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    Enemy FAQ by brikien93

    Updated: 12/20/08 | Printable Version | Search Guide | Bookmark Guide

                                                                                   
    SERIOUS SAM: THE SECOND ENCOUNTER
    
    DETAILED ENEMY GUIDE
    
    Date: December 2008
    Author: Brikien93
    Copyright info: This document may be freely copied and reproduced
    
    This is a special guide designed by me to explain the aliens that you will be 
    mass murdering in the hit game: Serious Sam: The Second Encounter. In this 
    guide I will give detailed information on each and every monster seen in the 
    game, including best weapons to use on the enemy, the enemies weakness, name, 
    in-game info, and etc.
    
    The Format:
    
    The info for each monster will be seen in this format:
    
    NAME
    In-game info
    -
    -
    -
    -
    -
    In-game tips
    -
    -
    Achilles heel (weakness)
    Best weapon to use
    2ndary weapon to use
    (Tertiary weapon) - optional
    
    Now let's get on with the guide what say?
    
    Probably the most seen form of enemy in the game you'll be encountering will be
    the beheaded family. Contained within this group is the beheaded bomber, 
    beheaded firecracker, and the ever popular/annoying beheaded kamikaze.
    
    Beheaded family specs:
    The beheaded family are all known for 2 things. Having no head, and being VERY
    stupid. The beheaded bomber and firecracker are simplistic and will do no 
    more than fire a laser or toss a grenade. The beheaded kamikaze on the other 
    hand are slightly more difficult to counter.
    
    Beheaded Bomber
    Hostility: Low
    Endurance: Low
    Threat: Low
    Weapons: Hand Grenades
    Description:
    An executed sirian soldier, raised from the dead by Mental and remote 
    controlled by Life Control Unit (LCU).
    The bomber carries his own head in one hand to receive audio/visual information
    and has a large supply of inflatable bombs in his pockets.
    TIPS: Beheaded Bomber explodes soon after death.
    Achilles Heel: Stupidity, slow
    Best Weapon: Pump-Action shotgun
    2ndary weapon: Double barrel Coach Gun
    
    Beheaded Firecracker
    Hostility: very low
    Endurance: very low
    Threat: none
    Weapons: magic-missile launcher
    Description:
    An executed Sirian soldier, raised from the dead by Mental and remote 
    controlled by Life Control Unit (LCU).
    A firecracker carries his own head in one hand to receive audio/visual info.
    He fires five magic missiles in succession from a low-power launcher implanted
    in the head. They're immune to their own missiles.
    TIPS: No known problems
    Achilles Heel: Stupidity, Slow
    Best Weapon: Pump-Action shotgun
    2ndary Weapon: Double barrel coach gun
    
    Beheaded Kamikaze
    
    Beheaded Firecracker
    Hostility: Extreme
    Endurance: very low
    Threat: High
    Weapons: Hand Grenades
    Description:
    An executed Sirian soldier, raised from the dead by Mental and remote 
    controlled by Life Control Unit (LCU).
    The head of the kamikazee has been ruined, so he is employed for suicidal 
    attacks. Carries 2 bombs in his hands and activates them when close enough to 
    target.
    TIPS: Explodes when killed
    Achilles Heel: Stupidity
    Best Weapon: Pump-Action shotgun
    2ndary Weapon: Colt
    
    Next up comes another common enemy you will be encountering quite often. The
    infamous Kleer skeletons. Kleer skeletons can be extremely dangerous in both
    swarms, or one-on-one in small spaces.
    
    Kleer Skeleton
    
    Beheaded Firecracker
    Hostility: Medium
    Endurance: Low
    Threat: Medium
    Weapons: 2-ball projectiles, claws, horns
    Description:
    An undead skeleton of a being from an extinct race from the planet kleer, of 
    Alpha Canis Majoris. It has long sharp claws on its hands and a long tail. They
    either attack by conjuring 2-balls, or by slashing with their claws from close
    range.
    TIPS: Jumping attacks best evaded by sidestepping
    Achilles Heel: No known weakness
    Best Weapon: Double Barrel Coach Gun (1-on-1) Flamethrower (In packs)
    2ndary Weapon: Missile Launcher
    
    After the kleers you'll be facing an equally dangerous threat, the might sirian
    werebull. A large monster that can be extremely dangerous when encountered in 
    packs.
    
    Sirian Werebull
    Hostility: Medium
    Endurance: Low
    Threat: Medium
    Weapons: Charging with horns
    Description:
    Crossbred with mixed genes of Sirians and some kind of cattle. The werebull
    behaves much like an ordinary bull and attacks with its horns by charging.
    TIPS: Avoid its charging attacks by sidestepping
    Achilles Heel: Slow to turn back towards you, use to your advantage
    Best Weapon: Missile Launcher
    2ndary Weapon: Grenade Launcher
    Tertiary Weapon: Double barrel coach gun
    
    Next we'll be discussing an enemy you won't encounter very often, but that 
    doesn't mean you shouldn't know how to counter it. The Reeban electro-fish.
    
    Reeban electro-fish
    Hostility: High
    Endurance: Low
    Threat: Medium
    Weapons: Electric Discharge
    Description:
    A muddy water fish, originating from planet Reeb. Very aggressive, uses 
    powerful electric discharges to disorient and damage its prey. Hard to spot
    in dark waters due to their very efficient natural camouflage.
    TIPS: Listen for noises in the dark water. 
         - Stay near waters edge until you finally see them then open fire.
    Achilles Heel: No true weakness besides fragility
    Best Weapon: Tommy gun
    2ndary Weapon: Pump-action shotgun
    
    After those nasty reebans, we're going to move onwards to an even scarier 
    little demon. The Marsh-hopper from Rigil Kentaurus. There main mode of attack
    is getting near you and exploding, much like the beheaded kamikaze's, only 
    in large dangerous packs.
    
    Marsh-Hopper from Rigil Kentaurus
    Hostility: Extreme
    Endurance: none
    Threat: very low
    Weapons: Toxic Slime Splash
    Description:
    A strange organism originating from marshy wastelands in the system of Rigil
    Kentaurus. They live in large groups and have a suicidal instint for protecting
    their territory. In all-devestating havoc, all individuals try to leap at the
    intruder and explode, by inflating themselves. Upon exploding, toxic slime 
    contained in their intestines splashes the target.
    TIPS: Destroy at Range
    Achilles Heel: Can easily hear them coming, so easy to prepare
    Best Weapon: Pump action shotgun
    2ndary Weapon: Tommy Gun
    
    After those little amphibians, it's time to take a break with one of sam's 
    classic enemies, the Gnaars. They come in 2 varieties, Male and female. Female
    are more aggressive and dangerous, whereas the males are more difficult to
    attack, due to invisibility, and some tend to float around.
    
    Gnaar, Female
    Hostility: Low
    Endurance: Low
    Threat: Low
    Weapons: Bites, Punches
    Description:
    A small bipedial animal with no head, one eye and a large mouth. Originating
    from Sirius, and trained by Mental to attack opposing forces. The females are
    larger, green, and tougher than males.
    TIPS: Keep away
    Achilles Heel: Stupidity
    Best Weapon: Double barrel coach gun
    2ndary Weapon: Missile Launcher
    
    
    Gnaar, Male
    Hostility: Low
    Endurance: Low
    Threat: Very low
    Weapons: Bites, Punches
    Description:
    A small bipedal animal with no head, one eye and a large mouth. Originating 
    from Sirius, and trained by Mental to attack opposing forces. The males are
    smaller, purple and not as tough as females.
    TIPS: Some can levitate, and a few can even turn invisible. Listen for sound
    Achilles Heel: Stupidity, Fragility
    Best Weapon: Double Barrel coach gun
    2ndary Weapon: Missile Launcher
    
    
    After dealing with the vicious gnaars, it's time for you to contend with a new
    threat, Lava Golems! Lava Golems vary in size, and endurance, but all are very
    hostile towards people named Sam.
    
    Lava Golems
    Hostility: High
    Endurance: Medium to Extreme
    Threat: Low to Extreme
    Weapons: Fireballs
    Description: 
    A large pile of inanimate material magically brought to life. Lava golems are 
    made of low temperature magma and they use the magic powers contained in them
    to summon fireballs and similar projectiles to throw at their enemies. Power
    and resistance of any particular golem depends on its size and the amoung of 
    contained magic force.
    As a golem wears out, if it is very big, it may spawn several smallre ones in 
    the process which continue their lives indipendent of their originator.
    TIPS: They usually don't move much, so dodge the fireballs and strike back.
    Achilles Heel: They don't move very often
    Best Weapon: Grenade Launcher
    2ndary Weapon: Missile Launcher
    
    
    Next up comes yet another enemy that may leave you in pain. If you have a 
    phobia of scorpions, and are deathly afraid of miniguns, then you might want to
    watch out for these next enemies. The arachnoids
    
    Arachnoid, Juvenile
    Hostility: Extreme
    Endurance: Medium
    Threat: High
    Weapons: Chain-gun, Tail sting
    Description:
    A holy warrior from a primitive race evolved from arhtropods. Extremely 
    hostile due to their religious convictions.
    Carries a chaingun with ammo-replenisher in one hand. Exoskeleton cover entire
    Arachnoid's body and provides good protection against bullets, explosives and 
    fire.
    TIPS: Don't get too close. They will sometimes shoot their own if you get 
    between them and one of their own.
    Achilles Heel: Don't move very much, so use this to your advantage by staying
    far away.
    Best Weapon: Missile Launcher
    2ndary Weapon: Tommy Gun
    
    
    Arachnoid, Adult
    Hostility: Extreme
    Endurance: High
    Threat: High
    Weapons: Chain-gun, tail sting
    Description:
    A holy warrior from a primitive race evolved from arhtropods. Extremely hostile
    due to their religious convictions.
    Carries a chaingun with ammo-replenisher in one hand. Exoskeleton covers entire
    Arachnoid's body and provides good protection against bullets, explosives and 
    fire.
    TIPS: Put other monsters between you and the monster.
    Achilles Heel: Don't move much, some are found sleeping.
    Best Weapon: Missile Launcher
    2ndary Weapon: Tommy Gun
    
    After that little duo you get to deal with an equally dangerous duo. Me and my
    dad like to call them 'Chicken bots' but the game calls them by the name of
    'Bio-Mechanoid.' Very hostile, but zero to little brainpower.
    
    Bio-Mechanoid, Minor
    Hostility: High
    Endurance: Medium
    Threat: Medium
    Weapons: Pulse Lasers
    Description:
    A biological mechanism grown in Mental's bio-tanks. Its genome is programmed 
    to give it biologically grown mechanical parts and side slots where pules 
    lasers are attached and directly connected to its nervous system.
    Adjusted to attack without thinking.
    TIPS: Does the phrase "attack WITHOUT thinking" ring a bell?
    Achilles Heel: Fire a constant stream of lasers, so dodging this is pretty easy
    Best Weapon: Missile Launcher
    2ndary Weapon: Grenade Launcher
    Tertiary Weapon: Tommy gun
    
    
    Bio-Mechanoid, Major
    Hostility: High
    Endurance: High
    Threat: High
    Weapons: Rocket launchers
    Description:
    See 'Bio-Mechanoid, Minor'
    TIPS: Rockets can be destroyed in mid-air
    Achilles Heel: Inaccurate at close range, get in close and destroy
    Best Weapon: Grenade Launcher
    2ndary Weapon: Missile Launcher
    
    When Chicken bots attack...hmmm...that could make a good movie...Onwards to the
    next dangerous monster to deal with. When CD's about vegetables, grinning banjo
    players, Lumberjack's digest, and burt reynolds come together, you get 
    Cucurbito the Pumpkin. Dumb, but hostile.
    
    Cucurbito the Pumpkin
    Hostility: Medium
    Endurance: Low
    Threat: Medium
    Weapons: Chainsaw
    Description:
    This monster was genetically engineered by Mental one weekend when his time 
    travelling agents returned with samples of 20th century media. Among the items
    were a CD from a band whose name had something to do with destroying vegetables
    a movie featuring burt reynolds and a grinning banjo player, and an old copy of
    lumberjack's digest. As he inserted the final, 1979th part into this abomination
    it sprang to life and even the Notorius Mental faltered at the sight of this 
    Bull with gluttonous Things. Just a perfect example of Mental rolling in his
    infinite badness.
    TIPS: Sidestep to avoid them
    Achilles Heel: It takes a while for them to turn in your direction
    Best Weapon: Grenade Launcher
    2ndary Weapon: Tommy Gun
    
    My favorite enemy is cucurbito, but he's not quite as dangerous as the next 
    villain we're going to encounter. The evil, heartless, won't give you a second
    glance, Scythian witch harpies.
    
    Scythian Witch Harpy
    Hostility: Medium
    Endurance: Low
    Threat: Low
    Weapons: Magic Projectiles, claws
    Description:
    A female clone of a long extinct scythian race. A witch harpy is trained in 
    close combat and casting combat spells. Its flying ability allows it to reach 
    otherwise unreachable positions and attack their enemy from above.
    TIPS: Dispatch swarms with continous fire and missiles
    Achilles Heel: Very Fragile
    Best Weapon: Tommy Gun
    2ndary Weapon: Missile Launcher
    
    After the harpy, comes another group of enemies to contend with. The mighty
    Zorgs. Quite simple to deal with, only true trouble with them is when they're
    accompanied by a large amount of other enemies.
    
    Zorg Mercenary from Beelmez IV
    Hostility: Low
    Endurance: Low
    Threat: Low
    Weapons: Burst Laser
    Description:
    Mental transported these soldiers to Earth from an unknown part of the 
    universe. They were once a race of fearsome warriors but as they conquered more
    planets than they possible knew what to do with, they decided to slow down for
    a while. Most of the population took a long overdue vacation on one of the most
    beautiful tropical planets in their system; but as they only sunbathed from 
    10A.M. to 4P.M., after a few years most of them had no skin left on their body.
    TIPS: Try to avoid thier fast laser beams
    Achilles Heel: Very Weak
    Best Weapon: Pump-action shotgun
    2ndary Weapon: Tommy Gun
    Tertiary Weapon: Flamethrower
    
    Zorg Commander from Beelmez IV
    Hostility: Low
    Endurance: Low
    Threat: Low
    Weapons: Sweep Burst Laser
    Description:
    Mental transported these soldiers to the Earth from an unknown part of the 
    universe. They were once a race of fearsome warriors but as they conquered more
    planets than they possible knew what to do with, they decided to slow down and
    take a much needed vacation. Most of them went to the most beautiful tropical
    locations in their system; but as they only sunbathed from 10A.M. to 4P.M., 
    after a few years most of them had no skin left on their bodies. Only a few of 
    lucky ones (with bits of skin left) were immediately promoted to commanders -
    which generally meant getting a bigger gun, wearing underwear in public, and 
    not leaving bloody stains on everything they touched.
    TIPS: Avoid their sweeping laser bursts by jumping
    Achilles Heel: Fragility
    Best Weapon: Pump-action shotgun
    2ndary Weapon: Tommy gun
    Tertiary Weapon: Flamethrower
    
    After dealing with the zorgs, its time to contend with the almighty, fat, dumb
    zumb'ul's. Very large, but good for destroying your on opposition by setting 
    other aliens between you and them.
    
    Zumb'ul from planet Ras-ad-Nyk
    Hostility: Medium
    Endurance: Medium
    Threat: Medium
    Weapons: Twin hand plasma Launchers
    Description:
    This is what you get when you introduce the concept of firearms to a creature
    who's got wisdom teeth problems. Mental trained these brutes in his dreaded
    'East Clintwood' institute, which was named after a famous 20th century gun
    wielding actor. He used to build discipline by telling them that if they didn't
    work hard, they would end up taking pictures of bridges. They all graduated.
    TIPS: Position smaller enemies between you and them to save ammo.
    Achilles Heel: Slow, dimwitted, easy to dodge gunfire
    Best Weapon: Missile Launcher
    2ndary Weapon: Double barrel Coach gun
    
    After contending with those beasts, why not take a break with some weaker 
    aliens? NO! Now you get to contend with the almighty reptiloid family.
    
    Aludran Reptiloid, common
    Hostility: High
    Endurance: Medium
    Threat: Medium
    Weapons: Magic homing missiles
    Description: 
    A large fourhanded reptile living in the Aludran system in the constellation 
    of Canis Major. This primitive race has agreed to fight for Mental in exchange
    for the spell-casting powers it gave them.
    They cast self-propelled fireballs with primitive homing abilities.
    TIPS: Destroy the missiles before they reach you
    Achilles Heel: No known weakness
    Best Weapon: Missile Launcher
    2ndary Weapon: Grenade Launcher
    
    Aludran Reptiloid, Highlander
    Hostility: High 
    Endurance: High
    Threat: High
    Weapons: Magic homing missiles
    Description:
    A large fourhanded reptile living at Aludran system in the constellation of 
    Canis Major. This primitive race has agreed to fight for Mental in exchange for
    the spell casting powers it gave them.
    They cast self-propelled fireballs with primitive homing abilities.
    The highlander race is significantly larger (and rarer) and more dangerous than
    the ordinary ones living in the plains. When furious they cast their missiles 
    in very quick succession.
    TIPS: Keep under constant fire. Extremely dangerous, approach with caution.
    Achilles Heel: No known weakness
    Best Weapon: Missile Launcher
    2ndary Weapon: XL2 Laser cannon 
    
    Aludran Reptiloid, Highlander's Bride
    Hostility: Very High
    Endurance: Very High
    Threat: High
    Weapons: Magic homing missiles
    Description:
    A large four-handed reptile living at Aludran system in the constellation of 
    Canis Major. This primitive race has agreed to fight for Mental in exchange for
    spell-casting powers.
    It casts self-propelled fireballs with primitive homing abilities.
    The highlander race is significantly larger and more dangerous than the 
    ordinary creatures living in the plains. When furious, Highlanders cast their
    missiles in very quick succession. Highlander females are even more dangerous,
    not only because of the fact that their biological constitution dictates an 
    all-year-round PMS.
    TIPS: There is only 1 throughout the game (THERE CAN BE ONLY ONE!!!) Treat like
    you'd fight the male version, only more difficult.
    Achilles Heel: No weakness
    Best Weapon: Up to preference
    2ndary Weapon: .......
    
    Fiendian Reptiloid Demon
    Hostility: High
    Endurance: Medium
    Threat: Medium
    Weapons: Lavaball projectiles, claws
    Description:
    Another hideos mutation, courtesy of notorious mental. A simple lizard-like
    organism from Fiendia Prime was crossbred and mutated through several 
    generations, and was finally reinforced with a titanium skeleton. It has a
    unique ability of forming a miniature black hole through which it can summon
    floating balls of molten lava into existence. Weak magical forces will hold 
    this fiery projectile coherent for a short period of time. As it flies through
    the air it will cool down and finally explode.
    TIPS: Avoid projectiles. Stay moving.
    Achilles Heel: No known weakness
    Best Weapon: Missile Launcher
    2ndary Weapon: Grenade Launcher
    Tertiary Weapon: Flamethrower
    
    After contending with the mighty reptiloids, it's time to take a break by 
    fighting inanimate objects. On the final level of the game you'll have to 
    contend with 2 types of cannons. The static cannon, and the rotating cannon.
    
    Rotating Cannon
    Hostility: High
    Endurance: N/A
    Threat: High
    Weapons: Cannonballs
    Description:
    Mental was amazed with the concept of your most powerful weapon and so tried
    to create something similar. Mental enhanced an ordinary medieval cannon with
    an auto-loading system, radar and ammunition replenisher, making it a pretty 
    effective and dangerous stand-alone defense unit. The enhanced version of this
    device is placed on a rotating base which enables it a full 360 degree attack.
    TIPS: Keep on moving to avoid the cannonballs
    Achilles Heel: No known weakness
    Best Weapon: Missile Launcher
    2ndary Weapon: Grenade Launcher
    
    Static Cannon
    Hostility: High
    Endurance: N/A
    Threat: High
    Weapons: Cannonballs
    Description:
    Mental was amazed with the concept of your most powerful weapon and so tried to 
    create something similar. Mental enhanced an ordinary medieval cannon with an
    auto-loading syste, radar and ammunition replenisher, making it a pretty 
    effective and dangerous stand-alone defense unit.
    TIPS: Keep on moving to avoid the cannonballs
    Achilles Heel: No known weakness
    Best Weapon: Missile Launcher
    2ndary Weapon: Grenade Launcher
    
    
    After contending with the medieval cannons, we're nearing the end of our 
    journey, errr uh...FAQ. All I have left to help you with is the 3 mighty bosses
    you'll be facing throughout serious sam: second encounter. Kukulkan the Wind
    God, Exotech Larva, and Mordekia the Summoner.
    
    Kukulkan the Wind God
    Hostility: Low
    Endurance: Extreme
    Threat: High
    Weapons: Twisters, Tornado Balls
    Description:
    An ancient Mayan deity, Kukulkan has nothing to do with Mental at all. In fact
    he is a good god indeed. It is believed that Kukulkan controls wind so he is 
    very favored by the Mayans. However, he is also the guardian of a portal that 
    the Sirians left, and one must say a very serious one! Kukulkan cannot be 
    destroyed - but he is a fair player - when defeated he will evaporize into thin
    air and open the portal for the victor as a sign of respect. He is truly a god
    in every possible way.
    TIPS: Use explosive Weapons on him
    Achilles Heel: No known Weakness
    Best Weapon: Explosive weapons
    2ndary Weapon: N/A
    
    Exotech Larva
    Hostility: High
    Endurance: Extreme
    Threat: High
    Weapons: Plasma Cannons, biopods, high energy laser
    Description:
    The success of it's first abomination of nature - the Biomechanoid - pushed 
    Mental even further this time. In an attempt to create a perfect and obeying
    bodyguard, Mental decided to combine robotic parts with an even simpler organic
    creater - an insect larvae. Larva was heavily armed and put into a 'strength
    multiplicator'  device and was supposed to guard Mental. Things did not work 
    out as planned. After the 17 assassination attempt by Larva on Mental and many
    hours spent teaching the cyborg the difference between its master and a common
    caterpillar, Mental finally gave up and found it's pet a new job: guarding a 
    portal that could bring some serious trouble his way.
    TIPS: Use columns to dodge fire. Destroy regeneration reactors nearby.
    Achilles Heel: No known weakness
    Best Weapon: N/A
    2ndary Weapon: N/A
    
    Mordekai, the summoner
    Hostility: Extreme
    Endurance: High
    Threat: High
    Weapons: Summoning spells
    Description:
    One of the most powerful sorcerers that ever lived in the known universe, 
    Mordekai served Mental for over 3000 years. He served him so well indeed, that
    Mental missed him very much and resurrected him after he died in a bizzare 
    accident involving the Necronomicon, 20,000 pounds of ectoplasm, and a 
    mispronounced Latin proverb. He was automatically assigned to train Mental's 
    creatures in the art of spellcasting and employing magic for truly 'evilish'
    purposes.
    P.S. Mental was a little late with the process of resurrection, so Mordekai's
    brain is slightly damaged; he is often heard to speak complete nonsense, or as
    one would say, utter crap. In Latin.
    TIPS: Keep an eye out for the minions he summons. Shoot when he's visible
    Achilles Heel: No known weakness
    Best Weapon: N/A
    2ndary Weapon: N/A
    
    Congratulations, after reading this FAQ you are now better enlightened about 
    the multitudes of enemies you are about to slaughter. Now that the guide itself
    is over, it's time to move on to the FAQ itself.
    
    
    FAQ!
    
    Q: Hey how come the Minigun, SBC cannon, and Sniper Rifle weren't mentioned
    throughout this guide? They work great on most of the enemies in the game!
    A: You basically answered your own question, those guns work on every enemy in
    the game, so instead of putting them as the best weapon on every single enemy
    I just decided to leave them out for that exact reason.
    
    Q: How come Fiendian Reptiloid demon falls under the same category as the 
    highlanders?
    A: He too has reptiloid in his name.
    
    Q: How does a flamethrower work on a pack of kleers?
    A: They spontaneously combust, and quickly die afterwards, so why not use 
    flamethrower?
    
    Q: Hey, the P-Lah Chainsaw wasn't mentioned? How come?
    A: The p-lah is a good weapon, but it's only good when multiple enemies have
    you against a corner, such as kleers, or cucurbitos crowding you.
    
    Q: What difficulty were you playing on when you made this FAQ?
    A: Normal difficulty.
    
    Q: Do you have any more FAQ's in mind for this game?
    A: I am considering making a weapon FAQ for the weapons in the game. Look 
    forward to seeing it.
    
    Q: What does Tertiary mean?
    A: Tertiary means 3rd best basically.
    
    Q: Why did you put Achilles heel rather than just weakness?
    A: Why shouldn't I put achilles heel rather than just weakness? 
    
    Q: Why did you put "(THERE CAN BE ONLY ONE!!!)" on the highlander's bride?
    A: Because part of it's name is highlander, and there's only one throughout
    the entire game. 
    
    Q: What if I think another weapon works good on an enemy that you don't have
    down?
    A: E-mail me with the weapon that you think would work better on the enemy, 
    i'll try it myself, then i'll consider adding it.
    
    
    That's it for now folks. If you have any questions, suggestions, or if you just
    want to comment on this FAQ, then you can e-mail me at: Simdicate@hotmail.com
    
    Look forward to seeing a weapon FAQ on anytrades soon (Hopefully) and more game
    FAQ's coming eventually.
    
    Keep up the slaughtering, and teach mental who's boss.
    
    -Brikien93
    'Stay Serious'