Serious sam instructions manual
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Speculation and fan-made information and images will be deleted and you may be blocked. If adding information that you consider to be canon, provide a source. Never stand in the same spot, and use a weapon that has a lot of ammo. Dispose of them the same way you should with the Mercenaries: quickly and effectively. Their attacks can be manipulated by jumping over them and sometimes balancing on their head to avoid damage. Easy to avoid. Note: Male Gnaars can come in transparent and floating forms.
These have the exact same statistics as the basic Male Gnaar, but are just a little harder to defeat. Be wary of using explosives if you notice one. Exact same tactics may be used on the female from the male, meaning you can still jump on their heads to dodge their attacks.
Note: Female Gnaars can come in transparent and floating forms. These have the exact same statistics as the basic Female Gnaar, but are just a little harder to defeat. Deadly in packs? These are the only enemies in Serious Sam which are airborne, ignoring Red Biomechanoid rocket projectiles and Reptiloid projectiles being a little over head.
Harpies will predominantly be seen flying in groups, launching bright projectiles usually at the same time due to spawn.
Harpies generally spawn very far away in horde fights, meaning they won't be an issue if you keep the horde settled on ground. The problem may arise when the Harpies get close, as their melee is very difficult to avoid, even by strafing.
When facing Harpies as a lone pack of enemies, use any weapon you desire as Revolvers can do a decent amount of damage when they're far, and a Double Barrel Shotgun is enough to one-hit them before they swoop. Note that if you're using the Double Barrel, be sure to back-peddle if they're going in to swoop so that you may have more space and time to reload. When facing Harpies in addition to a large horde, try to ignore them if you're in an uncomfortable space, and then open fire on them with preferably the Lasergun or Minigun, as there's no time to be careful with ammo, and you should generally be well-stocked in these particular fights.
They have a surprisingly long attack range, spawn in packs, move incredibly fast, and will hit you even if you're on land, sometimes even actually swimming up onto land to get that little bit closer.
With such low base health, I recommend using any automatic weapon preferably the Tommy Gun to take down packs of Electro-Fish. Some say that using explosives such as the Rocket Launcher or the Grenade Launcher I'd say Grenade Launcher due to higher explosive radius damage , can wipe out packs of them entirely, but I believe this can become very inconsistent as it's possible to miss, and due to their speed and getting up in your face, you're prone to damaging yourself.
Whenever you're in water, keep your ears ready for their gurgled spawning sound, as it's very difficult to notice them until they're too close for comfort. Marsh Hoppers will always spawn usually surprisingly, quickly and aggressively. Sometimes they will appear in relatively small packs in-doors to keep you on your toes, and in gigantic, boss-health-massing packs.
In most environments, the Tommy Gun will make short work of them, and a Rocket Launcher is capable of taking out globs of them effortlessly but you run the risk of damaging yourself in any situation. But when you encounter the absolutely massive packs, it's recommended to use the Minigun to mow down any oncoming Marsh Hoppers, and I find it hard to recommend any alternative due to how efficient the Minigun is. On Serious difficulty, you're not going to live if more than a few ram into you, no matter what your health and armour may be.
You cannot outrun them, so your best defense is a good offense, and it's recommended to use essentially anything in your arsenal. Due to their low health, high numbers, and large explosive radius, it's appropriate to use almost anything from Shotgun, to Tommy Gun, to Minigun, to Lasergun, to Rocket Launcher, to Grenade Launcher.
They are very easy to handle when alone, but will be one of your most fearsome challenges when close-by, coming from all directions, or hidden between hordes of different enemies. Early game, when you only encounter a few at a time, or in any situation similar, I recommend that you use one blast of a Flamethrower, or one shot of a Revolver if they're too close, as this will cause them to intermittently flinch and give you enough space between them to open fire and take no explosive radius damage.
Other than this, you only simply keep your distance, manage your gunfire, and be careful. Kleers are fast, have a neat chunk of health, painful, surprising, and come in packs ranging from small to very, very large. Early game it is recommended to use the Double Barrel Shotgun at absolute point-blank range which does damage, winning out the Kleer by 10 damage.
This is easier said than done though, as the only time the Kleer is close enough is when you're quite literally less than a meter from it.
This means you either have to run into a Kleer after it has lept to kill it, or shoot it while it's lunging at you. The latter is what I recommend, as it's much more efficient, but it's a lot harder. You will have to recognise their sound cue and time it to your shot. Later on, it's recommended to use either the Grenade Launcher, Minigun or Flamethrower for taking out packs of Kleers due to their damage output.
One other thing you must learn is how to continuously dodge Kleers when focusing larger targets such as a Red Biomechanoid for example. When a Kleer leaps at you and you dodge it, you're given roughly 1. To master the dodging, I recommend to keep the Kleer s in your peripheral vision when playing in Third Person, or to count in your head when they're about to turn back often noticed by the sound of their clopping steps.
When a Kleer is coming back to jump at you again from behind, try to remember which direction it lept to, and try to counter that by strafing in the opposite direction. This strategy is key for most advanced players, as it can be done if done well enough to dodge almost any and all Kleers that are after you when you're busy focusing a larger enemy. Their large chunk of health makes them impossible to one-hit with a Double Barrel Shotgun or Rocket Launcher, which can be of concern as most enemies it runs around with can be, making situations difficult.
Unlike Kleers the Cucurbito will not 'leap', they will only charge to your location, and if they connect they will proceed to excessively cut at you rapidly. This can mean a very quick death, but luckily they're relatively easy to dodge by sidestepping unless in enclosed areas. Treat their charge attack like you would a charging Werebull, and be ready to have them run back once they've run past.
My preferred way to deal with the Cucurbito is to fire a single shot of the Grenade Launcher, which does total damage -- one-hitting them. Most people tend to ignore this as Rocket Launcher is generally people's first choice, despite lower damage. Due to their large size, they're prone to be taken down by fully automatic weapons such as the Lasergun, Flamethrower, Tommy Gun or Minigun, which can take down most packs of Cucurbito without any issues.
They are one of the fastest enemies in the game, and do more damage depending on how direct their charge was. Although they're quite simple to dodge, they can generally limit your options when it comes to maneuvering the battlefield. Early in the game, it's recommended to use the Double Barrel Shotgun, as two direct shots will take a Werebull down. As long as you have the distance, two rockets will also do the trick. For much larger fights, the versatility of the Minigun will do well enough in keeping them back into the density of the horde.
It's also recommended to use the Flamethrower if you're desperate, as they're a charging enemy, meaning you're not going to miss. A lone shot from the Sniper Rifle is enough to drop a Werebull from long-range, which is great for picking them off before the fight comes to you. There's very little difficulty about the werebull, you just need to always make sure they're not dominating the fight by putting you into a figurative corner. Although they're easy to dodge when you're aware of them, their primary strength comes from their large projectile size and speed, making it difficult to dodge when you're not aware of their location.
The best weapon to use when targetting a particular Zumb'ul is definitely the Sniper Rifle, as it will immediately remove them from a fight at medium-to-long range, making their projectiles not a hassle. If for whatever reason you cannot use a Sniper Rifle, the Rocket Launcher or Minigun are viable options, as you don't have to prioritise them entirely, and you will be able to shoot down any projectiles that they have fired at you.
As for the projectiles themselves, know that one of the two fired will always be heading directly towards you, while the other will be off to the side to catch you if you're running in that direction. If you're unable to dodge the rockets by strafing, know that it's possible to jump over the rockets if timed correctly. Each time it's destroyed, it will split into several smaller forms.
Although the large one has a lot of health, they're not all that more dangerous to their medium counterparts, which do an identical amount of damage. It's simple to kill any small lava golems using a single shot from a rocket, grenade or 10 shots from a Tommy Gun -- simple. The medium are possibly the most threatening, as usually they're paired in twos or threes, doing huge amounts of damage if they get a hit on you.
They will take a handful of explosives or shots from the Minigun to take down, but are not threatening enough to prioritise over other enemies such as Kamikazes, Kleers or, Cucurbito or Werebulls if they're close. Large Lava Golems are very rare to come across, appearing primarily as their own boss.
Know that their attacks are not as deadly as you may think, but due to their great size it's recommended to stay far, far back, using charged cannonballs or rockets to destroy them.
All Lava Golems throw lava rocks, and they will predict your position before they throw. To counter this, watch for the moment they throw the rock, then break the direction you're running in and go another way. If for whatever reason you cannot run away from the rocks, know that they can be destroyed easily. Note: All Lava Golems are immune to the Flamethrower for obvious reasons. With higher difficulties, the firerate of the Minor Blue Biomechanoid increases, making its laser volleys more frequent.
If these enemies go unchecked and ignored, the insanely fast projectile speed will catch up. To avoid this, it's possible to jump over the lasers, and they will never hit you as long as you're strafing in one direction. If you're knowledgable enough, these enemies can be easier to handle than you could imagine. Major Red Biomechanoids fire twice subsequently; every time they fire it's from their left launcher their perspective then their right launcher.
Both of these rockets are able to be destroyed. This will render them harmless and being unable to fire any projectiles, while taking damage the whole time. Predominantly, this is the only tactic you should have to know, anything else can be solved by strafing.
Their ranged attack has the fastest projectile speed in the entire game, almost working like a hitscan when they're aiming at you. When facing a Juvenile Arachnoid indoors, it's recommended to use shots from your Rocket Launcher or Grenade Launcher when diving in and out of cover, but you can also use a Tommy Gun or Minigun to cause them to flinch if you maintain focus fire, rendering them harmless.
Serious Sam will automatically display the installation screen. If autoplay is disabled, you can start the installation by following these steps: 2A. Double-click the "My Computer" icon on your desktop 2B. Double-click the file "setup. Follow the on-screen instructions. Reboot if prompted. Double-click the "System" icon, which looks like a computer C. In the box that pops up, click the "Device Manager" tab at the top. This brings up the Properties box.
At the top, where the tabs are, single-click on "Settings" G. Make sure there is a small checkmark in the box beside "Auto insert notifcation" H. Click OK I. Network: Select this option to set-up and play multiplayer games. Split Screen: Select this option to begin a player game on the same computer. Demo: Select this option to view any of the pre-recorded demos or record your own.
Mods: Select this option to activate any MOD's modifications you have installed. High Scores: Select this option to view the High Score table. Options: Select this option to configure Serious Sam to your liking and computer specifications.
Enemies are slow, dumber, easier to kill and do less damage. There are not many spawns. Easy Mode: For people who enjoy first-person-shooters and are just getting into them. Enemies are fairly slow, not too bright, fairly easy to kill and do fairly low damage. There are a few spawns. Normal Mode: For people who enjoy first-person-shooters and have been playing them for a while.
Enemies have moderate speed, are fairly smart, they have moderate strength and do moderate amounts of damage. There are a good number of spawns. Hard Mode: For people who have been playing first-person-shooters for a long time and enjoy a challenge. Enemies are fast, they are smart, they are tough to kill and they do a good deal of damage.
There are a lot of spawns. Serious Mode: For people who's only place in this world is to play first- person-shooters. Enemies are faster then you, they are extremely intelligent, they are a pain-in-the-ass to kill and they do tremendous amounts of damage. There are near- constant spawns. It is a neurotronical computer connected to the perceptual cortexes in his brain.
The computer has all the access to his audio-visual experiences and can provide him with feedback. It translates texts, offers simple head-up- display directly to the visual cortex, tracks targets and gives other kinds of help in fight and in general tactics. Heads-Up-Display is active normally while you explore the area or fight. On the far right is an icon for each type of ammo you have and a small bar showing how much of that type do you have.
In the upper left corner is SCORE, showing the sum of reward money you have collected by eliminating your enemies and completing other tasks. If you target an item that can be used or operated e. You can scroll both the message list and the message text with their accompanied sliders. You can play custom levels of your choice, or play an entire game together, from beginning to the end. Optionally, you can allow items health, weapons, ammo to be picked up by all players, so they don't have to split them.
For each item you pick up your own value is raised by the value of that item shown when picked up. Also, your value slowly increases with time, faster if you are standing still than if you are moving. When you kill someone, his value is added to your score, and half of his value is added to your value. In short, the longer you live, the more items you pick up, and more you kill, the more valuable you will be for the one who kills you. So, it is not worth killing people who just respawned.
Let them live longer and build their value up. Also, if you kill yourself, your vale is subtracted from your own score. A Scorematch game can be set on a time limit or score limit base. Person with highest score at the end wins.
For every kill, you get one frag more; if you kill yourself, you lose one frag. A Fragmatch game can be set on a time limit or frag limit base. Person with most frags at the end wins.
If no servers show up, try pressing "Refresh". If you know the exact address of the server you want to connect to, you can instead choose "Specify Server" and then type in the address. Choose proper connection settings, depending on what kind of connection you hav. Choose player s to play on this computer. If you select Observer, you cannot play, but you can watch other players.
Normally, you just select one player. If you choose more than one player under "Number of players", you can play in Split-Screen mode. Make sure you set up proper commands for each player.
When ready, hit Start. Select level to start playing from. Chose maximum number of players allowed to join a game. If you choose "Wait for all players", game will not start until all players join. You may adjust game rules under "Game Options" 7. Press Start 8. This improves game performance for other players. By default, all servers are visible both on the Internet and in the LAN.
If you have your Internet connection on, players on the Internet will see your server and be able to join. Switch to the Shofields if you're running low on other ammo, or use the most convenient weapon at the time.
I usually use a Double Barrel to take these out. Kill these quickly after entering a large room to make your job easier. If you see a pack of these, break out your Minigun and mow them down. They shoot projectiles from a distance, and they jump towards you to deliver a big slash. If they come one-at-a-time, wait for one to jump, then blast it with your Double Barrel. Use your Rocket Launcher or the Minigun to take out a mass of Skeletons at a distance. They run at you and explode on impact.
They scream constantly, and you can judge their distance by their sound. When you enter a room with Kamikazes, take them out first with your Submachine Gun, or your Shofields if the threat is low. Use your Minigun or Submachine Gun to take out packs of these. It takes two shots with your Double Barrel, so try shooting it once when it gets close, then quickly sidestepping out of the way.
Use Rockets or the Lasergun if you see them at a distance. Take them out with a single Rocket. They fire at you constantly with their chainguns. Hide behind any obstacle you can, then step out and fire some projectile at one.
Whatever you do, don't stand still and get filled with bullets! It will take five Rockets to take them out. They fire rockets that can be shot down, so try using a Lasergun or a Minigun if Rockets aren't working for you. If you use a Rocket Launcher, it might hit one of its fireballs, wasting your ammo.
Wasting a bullet is much better than wasting a rocket, right? Since you acquire your Rocket Launcher at the same point in the level, use it against him. His homing missiles are red instead of green. Use a shotgun to take them out. Try running around in a circle until they get in close proximity of each other, then fire a rocket or three into the middle of the pack.
Most of them will lose their wings and scatter. Use a shotgun to take them out individually. When they die, mini-golems will pop up to further pursue you. Use a rocket launcher a shotgun to take them out. They range from health and armor powerups to different types of ammunition. Well, it'd be a first person something, but not shooter. So, here are descriptions for every weapon available.
I have tried to explore each level very thoroughly, so that I could give you access to the weapons and items otherwise ignored by players seeking to just complete the game. If I missed a secret or out-of-the-way item, an e-mail informing me would be appreciated. You will be credited for any help you give me. Use it as an addendum to this guide if you must, because I'm not very thorough when it comes to the secrets in this game. You will be attacked by a Beheaded Rocketeer.
Kill him and proceed up. You will see more Rocketeers coming from the right side, but don't worry about them; they will be killed by a bolt of lightning. Turn right, and cross the platform you see. Turn left when in the temple and run all the way around to collect two boxes of Shotgun shells. Turn around and run to the middle, where you will see a hallway.
Run straight down the hallway to the other side and turn left. Follow until you get another box of Shotgun shells. Return to the hallway. Continue down the hallway until you come to a fork. Collect the extra Shofield double the firepower and continue down the hall towards the door. Just as you get to it, a new creature will spawn; the Female Gnarr. Back up while shooting to kill it. When it's dead, enter the door. You are now in a room with a big pool. To your left and right are pieces of armor, totalling A new enemy will be introduced; the Beheaded Bomber.
Enter the door opposite the one you came in. In the left hand side of the room you will find a new weapon; the 12 Gauge Pump Action Shotgun. Upon picking up the shotgun, you will be attacked by five or six Rocketeers, as well as two Gnarr's, one male and one female, and two new monsters; Beheaded Firecracker and Kleer Skeleton.
When all creatures have been dispatched, enter the door. Mission over! Head down toward the health bottle and climb the hill.
As you reach the crest of the hill, a new enemy will run at you; the Beheaded Kamikaze. After taking care of him, more will come at you in rapid succession. Try to kill them when they are grouped so the resulting explosion will take out or seriously damage the others. Continue up the hill. On the other side of the hill are a mix of enemies.
Dispatch them all with extreme serious-ness, then grab the shells to the left of the tomb, the armor directly across from the tomb entrance and the armor shard in the middle. Enter the tomb. Grab the armor and head down. Ignore the door directly in front of you for now and turn left. There's a box of shells and a Health Vial. As soon as you pick up either object, two Kleer Skeleton's will race down the ramp towards you.
Kill them, head up the ramp, and proceed through the door you earlier ignored. Head down to the gate and you will see a group of baddies run by. Walk forward until the gate opens, then head to the left, the opposite way the creatures were running. Be prepared to back up as you enter the room because a giant rock-ball with fall and roll at you.
Once it has passed, go back in the room and collect the shells, armor and health if needed. Turn around and go the way the monsters went. When you enter the room, there will be a welcome party for you of different monsters.
When you have killed them all, panels in the wall will open up and realize about annoying little bastards called Marsh Hoppers. Kill these things as fast as you can. If you look to the right of the door you entered, you will see an off-colored wall pane. Touch it to reveal a Tommygun and ammunition. Enter the door at the other end of the room. In this room is yet another group for you to exterminate. Once their out of the picture, search the room for shells, armor, armor shards and a health bottle.
When you've collected everything, head to the dark hallway and proceed down the ramp. A Gnarr and those annoying Marsh Hoppers will spawn in front of you. Switch to the Tommygun and shoot all of them in a circular motion, from left to right.
When they are dead, continue your journey. In the room ahead, collect the armor and health bottle if needed and proceed through the door. Collect the shells here if needed and proceed through the canyon, killing everything and anything who dare stop you, Mr. Sam Stone. At the first fork, take a right to get shells and a health vial if needed.
At the next fork, take a right to get more shells and armor, and a left for a health vial if you go for the health, be wary of the the rock-ball that will drop down in a pathetic attempt to crush you. Keep going through the canyon, taking the forks to collect items. When you get closer to the tomb, a bunch of creatures will emerge, including a huge robot. Five or six shotgun blasts will short-circuit him. To reach the items that appear inaccesible on the roof of the tomb, climb up the mountain on the side by constantly jumping.
When you've collected the items, five Gnarr's will spawn behind you. Kill them, then jump back down and proceed into the tomb. As you enter the tomb, a cutscene will take over in which Sam finds the first Element, and the mission is over.
You have a few seconds before they turn to fire on you, so use those seconds to kill them. When they're dead, pick up the four boxes of shells in this room. Upon picking up the first box, a Gnarr will spawn, so be ready for it. When you've got everything from this room, proceed to the hallway and up the ramp. A Kamikazi will spawn before you reach the top, so be ready to wipe him out.
Turn right and head up the small set of stairs, killing the bomber while climbing. Continue into the large room. To your left is a door which leads into a room containing a Health Vial and four boxes of shells.
Grab them if they're needed, then exit the room and head to the door directly across from you. There is a box of shells and a Health Shard in this room. Climb up the stairs in the right corner to grab a Health Vial, then take a running jump over to the raised platform. Grab them both, then return to the main room and head up the stairs in the central area. There is a Health Vial if needed, as well as a Rocketeer. When you get closer to the hallway, a Kleer Skeleton will attack you.
Kill it and continue. Look in between the last two pillars on the left side for a box of shells. Move forward into the room ahead and be prepared to fight a Bomber and some Gnarr's. There are also two Health Shards and two Armor Shards in this room. Move deeper and check between the pillars for a Health Vial and more shells. See that big red heart above? We'll get to that in a minute.
As you walk through the pillars, some Rocketeer's will jump down. Kill them and move into the room.
Some more Rocketeer's will spawn, as well as a Kleer Skeleton. When they are no longer living, move forward, and you'll be attacked by a Gnarr.
Kill him and go to where he came from for a box of shells and a Health Vial. Head back into the main room and head to the stairs. As you get closer, two Gnarr's and possibly a Rocketeer will jump down from the ramp. Kill them and then climb the stairs. Grab the armor, then jump on top of the fire basket. From the fire, jump up to the ledge and head right. Turn around and return to where you jumped up, but don't jump back down; go straight into the small room and grab the shells, then walk forward into a room lined with pillars.
You're in a secret passage. As you approach the door at the end, it slams shut, and a Gnarr and Juvenile Arachnoid will spawn. Kill them and head toward the now-reopened door. There are stairs on both sides of this room, but for the sake of the walkthrough, take the right set. Kill the Rocketeer, proceed into the room, and kill another Arachnoid. Jump on the platform for more shells.
Head to the stairs in the far left corner. See that weapon up there? You want it, right? Walk along the ledge and you will see a piece of it missing, making you fall if you stepped on it. Walk onto that missing piece, and it will teleport you to the ledge, where you can pick up the Rocket Launcher.
Jump back down, collect the Armor and Health Vial, then head deeper into the tomb. In the next room, there is a box of shells and more armor. Test out your new Rocket Launcher on the Arachnoid that spawns further down the room. Two shots will kill it if playing on Normal difficulty. Head into the room where the Arachnoid was. You'll encounter around five to seven Rocketeer's as well as a Gnarr or two.
Kill them all and head to the corners of the room for a Health Shard and box of shells. A Kleer Skeleton is standing near the shells, so take him out first. When everything has been picked up, head up the stairs.
When you come to a fork that lets you go left or climb stairs to the right, take the stairs. There is a Health Vial and box of shells here. As soon as you grab the Vial, an Arachnoid will spawn. If you don't need the vial or shells, then you can avoid this fight, but I recommend you fight anyway, so you get better points. Climb another set of stairs, and there will be a Health Bottle.
We'll get to that big heart hidden in the nook above you soon. Continue around and climb two more stairs. On this next platform are two Health Vials. Grab them if needed, then continue around. There is a Gnarr on this platform somewhere. Climb up the stairs and enter the room on your right. When they've been dealt with, head up the stairs in the right corner of the room for shells and a Health Vial. Head back down the stairs, then continue out the door and around the platform until you see a door.
Don't enter the door just yet; we're gonna grab that Heart. Facing the door, do a turn so you're looking at the wall. Run across the small bridge-type thing, and begin heading to the pillar in the middle. If you look down, you'll notice two platforms extending to the left and right. Take the right one, and follow it to the Heart.
Grab it, then return to and enter the door. Oh my God. More stairs.
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