this next area can be.. confusing. An area with lots of pillars
as well as moving teleporter sparks that send you all over the place - and of
course, Kleer. Just stand to the side and wait for them to come to you, then
use the shotgun or flamethrower. Shouldn't be hard. Then, take the mask.

===|SECRET 5/10|========================================|ENEMY & ITEM|========
Approach the flat stone head to the right of the pillars & moving teleporters
area. WHAA? It will start bouncing around and attacking you.. O_O Shoot it
with whatever, and take the +100 health that drops afterwards. Awesome.

===|SECRET 6/10|======================================|ENEMIES & ITEM|========
Go to the back of the huge pyramid in this area. Approach the detonator there,
use it and.. YIKES! Two IMMENSE Highlander Reptiloids. They're not easy, and
unless you want to use up most of your cannonballs and health fighting them,
it's probably best not to do this one. Unless you can get away without losing
health or something. You'll get an ammo pack too, but it's not worth it.

Now, leave and go back to the previous area. Approach the altar where the mask
is to be placed (it's on your right as you enter) and.. run to the side. Ready
the tommygun, and then back towards the altar while shooting the fireballs out
of the air. When you've placed the mask on the altar, a beam will destroy the
fireball shooting head. The NETRICSA message you receive after doing so needs
no comment from me.

===|SECRET 7/10|========================================|ITEM & ENEMIES|======
The 'very locked' temple opposite the altar where you put the mask is now very
unlocked. Go in there for a 'secret' +100 armour, but beware the Reptiloid on
the roof that will attack as you leave. And the other two on your right.

Now you can go to the door on the far left of this area (with the snake above
it - and not the temple opposite the altar with a snake above the door, that
leads to secret #7 above) so do so, and take the Speed and Damage if you
haven't yet, because you're not coming back here. Cue the OBE.

First off, there's some ammo to the left of where you start. And some bullets
ahead which you'll need as Kleer, kamikazes and harpies attack. Still, nothing
you haven't done before.

===|SECRET 8/10|==========================================|EASTER EGG|========
Take the +1 health pill that is ahead of you and to the right, behind the
first set of houses on your right. This will activate the 'secret watcher'
above you. What's that? Look to the sky to see eyes. Uh huh.

===|SECRET 9/10|=====================================|'ENEMY' &  ITEM|========
After doing secret #8 just above, shoot the eyes to activate the 'mighty
kamikaze'. Rather than just staring at it, get the hell away unless you want
to take damage. Wow, that's a big explosion... now take the +50 armour that it
dropped as it exploded.

The door at the far end won't open yet, so you need to check out the buildings
on either side, which are a bit below ground level in that ditch you see
through the middle of the area. Let's go to the left one first. Open the door,
but then ready the sniper rifle, zoom in slightly, face left and strafe right
to enter, so that you can immediately shoot the Zumb-Ul on the left. Then
also immediately strafe back out and do the same for the right hand Zumb-Ul.

Take the armour if you need it, then go down, kill the frog, and take the ammo
if necessary. Then press the switch on the wall. Don't go strolling right out,
as a Zorg spawned ahead of you, a Zumb-Ul to your left, and there's a
Reptiloid on the roof. Tommygun the Zorg, step out slightly and immediately
snipe the Zumb-Ul, then turn around, back out, and fire rockets at the
Reptiloid above.

Follow the ditch to the other building. Open the door and watch out for the
harpies inside. Shoot the switch below you with the Shofields, then get the
shotgun or flamethrower ready for the Kleer that will attack as you leave.
Snipe off the Zumb-Ul in the distance to your left before you go any further.
Now take the ramp up, turn around, and cross the bridge, taking the ramp down
to the door below, which will now open.

Enter. Take the ammo to either side as you enter. Step forwards, blow away the
Zorg and then the blue Biomechs (use the pillars for cover) and fire a charged
cannonball at the red Biomech.

===|SECRET 10/10|===============================================|ITEM|========
Shoot the two jaguar statues (above the hole that was created) with a rocket
and a +50 health will drop down.

Now, jump down the hole that was created. End of level. Quite a bit easier
than the last, I notice.

                                | The Pit |

You'll land in some water, so blast the fish that attack, surface, and shoot
the Zorg. Take the ammo, then go through the door, and shoot all Zorg and
frogs. Now, something I'll tell you now is that later on in this level,
you'll get two Serious Bombs. Since you can only hold three, feel quite
welcome to use all but one of your Serious Bombs (assuming you have more than
one left) in the level's tricker spots.

===|SECRET 1/10|========================================|ITEM & ENEMIES|======
Walk behind the fourth pillar from the door you entered by, on the right. It's
too dark to see anything, but there's a hole in the wall here. Enter and take
the +100 health.. and you'll be ambushed by two Zumb-Uls as you leave.
Provided you end with more health than you had before, this is fine.

Now go to the next room and.. aiee. While it looks intimidating, this array of
crushers isn't *too* hard to get through as there are numerous spots where
there are no crushers at all. Watch the ceiling to see where you can stand.
The harder part will come when you reach the second 'safe' spot and you're
attacked by rather a lot of frogs. Use the flamethrower, move around a bit,
but make sure you don't step under a crusher. Once you're through, take a bow
and proceed through the door.

Yay, the lasergun! And you'll even be able to try it out as you get it. After
that, take the ammo and go through the next door. More Zorg.. you know the
drill. Now, you have to ascend stairs with bouncing fireballs coming down them
and there isn't really anywhere you can stand to be safe. Equip the *minigun*,
and run up the stairs while firing ahead at the fireballs. When the Fiendian
appears, shoot him right away (that's why we equipped the minigun and not the
tommygun). Once you're at the top the fireballs will stop and some Zorg will
appear. Shoot them with the minigun too (there's plenty of bullets up here)
and then take any needed ammo or health, both from up here and on the slopes
to the side of the stairs. Then proceed.

Down the slope. Take the armour, which you will need. And now.. ACK. Wouldn't
you know it, it's another bouncy room. In this one, you'll be thrown left and
right instead of bouncing up and down, but it's still annoying, and it still
has those damned kamikazes. Oh dear. This is a real pain... do your best to
hit them with the tommygun before they reach you, but aiming under these
conditions is quite hard. You're also almost guaranteed to feel nauseous after
this.. bleah. You might also find it easier if you stand in the doorway on the
other side of the room. Good luck.

If you survive, leave the room and go down the next corridor. Here, dispatch
the Zumb-Ul and Zorg and walk to the end.

===|SECRET 2/10|==================================================|ITEM|======
The very last flame on the left has teleport sparks in it. Jump into them, and
you'll be teleported to the rafters above where you can reach a +200 armour.
Which is a godsend after that 'motion sickness hell' room before.

Another Room of Wackiness. Fortunately this one is tame compared to the one
you endured just before. Take the armour if you need it, and then shoot the
enemies the way you would be if the floor *wasn't* tilting (which doesn't
really affect the situation much, it just makes you slightly ill). Afterwards,
run along the bridge and shoot the Zorg near the end. And watch out for the
Fiendian high above you and to the left - hide behind a pillar when he throws
a fireball and then snipe him off.

===|SECRET 3/10|==================================================|ITEM|======
Jump up on the side of the bridge at where the last pillar on the right is.
Now look back at the second-last pillar on the right. See the teleport sparks
on the side? Jump into them, take the cannonballs and use the teleport sparks
down there to get back up again.

Now go into the door.

===|SECRET 4/10|==========================================|ENEMY & ITEM|======
Go to the right, to the dark area under the stairs. There's a Kleer here, and
a +50 health.

Now climb the stairs to the left. Slay the many Zorg on the way and Cucurbitos
(shotgun is probably the best one to use here). When you hear the bull, get
your sniper rifle ready. Although, when I encountered it, I dodged it and it
proceeded to run all the way down the stairs and die at the bottom for some
reason.. O_o Oh well.

===|SECRET 5/10|=====================================|EASTER EGG & ITEM|======
On one of the side windows on the way up (the seventh, specifically) there's a
*tiny* Fiendian that is hard to see if you're not looking carefully. I don't
think it attacks you. If you shoot it, a voice will say "Oh my God, you killed
Blondie!" and a +100 health will drop down. Okey dokey.

At the top there's more Zorg and a Zumb-Ul. The Zorg are in a circle, so it's
unwise to just run up there. Try and take them out one by one, running back
down the staircase before they can attack you. Now, start to cross the bridge.
Ack, more Werebulls. Take out the first one or two with your sniper rifle
right there, then go back and hide down the stairs. :P They'll usually fall
down there and you can take them out one by one, as well as any stray Zorg.

After the rumbling stops, head up and take out any remaining Zorg with the
tommygun. Go to the junction at the end of the bridge, look left and snipe the
Zumb-Ul, then tommygun the two Zorg.

===|SECRET 6/10|==================================================|ITEM|======
In this junction, walk across to the opening directly across from where you
came in. Look at the right flame for those telltale teleport sparks. Jump in
to learn that it is a 'broken teleport'. I assume this is because it sticks
you high up on a seemingly invisible platform, or something. Jump forwards
from here to get the +200 armour (you should just make it) and if you land
on the building roof below you should slide down to a damage-free landing.

===|SECRET 7/10|===============================================|ENEMIES|======
In this junction, turn right as you enter and go to the opening there. Now
destroy the two flame braziers with rockets to make two mini Reptiloids
appear. Whoo. If you positively need to do this secret, shoot the rockets at
the braziers from inside the junction area so you can duck around the corner
without them seeing you. Then snipe them off one by one (they only take two
shots each).

Now, go down this other bridge (to the left as you enter the junction) and
take all the ammo. Hm, foreboding... It's always trouble when they give you
this much :) Now proceed through the door into the awesome Newton's Nightmare
room. This is a hollow tube which you walk on the inside of - even on the
ceiling ^_^. Equip the flamethrower first off, and prepare to toast some
frogs. A lot of frogs. Try to run from one side of the tube to the other in
order to group them together and avoid wasting too much ammo - but watch where
you're going, so that you don't inadvertedly run into some! You can usually
outrun frogs, fortunately.

When all or most are gone, a couple of bulls will appear. Shoot them with
whatever's handy (which will likely be whatever you're fighting off the
remaining frogs with) or the sniper rifle if you can. Then, three blue
Biomechs. Fire a rocket at each, and keep strafing to one side (you can strafe
as much as you like here, heh..) When the Zorg appear, tommygun them until the
Red Biomechs appear. When they do, take some time off attacking the Zorg to
dispatch them with charged cannonballs. It can be tricky to avoid damage here,
so good luck. However, there's plenty of health and armour around.

When it's all over, take the blue door to leave. More weird gravity in the
next passage, along with just what the previous room was missing.. Kleer! :)
Flamethrower, if you've got any ammo left for it. Just run around in circles.
After that, proceed to the next area.

Ah.. the promised two Serious Bombs, at last. Grab them if you need them, and
the welcome ammo pack. Now a passageway with alcoves.. just guess what that
means. Well, firstly, if you don't take the armour, nothing will happen. So if
you don't want it, skip to the end of this paragraph. If you do, carefully
take it and enter the second alcove on the left as soon as you possibly can.
You'll hear a Zorg and one should run right in front of you, so blast him with
the shotgun. One also appeared back the way you came a little bit, so edge out
and blast him too. And definitely shoot the Zumb-Ul directly to your left,
with the sniper rifle. Then it's a simple matter of disposing of the other few
Zorg waiting in the alcoves.

===|SECRET 8/10|==================================================|ITEM|======
Destroy all the braziers (you know, those stone things with flames on top :P)
in the alcoves (preferably with the chainsaw). There's 8 in total. Doing this
causes 8 cannonballs to appear for you to take.

Now, go through the door. Nice arena - or to put it another way, Hello and
Welcome to Biomech City. Now, get ready to dodge and shoot blue biomechs with
rockets and red biomechs with cannonballs like there's no tomorrow. It's not
easy to dodge lasers and rockets coming at you from all directions, so make
sure you jump constantly and keep moving. This might take a few tries..

After those, a couple of bulls will attack (they take two rockets or one
sniper bullet each, remember, so the sniper rifle might be a decent idea) and
then finally, three Fiendians will warp in. One directly over the entrance to
this area, and the other two in the back left and back right corners. Now, we
need to start off by taking cover.

There's a wall directly opposite the entrance (which will open, but later on)
with a small overhang above it. Put your back to this wall, and the Fiendians
in the corners to your left and right shouldn't be able to hit you. This means
you only have the one above the entrance (in front of you) to worry about.
Shoot it with about four sniper bullets, being careful to avoid the
(semi-homing) fireballs. Now look right, strafe left slightly, and if you're
lucky you'll be able to see the Fiendian there while still blocking the other
one. Snipe that one off, and then deal with the last. Then the wall that
you're standing against should open. Go up those stairs.

===|SECRET 9/10|========================================|ITEM & ENEMIES|======
Turn left, follow the ledge around, and approach the +100 health. It'll fall
down into the arena below, so go down and take it. You'll be attacked by a few
Red Biomechs, so get the charged cannonballs ready. You're still almost
certain to end up with more health than you'll lose, so this one's worth

===|SECRET 10/10|================================================|ITEMS|======
From the top of the stairs, turn right and follow the ledge around until you
notice that one of the braziers has those tell-tale teleport sparks in the
flame. (They seem to do this a lot..) Jump in, and drop slightly down from
where you land to a platform with two rocket ammo packs and a Serious Damage.
After getting the Serious Damage, you'd better hurry to the next part, where
it will be very useful.

Now, go into the door that's right in front of you as you go up the stairs,
and take the +100 health, +200 armour and ammo pack (uh-oh...) Now slide down
the slope, quickly swerve to the right and then to the left to narrowly avoid
being skewered, then you'll be in another arena. Get the Serious Speed.. WHOA!
Yes, it's another of those boss moments... with the perfect music for it too.
:) Select the lasergun and the instant his life bar appears, start pounding
away (especially if you got the Serious Damage before). If you run out of
lasergun ammo, use rockets or charged cannonballs. Don't try the minigun, it
won't do any damage. Keep moving, collect the Serious Speed whenever possible
(it respawns) and don't hold back with the ammo. Enemies will keep appearing
around, but you need to concentrate on the boss. So if the enemies become too
much, wipe them out with a Serious Bomb and keep blasting away.

There's respawning Serious Speeds, +200 armours, +50 healths, ammo packs
and two Serious Bombs around the arena, so this really shouldn't be hard.
Once you've finished the boss off, deal with the remaining enemies. If you're
efficient and started this battle with 200 health and armour and the Serious
Damage from secret #10, you should easily come out with over 100 health.

Afterwards, collect any extra armour and health that you can (and any Serious
Bombs left over), and step onto the sparkly pad in the middle. And that's the
end of this level, and indeed this chapter of the game.

                          || PERSEPOLIS ||

                            | Ziggurat |

Here we go, part 2. You'll notice you've lost all weapons except your standard
Shofield and knife, but you keep your previous values for health, armour and
number of Serious Bombs. I had 2 of the latter left when I got to this point,
which is quite fine.

===|SECRET 1/10|==================================================|ITEM|======
Walk around the back of the building in front of you to find a sniper rifle.

Go into the building, and you'll immediately get the chainsaw, (single)
shotgun, and another Shofield. Use the chainsaw for the time being. Now
walk over to the pit ahead. Drop down to the second ledge down.

===|SECRET 2/10|==================================================|ITEM|======
Look down into the pit. See the +100 health surrounded by spikes? Save your
game, and carefully drop down so that you hit the health and *not* the spikes.
The area of ground the health is on is bouncy, so you can now bounce back up
to the ledge.

Walk down the passage, around the fallen pillars and through the door. When
you come to the next set of fallen pillars, do *not* try to squeeze under
them - instead, approach them, wait until they've fallen over, and then walk
around them or jump over them. Go through the doorway to find a Cucurbito - I
recommend you answer his chainsaw with your own. There's another further on -
do the same. Pick up the flamethrower in this room, but don't use it yet (not
enough ammo).

Go to the other end of this room and take the doorway (it's safe to walk under
the fallen pillar) then drop down the hole with horizontal pillars in it. Walk
down this passage, and get your shotgun ready for the single Kamikaze - then,
shoot the frogs with your Shofields. Step on the lift and ride it downwards.

In this next room, if you head to the right you'll see a Cucurbito (chainsaw
it) and if you continue along the wall to the right you'll see a Zumb-Ul. If
you got the sniper rifle from secret #1, now is a great place to use it.
Otherwise, I guess you'll have to use the shotgun, flamethrower or chainsaw.
Kleer will probably also see you at this point, so use the shotgun. There's
also a Gnaar around here, but the chainsaw will make easy work of it.

You'll notice that two of the pillars here have stair-like platforms jutting
out from them. Climb up each pillar using them - from the top, you can reach
several high platforms with items on them. To get to the next area, you can
either drop down from one of the platforms with sniper ammo (to the platform
with the sniper rifle on it) or press the switch on another platform, which
will make stairs appear that you can use to reach the sniper rifle platform.
Either way works.

Once you're there, enter the door, take the sniper bullets, and then either
chainsaw or snipe the Cucurbito. The former is easy enough to do. Carefully
walk up the slope - if you don't go too fast, you should be able to see the
Kamikaze before he sees you. Blast him. Now take any health or armour that you
need, and through the door we go. Out into the open.. and a welcoming party of
harpies. Blow them away with the shotgun, and let's continue.

===|SECRET 3/10|==========================================|ITEM & ENEMY|======
Go straight left and look in the back corner. Take the sniper ammo, and you'll
be attacked by a 'suicidal avenger plant' which will hop around and fire the
"lasers" at you. Just hit it with one sniper bullet and it's history.

===|SECRET 4/10|==========================================|ITEM & ENEMY|======
Go to the immediate left wall as you enter this area (if you just did secret
#3 you'll already be there). Follow this wall and look for a tiny darker spot
towards the ground. Shoot (or chainsaw..) this spot, then crouch, enter it
and take the +1 armour. This will make a +100 armour and a Red Biomech appear
outside. Unless you really need that armour, don't bother. (You'll have to use
the sniper rifle on the Biomech).

===|SECRET 5/10|==================================================|ITEM|======
Go directly right as you enter. You should see in this corner that there is
a +25 health and a +1 health. Stay away from the +1 health because it'll make
a Zumb-Ul warp in. Rather, behind the +25 health, part of the wall is
darkened. Chainsaw it to reveal a +50 health.

Now, head forwards to the large pegasus statue, and go left to the small
building with lots of items inside. Take them, and then take the Hawk Wings
Part 1. Yes, that's lots of enemies spawning outside :) Get the chainsaw ready
for the Gnaar that will rush you through the door. (And don't just stand in
front of the door, you'd better hide off to one side instead). After the Gnaar
attack, carefully shoot the Arachnoid outside with two sniper bullets.

Now you'll want to leave and almost immediately return, because you're hardly
done with the enemies outside. Kleer should follow you back inside, so waste
them and repeat until all Kleer are dealt with. Now, there's a few 'sniper'
enemies to take care of. Firstly, step out, blow away the Beheaded Bomber
(use the Shofields) on the roof of the building you were just in, and then
retreat inside it again. Now, there's one Arachnoid left to deal with. Step
out of the building, then look left and behind you to see the Arachnoid, who
you should snipe off.

Now, keep the sniper rifle handy and zoomed in slightly, and approach the
building opposite you. As you get close, you'll be rushed by Cucurbitos and
Zorg out of the building. Take careful aim and shoot the two Cucurbitos, then
shoot the many Zorg with your shotgun while strafing and jumping. Then enter
the building they came from. Take the health, ammo, and the Hawk Wings Part 2.

More Gnaar are coming, so chainsaw them. If a Beheaded Bomber (green) strolls
in, make sure you shoot him from a distance with the shotgun instead. Make
sure you don't stand in front of the doorway, because there's a Reptiloid
outside and to your right who will hit you if you do. Now, stand to the left
of the doorway, and snipe that Reptiloid off.

Now, as you leave, firstly snipe off the Zumb-Ul behind you to the left, and
then the Reptiloid behind you to the right up high. (Watch out for the
latter's fireballs!) There should also be a Cucurbito around, so beware. Now,
you'll want to go to the now accessible door at the end (opposite the door you
originally entered this area by) then immediately duck to the side because of
the Arachnoid directly within. Get the sniper rifle ready, strafe from side to
side and take it out.


I'll write the rest sooner or later. Honest.