Serious sam second encounter all secrets. Serious Sam: The Second Encounter guide and walkthrough. Fiendian Reptiloid Demon. "Demon", "Boiled Cancer"

Foreword

This walkthrough was written with a SERIOUS level of difficulty. It's just a hobby. IN real game passage is not required - everything is clear here, there is only one road. However, I allowed myself to tell you something. Maybe someone will come in handy. And I tried to describe almost all the secrets. If anyone has found secrets that I have not described, write: I will take note of it. In general, a joke from his tactical data is applicable to the game with Sam: "Go left, go right. Find something. Fight. Don't slow down - Snickersney." The main thing is movement and search.

SIERRA DE CHIAPAS (12 secrets)

As soon as we fall into the water, we bend over to face it, and go deep under the water. We quickly plunge, holding down the "sit down" key ("F" by default). There we will find the ROCKET GIRLER (secret number 1). Taking it, we quickly pop up: now holding down the "jump" key ("space" by default).

Before sailing to the Chainsaw on the bridge, we sail to the island in the opposite direction. There we take green armor among the bushes (secret number 2), and find a telephone booth (secret number 3), which you can call by pressing ENTER once or twice (as set in the settings). To read the message, again, you can click, respectively, once or twice with the right mouse button, and then again through the right button to return to the game.

Now swim to the new weapon, take it, and move forward to the temple. Anyone who attacks us here can be defeated with just a Chainsaw, without losing health and armor. You just need to skillfully move to the sides, and not stand still.

Before entering the opened gates of the temple, we go around it on the left side. There is a dark spot in the wall (secret No. 4): we launch a rocket there, and then we cut into pieces all the Krotinovites who became the culprits of our accident. And let them not pretend to be angels!

We go into the open hole, there we will find missile ammunition and a stage (secret number 5). We watch the performance to the end, and then we leave, and go straight into the hollow.

Here we will find fragments of the Krotinovsky tarantass (secret No. 6), and a little further, at the very end of the hollow, missiles (secret No. 7).

On the way back, you will have to fend for yourself. We return to the temple, we go to the gate. Before taking a sniper, we aim at the top of the entrance to the temple: a scorpion will appear there. We immediately remove it through the optics (right mouse button). Then the harpies will come. Well, in general, we are fighting, we will try out the running boots, and then we go to the temple.

We acquire a flamethrower, bring down new enemies. I will not give recipes for each case: this is a whole Manual for the Operation of the game will have to be written. I will only say that with good skills it is very easy to play and without losses. Fast, but easy-to-kill opponents can be shot from afar. With the Skeletons of the Clear, you need to move quickly (see ENEMIES), and you can hide from the Scorpions behind the stone ledges. Dive out, shoot, and take cover again. They can even be killed with a pistol.

You will reach the entrance to a small tunnel. There will be rising and falling blocks on the right, and a black spot on the left. You to him. There is a secret room on the left (secret number 8).

You will go through the blocks, then through the room with a stove and two buttons (realized that in order to open the door on the other side, you have to press these buttons, and between that hide in niches in the floor?).

Go out into nature. You go to the abyss on the left. In the abyss lies the ROCKET GIRLER (secret # 9). Taking it, we jump to the platform below, and then to the teleporter. We will find ourselves on a rock. We jump down to the rock below, then to the ground, on the opposite side of the abyss.

Here we have to fight. After you kill everyone, take a look around. You will see a light boulder near the left side of the rock. Rocket into it! This is the entrance to a secret cave (secret # 10). Enter it and dive into the reservoir. We swim from the "sit down", as it becomes impossible to swim, we switch to the "jump": we will swim out at the top of the cliff.

After crossing the bridge we will get hold of sniper cartridges and Serious Health (secret # 11). Now down again, and go to the reservoir. It's guarded, so be on the lookout.

We dive into the reservoir at the entrance to the Temple, we bring down Pisces there, and then at the very bottom we take the First Aid Kit (secret number 12).

We surface and go to the Temple, to finish the level.

VALLEY OF THE JAGUAR (8 secrets)

Forward, and with the song! To new adventures.

I don’t know how anyone else, but all my shields and my health were going to hell. And I started the level of newborns, with 100% health.

We go along the road of the Mayan warriors. We don't relax for a second, and we don't part with a sniper. At any moment, monsters may appear, very far away. We are getting ready to meet them.

We jumped forward on the teleporters in a zigzag fashion. From the cliff to the teleporter, and again to the cliff to the left. From the cliff to the teleporter, and when the moving one approaches, simultaneously with the teleportation up we press the "jump" and move towards the last teleporter. From this, the latter, we immediately fly to the door.

In the new room, first jump over the teleporters on the left to the button. We bring down a couple of Reptilians at the other end of the room. We return to the door, we jump onto the teleporter that approached, and then, without stopping, we jump over to the rock. Now we jump forward along the blue water slopes to the button on the left.

Then, in one fell swoop, two teleporters to the door, where we take the Serious Armor. To the left of the door there is a platform, having jumped on which, we will jump upward, and we will find cartridges for a sniper (secret number 1). I don’t know how at easy levels, but at the difficult level, Veribul appears at the bottom. We jump again to the platform, then up: noticing us, Veribul will fall into the abyss. We jump down.

Let's go ahead, you will figure it out, along the way, what to do. Exit to the Grenade Launcher. Take it, and immediately switch to the Rocket Launcher: we launch 10-15 missiles into the tunnel so that all the herd rushing towards us will remain there. Then we take health and ammunition. We leave.

As you left the tunnel, turn around: there is a dark green area above the exit. Rocket there! The "Golden Man" - invulnerability (secret number 2) will roll down to us. We don't touch him. Go ahead and shoot as many monsters in front as possible with a sniper rifle. Then we run back for invulnerability, and try to finish off as many monsters as possible in close combat.

Now you can go forward to the pyramid in the center. From it we go to the pyramid to the right. Here, too, will have to fight. At the very top of the pyramid, on its right side, there is a dark spot. Rocket into it! Here is the Machine Gun (secret # 3).

Walk forward along the pyramid until you pick up the Golden Jaguar. Now on the way out. Carefully, from the top of the pyramid, through the optics, we shoot all the monsters in the area until they noticed us (my number of monsters varied from four to one from load to load).

Before going to the pyramid in the center, you can walk into the hollow to the right, where there is a huge boulder on the rock, and there you can take the Blue Armor (secret # 4). Naturally, you will have to protect your property.

Now we go towards another pyramid. Before you climb it, you can walk along the ravine towards the giant letters CROLLI WOOD. Nothing will happen, but you will get another mark that you have found secret # 5.

Now with the fight and retreat we break into the pyramid. You can pick up sniper cartridges and a first aid kit for it.

In the pyramid, after the room with spikes, there is a jump pad in the small room in the far left corner. He will throw us to the bullets and the Blue armor (secret # 6).

Now it remains to take the second Golden Jaguar, break through back to the pyramid in the center, set up the Jaguars, and then fight up to the Last, Great Pyramid.

In the small house to the left of it, you can take cartridges for the Machine Gun (secret # 7), and between the right house and the Pyramid in the corner there is a Bottle of Health (secret # 8).

Climb to the very top and enter the Pyramid to complete the level.

THE CITY OF THE GODS (15 secrets)

Replenish your ammunition as much as possible, and go out into the thick of the battle through any of the two doors. You won't have to come back here.

First, you will be confronted by light opponents, then the Skeletons of Clear will join them. And as you take the Thomson machine gun on the pedestal, the kamikaze will come running and the harpies will arrive. There will be some other monsters, but it is not difficult to end them, if you are always on the alert and walking around with an eye.

Now the secrets. If from the gate from which we left to walk along the wall to the right, and then cut down a tree between the pavilion and the wall, you will find the First Aid Kit (secret number 1).

There is a small house next to it, and next to it is a fire in a bowl. This thicket is the only one on the level that cannot be broken. What is the reason - I do not know.

In the corner, diagonally from the first secret lies the Serious Bomb. And behind the pavilion is a pill. This is secret # 3. Immediately after taking it, three Large Mechanoids will appear, which will need to be filled up.

And in the fourth corner, behind the houses, it will be possible to find secret number 4: the cannonball to the Cannon, which we do not have yet, but will soon be.

We go to the temple, which is between the third and fourth secrets. Here you will immediately need to send several monsters to the next world, and then break the fallen slabs to the right of the entrance with a rocket. This is secret # 5.

Go to the symmetrical corridor, take the Mask, fight. Then go out and take the Mask to the altar.

Now to the Temple at the opposite end of the territory. From the door from the sniper rifle, shoot everyone inside. The mask is behind the door immediately to the left. There is ammunition behind the door upstairs. And beyond the stairs below is Serious Health. As you take it, immediately move around the corner from the passage: Veribul will come running, and there will be a second in the tunnel. At the exit - Big Mechanoid.

Take the Mask to the altar. Now you can go to the gate to the next landfill, naturally with a delay for disassembly.

With a few complications, you will make your way through the maze with arrows. From the gate to the next clearing, shoot all the handsome men on it from the sniper rifle. Then prepare the machine, and go ahead. Kamikaze will come running. Mercenaries will run up from the building opposite the entrance. There will be Lesser Biomechanoids and Scorpions.

Behind the building from which the Mercenaries ran out, there are cannonballs (secret # 6). And in the building itself there is a mass of other ammunition. Naturally guarded.

After walking through the territory, behind one of the trees (to the left of the entrance gate), you will find a mini-teleportal to the secret area (secret # 7). This is something like the "Sacred Courts" in First Sam: all monsters are either very small or very large. But there is a lot of ammo, health, armor. You will see for yourself. At the end you will find the Cannon and the teleporter back.

We go into the gate under the Two-Headed Serpent. You will have to fight a lot at this training ground. Everything is as usual: we bring down opponents from afar, we do not rush forward, if necessary, we retreat. We are constantly moving forward-backward-left-right. We try not to let anyone close to us. We leave from under the fire to the side. Forward!

You will reach the gate. We go in. There are Lesser Biomechanoids, Kamikaze and Scorpions. There are also Big Biomechanoids.

Secrets in this territory: Behind the distant house, which is closer to the entrance to this territory, there is a first-aid kit (secret number 8).

And next - look around - on one of the houses the Two-Headed Snake. Here is secret # 9: cannonballs. But before entering there, launch a couple of missiles there: opposite the entrance, a stationary Cannon.

We go to the gate under the Two-Headed Serpent. There are a couple of Pumpkinheads here. And under the ceiling, on the second down-looking pyramid, is Serious Health (secret # 10).

You can slide down the inclined ramp, or you can jump over the railing.

And, while we are rolling down, grab ammunition, health, and maybe even armor, and then jump out: at the end we will certainly stumble upon stakes. Maybe they somehow turn off, but I did not find how.

Below we deal with the army of Skeletons of Clear. To the right and left of the exit door, in the walls, are two secrets (Nos. 11 and 12). These are cannonballs and three Zumbuls playing cards (launch rockets into dark spots on the walls).

The next secret (№13) is in the right branch of the corridor, where there are pits with thorns: we jump there. Find the Green Armor and the First Aid Kit. True, there are a couple of small Pumpkinheads here, so stay alert.

After dismantling at the destroyed bridge over the lava, on the right, near the lava itself, you can take a package of missiles (secret number 14).

You can cross the Lava on the left: there is a platform floating on the surface. We jump onto it, and when it approaches that bank, we jump over to it.

Serious sam undoubtedly passed the path of creation id Software... He is similar both externally and internally, and even in origin.

A company of "demo" programmers, who have hitherto been doing the devil with what, on naked enthusiasm and tightened (well, not on the neck) belts create the Game. Well, id Software was a little more fortunate - they have already managed to get the mankind with flat arcades (however, usually quite worthy) at the time of writing Wolfenstein 3-D and Doom. Croteam seemed to be inspired article by Konstantin Artemiev "General program anarchy" (“Mania”, No. 03 2002). Victory of “creators” over “greenery”. Saint's Day Never.

Also its own engine. It is also extremely optimized and overclocked. Written by talented programmers, as clean as possible from “stamped” solutions. Just as beautiful, even on the most ancient graphics cards. Shots, blood, flames. Sun-drenched sands. And not only that: now we have to travel great around the world, where it will show itself in all its glory - the weather, the effects ... The grass growing on an unlimited field “covering” the level was especially successful. When I checked it for "infinity", after 15 minutes of running, I found an island of reeds, which had never been encountered along the way. I understand - just randomization, but WHAT ... That's it, Carmack retired. The thunderstorm, preceding the fight with the final boss, has also been made, God forbid, to everyone - a local Armageddon on a separate monitor.

The same gameplay - shoot, strafe, use all available angles and furniture. The same opponents, completely devoid of AI and taking strength and number. MEAT GRINDER ... HAPPY KNEE ... Twenty-first Doom II level with Plasmagan ...

The same great design, where each monster is a work of art (maybe the bull is slightly inferior to the Kakodemon, but quite a bit). Even Robert Prince would not be ashamed of the sound.

The same lack of plot. More precisely, it seems to be there, but at the same level as in Doom, i.e. - the most that neither is the minimum. Actually, he is not needed here ... Everything is absorbed by the Game. As in Doom, it would be absolutely superfluous - we just need to know where we are and why, and the approximate composition of opponents. We are here because a Mental attacked. Opponents - his army, mostly from the dead (again Doom). And that's all. You no longer need to play, this is not Fallout or even Half-Life. Relax. KOSI. Rest.

The only thing that spoils the game is a certain monotony, or rather, an excess of “arenas” in which the hero is locked up, leaving him to fiddle with a bunch of opponents on a tiny square. Such things are good in moderation - remember, for example, the 8th level of Doom II. There all this was by no means so intrusive and did not get on the nerves.

Secret Area, you crazy rocket-jumpers!

There is no need to dwell on the management. The only thing worth mentioning is the inability to turn off mouse aiming... No, I understand, the vertical sight from the keys is the stone age of action games, and the mouse is also not needed for running, but still, for accurate jumps, the ability to move the hero from the mouse back and forth is very important. Otherwise, landing on some secret patch, you have to drum with your left hand with wild speed on the arrows, while the hero convulsively fiddles with his paws (excuse me, hooves), trying not to break off with a wild cry somewhere very deep. Basically, there is a menu item Advanced Joystick Setup, where attention is not bypassed not only the joystick, but also the mouse, and there you can "outweigh" its vertical axis for walking. But how then to use the mouse for its intended purpose? Some long binds and aliases come to mind, reminiscent of a zoom in Quake II and a sniper scope for my rifle in Doom Legacy, but to be honest, there is no desire to write them.

It's hard to heal, easy to paradise

The tactics of the battle reminds Doom "ovsky, with the difference that many opponents (almost all lovers of hand-to-hand combat) run faster than the hero. In general, Sam is much more sluggish than the lightning-fast paratrooper of the Space Fleet, which sometimes annoys, especially when you need to run far. that you have to strafe not so much from enemy fire, but from the enemies themselves, who put out thorns or horns and rush with all the foolishness right at Sam.Also, you often have to demolish the enemy with fire on long approaches (kamikaze, "self-driving frogs"), if it carries a charge of something exploding and the strafe is useless or ineffective. The same applies to homing projectiles, which can be hit by fire.

Other opponents are successfully shot from around the corner. Their reaction is not very good, so, leaning out sharply, firing and leaving ... But who am I telling! Surely in Doom, the steel spider was felled from the pump. And if you didn't, then you will.

Weapon

Knife

Used as a tool for breaking through passages and for quietly cutting someone not very strong, but loud enough. In other words: it is not used anywhere.

Chainsaw

After I was twice overwhelmed from head to toe with leaves and branches, I nevertheless became convinced that this was primarily a tool, and not a weapon. However, all sorts of "buttons" clearly do not have the proper margin of safety and, in fact, are running wood. Anyone who saws demons in Fast mode is well aware of how to handle this thing. The rest will learn in about a minute.

Revolver / two revolvers

It has a caliber .45, but you don't need to look for cartridges for it: it is equipped with a magical device TMAR, which makes its ammunition infinite. It also has amazing accuracy, which allows you to shoot some not very tough opponents at a distance, when they are at most a couple of pixels.

In fact, it is a lifesaver in case of a complete “default” in the field of ammunition.

Pump / double-barreled shotgun

Absolutely Doom "ovish tools. The pump gun has a choke drill, a short barrel, a high rate of fire. The double-barreled barrel has a" muzzle bell "drill, which causes a large shot spread, long barrels that give great stopping power, shots are less frequent, but due to doublets the overall rate of fire is higher Everything is exactly like in Doom, down to the smallest detail.

Thompson submachine gun

A very nice thing that allows you to issue “poo-poo-poo” of strictly measured length, which eliminates the unnecessary consumption of ammunition. The perfect weapon for fighting off-suit soldiers in twisting corridors. Grinding some "scorpion" in the dust with a long line also makes it easy.

In other words: a universal weapon. There would be more cartridges for him ...

Machine gun

Unlike a submachine gun, it is less suitable for delicate work and accurate distribution of lead, but much more suited for hammering tons of ammunition into something large. It has a completely non-six-barreled accuracy, which allows it to even compete with a sniper, especially in the fight against "crayfish".

Rocket launcher

Kurguzaya, uncomfortable design, compensating for the "lack of grip" with excellent firepower. It possesses all the properties required by the "shaitan-pipe" - a gap that spreads small flocks of enemies into rags, a rate of fire that allows you to "steer" everyone and everything, and, naturally, the danger of a close explosion to tear off your own head, posthumously disguised as an enemy.

Grenade launcher

A funny car. The longer you hold the “fire”, it will spit further. Great tool for shooting from a canopy, just Worms in the first person. A grenade around the corner, a grenade from above through the embankment, just a grenade in the forehead ... Have fun on your health.

Flamethrower

An excellent weapon, laying real corridors for lovers of hand-to-hand combat. It has the undoubted advantage that once set on fire, the enemy continues to burn for some time. True, it is very short-lived, and the faint lights still running over it quickly cease to cause damage. It also sets fire to several nearby opponents in a very economical way. Against "self-loaders" - just an absolute weapon.

Sniper rifle

When shooting without a sight, it is an absolutely useless toy. In practice, such shooting is a waste of ammunition. When shooting with optics, it is an excellent, powerful, long-range weapon. The lack of ammunition for it (against the background of the general "heaps") will haunt you for almost the entire game.

Laser

Quite a lousy laser, the beam of which, for some reason, in the best traditions of weak science fiction, can be overtaken on a scooter. A weapon against flocks of wild crap, used along with a machine gun, only you can still dodge it. To the enemy.

Cannon

Well, here the Krotimovites just pissed off, frankly and without a twinge of conscience. A semi-magical hand cannon that shoots pood cannonballs that break through everything in the world on its way. The same principle of "Vormzei" and the grenade launcher: the longer you hold, the higher the speed. And, accordingly, destructive power. Used like the BFG 9000 in Doom: "Ahhh, got it, you bastards, now I'm for you !!!"

"Serious bomb"

Another joke. You press "zero" (the button for selecting weapons; "fire" is no longer needed) - and everyone around dies. Immediately. Except for bosses, they usually get hurt. True, you can wear no more than three of them, but that's good.

It doesn’t work right away, so don’t click when the bull is already half the screen. It's too late.

Opponents

Very rarely used in combat "trademark" names for the simple reason that a warning like "Beware, Rigelian Swamp Jumpers!" most likely the corpse will already hear. Therefore, I will cite, along with the author's names, their shorter counterparts, heard elsewhere (including from myself).

Gnaar, female and male. "Knopik is fighting".

Light Meat, one swing of the saw. A headless freak, with a mouth in his stomach and an eye on his chest. Females are stronger than "sams", but they are of little use. Some can fly, painfully reminiscent of a cacodemon or Pain Elemental. They only fight hand-to-hand, so in order to seize Sam, they need such a flock ...

Beheaded Firecracker. "Khlopun".

The word appears to be derived from the literal translation of "Firecracker" - "petard". A headless zombie that fires five rockets at a time in a fan. Alone - a completely helpless creature. You can kill him with anything and with anything. If there was a kettle in the game, it would be possible to fill it with a kettle. Would be a slipper - and a slipper.

Beheaded Rocketeer. "Rocketman".

The same as the "clapper", only weaker. Fires only one rocket. He is no longer a slipper, he could be slammed with a newspaper ...

Beheaded Kamikaze. "Kamikaze".

Kamikaze carries two grenades, which are his only weapons. Running up to the enemy, he explodes. When killed, it explodes too. Since he runs faster than Sam, then when the latter is within the radius of defeat, "Borjomi is too late to drink." You can't run away, if you kill, it will explode, if you don't kill, it will explode in front of your nose. Its only positive feature is that it screams loudly. Heard from afar.

Beheaded Bomber. "Bomber".

This one throws his bombs from the heart and into the distance, undermining only the enemy. Quite a malicious creature. Kills with minimal effort, but he himself can spoil health well if he turns out to be more agile. Explodes upon death.

Kleer Skeleton. "Tygydymsky skeleton".

Easily betrays himself at a great distance with a loud “tygydym, tygydym, tygydym”. It is thrown by leisurely "dumbbells", consisting of two balls, but the greatest danger is represented by its claws and horns. Killed by the second shot from the pump. In principle, you can dodge him when he is in a jump, but if there is a double-barreled gun, it is not necessary to do this - meet him at close range at age, and you will be sprinkled with bones from head to toe.

Sirian Werebull. "Bull".

Front-wheel drive, two-horned, brakes need overhaul. His stomp also spreads far across the neighborhood. He runs very fast and runs proportionally far if he is dodged by a strafe. And if, at the same time, they also slipped the saw instead of themselves, then everything is great. But if this rubbish butts ...

Aludran Reptiloid, Common. "Cancer".

This filthy creature, in addition to decent health, also has a good weapon. These are homing balls that bring to life the old man Revenant in the memory of the Dumers. However, if there are no his minions nearby, you can shoot him even with revolvers - the balls fly slowly, and it is very easy to shoot them down on the fly.

Fiendian Reptiloid Demon. “Demon”, “Boiled Cancer”.

Differs from "cancer" in greater health and projectiles that cannot be destroyed in the air. But they are worse looking for a target, and after a while they explode on their own.

Aludran Reptiloid, Highlander. "Highlander".

"Cancer", eaten to the state of a local boss. Throws its projectiles proportionally stronger, more tenacious and faster.

Arachnoid, Juvenile and Adult. "Scorpion".

A kind of scorpion (despite the "native" name), armed with a machine gun. "Adult" - for two rifle shots, "young" - for one. A born camper. We will pick him up from the most unexpected and unnatural places, and usually those where he cannot climb without assistance in principle.

Skythian Witch-Harpy. "Birds".

Flying pornography, throwing some kind of fireballs, and still not missing an opportunity to kick on the fly with a clawed paw. It is removed equally from a rifle, as well as from a machine gun. You can launch a rocket into the flock by scattering feathers throughout the level.

Zumb "ul from planet Ras-ad-Nyk." Pig ".

This creature is armed with two rocket launchers that fire some kind of wobbling missiles. Very easy to kill with a rifle. He often hangs around with the Zorgs.

Cucurbito the Pumpkin. "Pumpkin".

“I scratched the pumpkin - my ingenuity worked” ... This creature is armed with a chainsaw, and it runs much faster than Sam. However, despite this, the flamethrower allows you to destroy them simply in whole flocks. You just need to go strafe when they, already in grief, rush out of their last strength ...

Lava Golem. "Golem".

This creature comes in different sizes and, accordingly, strengths - from tiny to boss. Absolutely flamethrower resistant. Thrown by pieces of lava. After death, large individuals often break up into several small ones, recalling Asteroids and Debris in memory.

Reeban Electro-Fish. "A fish".

Electric fish. It is extremely dangerous in the water, but if in the hearts it rushes out for Sam on land, then the ear is ready right there. In the water, however, it is best to fight off it with a Thompson.

Bio-Mechanoid, Major and Minor. Biomech.

The junior is armed with a laser, the senior - with rocket launchers. Accordingly, the elder is much larger and stronger. From what to shoot them? .. Yes, from anything. You still have to plant a lot. Lonely - even with revolvers. In a flock, the weapon will not always save.

Marsh-Hopper from Rigil Kentaurus. "Self-flying frog".

Like bees, these creatures protect their colony at the cost of the lives of individuals. Only they don't sting. They explode, spraying everything around with their poison. In a pack, they are deadly, unless ... there is no flamethrower at hand. If it is, then the "self-loader" can be equated to zero.

Zorg Mercenary and Commander From Beelmez IV. “Zorg” and “commander”, sometimes both “Zorg”, “Bilmes”.

This creation fell victim to the developers' sense of humor, which “made” it sunburn to the point of complete loss of skin. In fact, this is a reinforced version of the "rocketman", only with a laser and a little more lively. It is also set on fire, it also catches a bullet, it is necessary to leave its fire with the same strafe.

Kukulkan, The Wind God. "Kukulkan".

Boss. About armament and destruction (more precisely, neutralization) - along the way.

Exotech Larva. "Larva".

Also the boss. We will also clarify "locally".

Static and Rotating Cannon. "A gun".

Automated tool. A direct hit is fatal. The first stares blankly, where they said, shoots plus or minus 15 degrees; the second shoots through the entire area around. Destroyed by a cannon, by a rocket, detonates from about the second shot from a rifle.

Mordekai, The Summoner. "Mordecai".

Boss. There is nothing to say about him - you will see everything for yourself.

PASSAGE

Completed on difficulty Normal... If you are attracted by the easier mode, well - well, the passage will still be useful to you, just - there will be fewer opponents. If you prefer higher difficulty levels, then ... why do you need a passage ?!

Sierra de Chiapas

Falling from the moon (well, not quite, but close to that), you will find yourself in a well-pond dug by a waterfall. Natural curiosity, supported by the “save” button, makes you dive. At the bottom there is a worthy reward: a rocket launcher. You will have to emerge, sadly looking up to the distant, distant sky, holding “forward” and “jump” and looking with horror at the strip of “oxygen”. If done correctly, the latter should be enough and you will head towards the smaller shore. There is armor, a second revolver and a telephone booth. The telephone, in the best traditions of Croteam, is not a decoration, but quite a working object. After a meaningful conversation, swim to the opposite bank. There, on the walkway, you will find a chainsaw.

Further, on the shore, in the grass will begin to come across rifle cartridges, suggesting an imminent date with the pump. But before that, gnaars will start running out of the bushes, not even requiring a revolver. Having turned three into beef, you will meet with a “flapper”, after which with another decent flock (I did not have time to count how they jump on the saw. About eight pieces). This company tried to watch over the pump, now completely owned by us.

Where is the studio itself? ..

After a hundred meters, you will be greeted by another “clapper”. A wild scream will be heard behind him. Right. This is a kamikaze. Stepping back forward, shoot. There are eight of them, but with them a skeleton, and briskly shooting. He will turn up to be shot "in the process", but do not forget that he runs the fastest in this company.

Another skeleton is slightly behind, so there is time to get the saw. Slowly retreating, treat him to the teeth in his own (his own) juice. Returning to the scene of the attack and picking up a bulletproof vest, move on. A bull will attack you, but he will have to butt the same ingenuous tool. Then run to the pyramid (the only building there). A reptilian is already sitting on it (and firing at you). You can consistently shoot his shells, from time to time shooting at him, but I just put three rockets at him at once. Shoot the jumped out kamikaze with revolvers.

We are not interested in the rocks or the space in front of them. Our goal is, in fact, a building with a pyramid. Up the ladder, we collect cartridges, we take a sniper rifle. We remove the "scorpion" (on the pyramid) and four "birds" (they will fly from the rocks, left and right). The gates will open - carry on ...

Pick up "serious speed". When opponents are crowded around the "pig", star into the thick of it with the remaining two missiles. Finish off the survivors, collect cartridges. Go up the stairs. From it you can climb out onto the wall surrounding the territory and pick up a first-aid kit with a cross (if it remains). Then pick up the second "speed" - and forward into the pyramid.

Go over the “pills”. In the end there will be a "button", saw it. Enter, collect all the goodies, including the flamethrower. Burn the bursting "buttons", open the end door. Set fire to the "scorpion" and jump out back. "Scorpion" will burn; return, set fire to the soldiers who jumped out to the left and right and the “pumpkin” that followed them. Passage, splash screen.

Jump down, turn around, burn the attackers (the jet at the flamethrower is long, the kamikaze gets it well). Go to the break - extra corpses, extra money. Set the "pig" on fire from around the corner and, while it burns, dump it back into the closet. The Gnaars linger in the doorway - perfect for a Wall of Fire. But not the one that does not allow Trojans on the server and call the firewall, but the one that is released from the flamethrower.

Exit, go to the opposite end of the hall to the door, collect the armor. A "pumpkin" will jump out and burn with a cry. Go to the door to the right, along the corridor (how many gnaars will burn there and what the soldier was armed with, it's even difficult to notice), then - to the left and again to the left, into the darkness. Jump on the letter “M”, then “E”, “N”, “T”, “A” and “L”. You can jump back and disturb the order, you can't just jump on other letters: you can lose your bald head - look at the ceiling.

To be or not to be? That is the SERIOUS question ...

Healthy as Cyberdemon, get out of the dark and head to the crushers. You can skip them one at a time - the distance allows, which makes the problem trivial to solve. Behind the latter is a door, behind it is a rocketman and a gnaar. We got up, passed, jumped off. We took a double-barreled gun, switched to a flamethrower, took invulnerability. The skeletons are dry, they burn like wood ... They finished off the last ones with a double-barreled gun, which broke through the wall, and the “pig” was shot, protruding from the corners.

Go up the ramp. See the crush? Us into it. Dash, from hole to hole, get to the buttons in the walls. Click them. Get to the opposite door (don't mix it up - the one that you entered does not open anymore, and it’s like stuffing into it), enter the corridor. There you will find a bunch of little things, a golem and a "scorpion". They all attack from the front, so you don't need to be too nervous. I generally recommend shooting the "Scorpion" in the head with a sniper rifle. Open the door, go out into the courtyard - "well". Shoot some pumpkin and collect ammunition and a first aid kit.

After passing through the tunnel and picking up cartridges for the sniper, retreat. On the left, behind the abyss, "scorpion". One bullet from those that we have now picked up will decide his fate. Come out, pick up a piece of armor. See, the reward for courage has appeared? Take it too, and then go up the slope, clockwise. When the computer beeps, turn right and remove the soldier on the rock from the revolvers. When you go upstairs, you will have to use a sniper to remove the "cancer" at the maximum distance (homing is limited in radius), and even from the revolvers of some trifles.

Get to the site, shoot three soldiers. Walk across the bridge. Goat jumping began.

Look from the bridge into the abyss: see a rocket launcher? Go back, jump down to her. Having picked it up, by hook or by crook jump to the crystal-shiny teleport below. Now, once again being on the site, jump down to the ledge sticking out on the rock, like a tinder fungus on a birch. With him on the tail (sorry, guys, the editor just won't let you write “on the butt”) slide down the cliff, pick up cartridges, another RL, then another cartridges in the “corner”, on the edge of the abyss. Go ahead, take the armor. Can you hear the screaming and pounding? I think you've already figured out what's what; the main thing is to shoot down the kamikaze, and the bull ...

The camera teases us with "Thompson".

When the bull's roar dissolves into a bottomless abyss (oh, and a bastard, I am sometimes, it is already very pleasant for me), take a sniper and move on. Look for the "flapper" in the grass, shoot. Around the bend, a "pumpkin" will rush at you and the "cancer" will start firing. Both can be removed without loss. Left - 5 missiles. Around the next corner - a kamikaze and some kind of red glow, through the telescopic sight, manifesting itself as a golem. Dead golem. Or not really, depending on how you shoot ... Going around the corner and collecting junk, shoot another golem (you can just use a double-barreled gun). A flock of skeletons will attack you - shoot them in the standard way. Then sniper the pig.

To the left of the lake there is a "scorpion", and from behind the idol two "birds" will fly out. After removing them, collect junk on the shore, dive in and emerge. Two fish will follow you in great anger to dry land, where they will find death. And at the bottom is a first-aid kit. Having taken it out, go along the bridge-pier, then into the passage. Level completed.

SECOND PAGE

Valley of the jaguar

First, you will be tortured with saves. There are some kind of jumping pancakes hanging over the abyss, supposedly allowing you to get over it. In fact, Sam's aerodynamics reminds me of the story with anekdot.ru about the fact that "every toad thinks of itself as a submarine." Exhausted, you will find yourself on a small area, and at the same time - under fire from "cancer". Two "birds" will take off at the same time, so launch three missiles at it and quickly shoot down the "birds" from a sniper rifle. Upon successful completion of this action, you will again have a “game of frog”, during which you can jump onto the sloping cornice on the left and get hold of some good. From it you need to jump back to the "launcher", and, jumping on it, watch for the last, mobile one. Torture with saves this time by sophisticated cruelty is not inferior to a good course project on TMM, but at the end of the way you will find a cornice with a "serious bomb".

Ammunition is in the corridor behind the right column. I highly recommend walking there, behind the columns, as some local idol has a bad habit of shooting through the corridor along the center. At the end of the corridor, a “pig” will be added to this problem, but the columns provide a generous field of activity for loopholes and shooting from around the corner, which will not slow down to affect his health. Behind the door is another hemorrhoid - a golem. The rocket launcher will quickly explain to him whose cones are in the forest. And whose on the forehead.

Sign in. In the distance, literally on the other side of the huge room, there is a "cancer". Slap him in the forehead with a sniper rifle. Then, along the left row of jump pads, jump to the ledge. Press the button, remove one more "cancer" and jump back. With the help of the newly arrived "launcher", get to the platform with the first "catapult". In order to avoid undershooting and logically following it with the next Quick Load, hold the “forward” key in flight (to the question of the aerodynamics of a bully with a rifle). At the end, on the platform, remove two “birds”, collect two packs of cartridges and press the button.

Jump onto the approached "launcher". Slightly taxiing in the air, land on the second, which will throw you directly into the bulletproof vest. Walk around the left lamp on the right. See the ledge? This is also a "launcher". He will throw you on the roof, to the cartridges. Caution: a bull has materialized below. Jump down to the landing.

Basically, you already know how to make the bull fall into the abyss. This time it will be very difficult, but if you immediately go to strafe, the brute will miss and ...

Walk down the corridor, take a grenade launcher, ammunition and a "heart". Several grenades in the corridor will cool the ardor of the attackers, and the flamethrower will finish off those who have broken through. Get out into the fresh air.

The sniper is not an assistant here - she cannot stop the crowd. So take the rocket launcher, run to the pyramid in the center and start MOWING ... The rockets in a fan, parallel to the ground, disperse the crowd great. When you run past several skeletons, start zigzagging around. Skeletons will jump by, and biomech missiles will fly past you and hit ... Right. In "tygydymskikh".

In principle, there is a small earthen ledge just above the exit from which we got out. If you shoot him, "invulnerability" will drop from him, but ... She's not really needed here.

After grabbing something for life on the pyramid, run to the right. There you will find a huge “staircase to heaven” in the rock, which you need to climb. Are they up? Consider that you have won. Most people say “Campers must die”, but campers never die, instead. Having shot the groups of waiting skeletons from the rocket launcher, kill the maximum biomechs from the sniper rifle. Most likely, they will just be able to kill everyone, but the skeletons, having scattered in a timely manner, will avoid this fate. As a result, you will climb down with an empty magazine to a sniper and several missiles that are no longer possible to release more or less aimed. Shooting the skeletons separately ... Well, just for this there will not be enough cartridges, which is why you will have to forget about the sniper for now, of course, after all, knocking down about ten of it or how many will remain there.

A SERIOUS secret!

Go down and break through with a flamethrower and a saw (“crustacean” shells can also be sawed!) To the left. Get out onto the ledge on which there is a pyramid with a "crayfish" (pumpkins will pour down towards you, well, they will be fried). Shoot down the "birds" with revolvers - we are in an excellent camper position again. "Cancer" in the dead zone, everyone who could get to us is already dead. Now you can get him out of the revolvers on the sly.

Shoot down everyone who runs under your feet from above, pick up 5 rounds for the sniper rifle. Do not miss the cartridges on the "crustacean" pyramid (2 boxes on the stairs), go right through. This time Sam is not whistling on the bridge: not to the whistle. Judging by the way we are being equipped, it will BEGIN now.

We are not mistaken: “pumpkins” are falling on our heads no worse than the “self-driving frogs” in the first part. Only now we have a flamethrower, so they don't have to go too far. There are now forty people here for pumpkin porridge, and chainsaws for a team of mad beavers obsessed with the idea of ​​turning Belovezhskaya Pushcha into a potato field.

Let's go right through. Let's set fire to a flock of kamikaze, climb up the side ledge and sneak past the flamethrower muzzle. In a long hall with columns, we have to endure one more battle with the "pumpkins". Eh, what would we do without a flamethrower ...

Look for rulez not only between the columns, but also behind them. On the left, at least the armor. Further, in a small room, there are not only fish in the water, but also a secret under the bridge. Finally, grab the golden leopard and get ready to fight.

Again a hall with columns, again screams in flames. Skeletons this time. Hmmm ... Do not take the battle on the spot: run through the hall, driving away the oncoming ones, and turn around in the corridor with your back forward. The flamethrower will now create an almost impenetrable defense. Those who jumped out will meet a cruel death, and for the rest you can return - to finish off. If you want. And the toad does not press to spend ammunition.

Coming at last to the pyramids, we will find two “crayfish”, one of them “boiled”. The staircase from the pyramid has a railing, the upper ends of which protrude above the floor. Approach the left one, hiding behind it and not losing sight of the small central pyramid. When you see "boiled" there, insolently you can shoot him with revolvers. He is absolutely helpless in this situation. "Raw" behind the railing. Decide for yourself whether to put him in the head from a sniper rifle or torture him like “boiled”.

Go down, go right to the pass. You won't be able to “pass” there, but finding armor is easy. Put your head up. Do you see the stone? So, when I first learned about its existence, I broke the silence a little. The surrounding people later told me that they had never heard such a frightened mate.

After dodging the stone, continue along the rocks. You will have to run away from the skeletons with your back forward, shooting back. Climb up the stairs and briskly pour down the grenades. Those who are below are likely to be out of reach due to a ricochet, and those who climb up to you (and this honorary position will not pass anyone), will catch a grenade or two on the stairs. Although this method takes a lot of grenades - but who, in general, needs them ...

We have nothing else to do here. We go downstairs. Having killed a bunch of skeletons left a hundred years ago, we rise to the pyramid in the center. Let's take one of the backpacks, put the leopard in its rightful place, in short, we will complete part of the task. Now our path lies to the remaining pyramid (this is the one that is straight from the entrance with "invulnerability"). At the foot of it we are attacked by kamikaze and “pumpkins” (from above) and bulls (from behind). The flamethrower is a very powerful thing, and the attackers will quickly become convinced of this. Now, ignoring the stairs, head towards the Crollywood sign. Finding absolutely nothing useful, except for Crotimov's jokes, return to the stairs. Here again you will have to "flame", but not like an Arab with an Israeli, who met by chance on the forum while the moderator was sleeping, but literally. The kamikaze will be the first to run out - the flame will meet them on the steps. Then "birds" will fly out - remove them from the sniper rifle. They may not notice you, which will give you the opportunity to quietly sneak up from below and shoot at them from behind the top step. "Cancer" in this respect is simply helpless - you can get it out of your giant natural "trench" with ease. However, while tinkering with these creatures, I advise you to pay attention to the grunt from the grass along the way. "Your piglet turned out to be a mutant ... He knocked out my eye and took the dagger away." To prevent this from happening, I advise you to track down two "pigs" in the grass in advance, to the left and right of the pyramid. The left one, IMHO, sticks out a little more - let's start with it. A good knowledge of their anatomy will allow you to accurately determine the position of the head by protruding teeth and a horn. Chvyak ... The second took refuge under a tree, but its top also lends itself to detection and making holes unforeseen by nature.

At the beginning of the ascent into the building itself, two more kamikazes will fall on us. It hurts, s-s-bastards ... Several more will try to intercept us on the bridge, which does not burn at all, albeit wooden. In a room with a first-aid kit, there seems to be nothing terrible, and then ...

The most reasonable behavior is not to listen to any help, but just hold down “run”, “forward” and try to compensate the wind with strafe. Thousands of thorns in both walls - death not so much for Sam, but for video cards. In the next room, try to immediately get from the jump pad to the rafters, otherwise you can beat off all the most serious for yourself. There is a nychka waiting for you, to the point of obscenity and to a complete discrepancy in the complexity of the task.

Then we will be honestly warned that the darkness is full of guys who are "like Pasha, only scary." Follow the beam, repeating all its wobbling. Life is like a zebra: white stripe, black stripe, white stripe, black stripe, white stripe, black stripe, and suddenly - an ass. So it will be now - at the end of the path, two (or one) skeletons will nevertheless pounce on us. From a place, without moving, from a double-barreled gun into the skull ... No, how beautiful it is after all ...

First, pick up the armor on the right (it's hard to believe that you need health). Then take the second leopard (Gold Jaguar). Now both animals are ours, only they won't let you go out just like that ... Okay, I’ll say: we don’t look at the “crayfish”, we quickly skip the screensaver and immediately go out. Running. While the guys are arguing that, they say, it would be nice now to emerge from the air and stuff someone's face, we are already at the door ... And there - a jump-pad, a grenade launcher, camping on the rafters ...

At the exit from the "acupuncture room" there will be a very strong push to the left, which cannot be contained. Therefore, in front of the door itself, go a little to the right and with a sharp throw reach the jamb. Get out of the way. Just do not overdo it - it can throw to the right the same way ...

On the street, to the right of the nearest pyramid, a "cancer" is waiting for you. We climbed the rafters for a reason - three from the sniper rifle. The central pyramid is visible to the left of it. It has “boiled crayfish” on it. Four shots. Still more to the left, at two “huts in a cap” near the central entrance, there is one more. Three shots. Going down the stairs, you will find another "boiled", also very mortal from a sniper rifle. He will come out on the right, from behind the mountain. Or it will not work, but it will only seem a little - and it will collapse.

Now you can relax, look for junk in the grass. Then go up to the central pyramid, put the second leopard on the platform. The secret mechanism will come into action by opening the door. Eh, it was impossible to put two bricks instead of this beast ... Pick up a backpack.

Go to the stairs. As soon as someone on the upper pyramid makes itself felt at least a little, run backwards back to the entrance to this territory. Remember, we healed invulnerability there? So, now is the time to knock her out of there. Snip up every little thing, but when the "self-flying frogs" and the bull get to you - then pick it up. Having burned this beast, get into the "entrance" itself and do not let in any evil spirits there, and most of all - kamikaze and "birds". Do not feel sorry for napalm, there is also a backpack ... Yes, and remember that, in fact, these "Carlsons are disposable" and bring kamikaze in their claws.

Now it's time to go back and endure the second wave. Clouds of skeletons will fall from above, a certain number of "pumpkins" and will attack biomech, hitherto neglected by us due to hereditary - chicken - myopia. Why chicken? And you look at his feet ... Having burned all this company from a flamethrower (the second backpack is just in time), look for first-aid kits in the grass and go up the stairs. There you will find a couple more "suicides hereditary on the line of a neighbor", two idiots whose ingenuity will not work, no matter how much you scratch a pumpkin, but at the very top - biomechs and "pigs". Having disassembled all the little things, go from there to the pyramid, which has already rescued us so many times, and take an extremely comfortable (and no less camper) position on it. Plant a couple of revolving bullets at each biomech, and when they get off, add six missiles.

“Pig”, in principle, can be destroyed in a less perverse way, but I propose to have some fun and from the upper steps with a hinged fire to stick a grenade into it. Worms 2.

Now is the time to go into the left "hut in a cap", "spinning" the owners on machine-gun cartridges. And finally, upward - to a well-deserved victory.

The city of the gods

A small courtyard, filled with ammunition, quite transparently hints at the upcoming battle. Do not be alarmed by the hand hanging in the air with a double-barreled gun - this means that the same glitch has come out again (see the "Bugs" section). Collect whatever you can carry and get out. See, the camera flew past the Thompson twice? Don't take it too seriously. This is not the case when with any losses "it would be possible to reach the BFG, and there ..."

Go to the right (normal heroes always go around), turn three missilemen (who come to us with a sword ...) and a zorg with a rocket. Two more can be removed from the sniper rifle in the distance, at the “Thompson”. Another step to the right, behind the shed, to the armor - and the familiar “tygydym, tygydym, tygydym” will announce that five skeletons attacked us. I recommend a double-barreled shotgun - they fit in a scattering manner.

Fuckin 'joker ... Sam is me!

A little more to the right. Ask the poplar where my darling is. Doesn't answer? Chainsaw him ... Behind him a first aid kit. Exit, go further "right wall". When you are level with the hut, in front of which the fire is burning, turn to the "Thompson", remove one more Zorg and one "commander" in the distance.

Further, the “right wall” will lead us to the “front door” - two bowls with fire, a mask on the door, a road. We won't get there yet. Then we come to a treatment tube and a bowl from which you can jump onto the ridge of the wall. Only there is nothing there, except that you can seal it ...

We will carefully go around one more hut from behind (remember the “Punk Opera about the Tsar and Three Sons” by the “Gaza Strip” group?) And get to another “front door”, which we will subject to tactical analysis, and then we will continue our route. After two blank walls, we come to the appendix, where the “right wall” will present the “antimony bomb” and, around the corner to the right, the “wheel”. This is a trap, and the entire next paragraph is devoted exclusively to those who, for the sake of good interest, will voluntarily climb into it.

Take a rocket launcher in advance. Grab the "wheel" and drive into the inner corner of the fence. Take aim at the corner of the fence and the wall to your left. First, the biomech will appear above your head (you are in the dead zone), then to the right (you are in the dead zone), and then directly in the crosshair (he can get you, but he will not have time). Having smashed it, take a flamethrower and set fire to the "vugluskra" above your head. Then you can shoot the right one with pistols. Pick up a bonus - a pack of missiles.

After leaving, follow the right wall to the stairs. Ignoring the last one, go (past one more, leading there) to the shack, behind which a tree grows. Bypassing it, collect cannonballs. Follow on past a blank wall with columns, but not like all normal civilians, but with your back to the wall, right strafe. There are some glitchy niches between the columns, Sam "accidentally" climbs into them with his back forward (this is a meter high!), So do not snuggle up to it. In the middle, take a sniper and wait for the "pig". Having shot him, step to the left - another one will run out from behind the shack. Smash him out of the rocket launcher and continue on your way. Having reached the beginning of the level, turn to the pyramid and with a valiant jump take off to the first step.

Go left. From behind the house a sorg appeared - there he deserves. We continue bypassing the pyramid, having shot another one behind the next house. As you approach the next corner, look up. Do you see "pig"? If he tries to fire at you, answer with a rocket launcher. If he will be hiding, use a grenade launcher from a canopy (recently, it seems, they were practicing). The next corner allows us to take a running start and overcome another step, but we'd better go down - there is still nothing on the pyramid (and it's a pity, such a secret is gone ...). Now you can go to the "Thompson" and boldly grab him. Immediately, there will be no trace of courage - run to where you cleverly dealt with (or did not deal with it; in the latter case, the “pills” will have to be avoided like mines) with three biomechs. There we are again “must-give campers”, which allows us to strictly dose opponents (both kamikaze and “birds”). Leaving, we will go back to the pedestal (shooting everyone who did not come to our shelter himself) and collect the cartridges. Now you can turn and walk between the columns along the road to the “front door” No. 1.

As soon as the doors open, go to the left strafe and shoot the “commander”. Then unfold the "scorpion" and demolish two privates zorgs in a line. On the left, on the column, there is another "scorpion" guarding the armor, but we are in the dead zone, and he is clearly asking for two grenades. We go up the stairs, ignore the door, after which with serious jumps we get to the armor and jump down to the entrance. Now you can start bypassing the doors. We will be the first to visit an inconspicuous passage under the stairs, where we will take a “heart” and from the bottom of our hearts, without sparing, we will drown two bulls in flames. Coming out, we will pour biomeha with napalm no less generously from around the corner (it is at the foot of the stairs). Now let's go upstairs, burn two Zorgs outside the door (in principle, this could have been done earlier, but still stomp behind the backpack), pick up the above-mentioned object and go to the remaining door. There it is best to go behind the columns, avoiding shelling. Pick up a mask and cover your ears - this "hemp" laugh is great for nerves. Exit in the same way, picking up cartridges under the column with armor.

On the street three "scorpions" are waiting for you - behind the Thompson pedestal, on the right behind the house and on the left. Take a sniper in advance, remove them in the same sequence. The left one can be covered with a tree, which in scripts is larger in size than in graphics. We go to the opposite side, to the stairs, to the “front entrance” №2.

The "Scorpions" on the right and left are simply asking for a pair of rockets. Give them to them - first to the right, then to the left. When you go down from the ramp, two kamikazes will rush at you sequentially and unhurriedly. The third will not only not rush - you will have to look for him for a long time on a cry and, finding him around the corner, shoot him. Go to the rubble near the stairs. Launch the rocket into the left junk. A secret corridor will lead you to cannonballs and a "serious bomb". Now you have three of them, so you can stop suffering from the toad and, if necessary, press "zero".

Go to where the third kamikaze was shot. The corridor will quietly lead you to the room with the second mask. Take the flamethrower. Grab the mask and run back to the corner: "airplanes" will fall from the ceiling. In order to delay this process, I advise you to use the old receive - skip screensaver. When the "aircrafts" almost run out, and the skeletons run out, go into the deep, around the entire room, the left strafe, without stopping pouring fire on them. Bulls running after the skeletons are likely to butt, but this is not scary.

In the first room (with "scorpions" and kamikaze) light infantry "meat" is waiting for you. Left strafe, turn from “Thompson” - three less rotozei. On the street - four "scorpions", biomech and two zorgs. One "scorpion" behind the wall on the right, and three on the left, with two side by side, and one on the opposite edge of the level, on the wall, behind the foliage. Zorgi is behind the pyramid on the left, and biomech is on the opposite side. The sniper will disappoint everyone in life, except for the last one - it is better for him to feed several missiles.

Go to the exit. On the way, you will be intercepted by biomech rocket jumpers. From a scientific point of view, after such a jump, they should have landed in parts, but nevertheless this does not happen, which forces us to “split” them ourselves. RL, what else ...

Behind the door there are Zorgs in numbers that deserve not an individual approach with a sniper, but the mass therapy of General Thompson. Collect all the junk and go along the narrow disgusting path, where, in addition to shooting muzzles, there are two zorgs and two “pumpkins” running (I recommend a double-barreled gun). Behind the path, a large pile is waiting for you - we will dwell on it in detail.

Directly in front of you - "serious speed", behind the houses - another plus of the core. There is a machine gun on the pedestal, and next to it is a building with automatic doors.

First grab the “speed”, then the machine gun. Run away from the fire of biomechs and zorgs, avoid the approach of kamikaze and mow down some, others and others along the way. In the process, dance to the second "speed" with unobtrusive movements, as the first will soon die. After grabbing it, continue to strafe dance until you run out of bullets. When this happens, switch to RL, wait a bit and press “zero”. The hellish smile of a "serious bomb" will plunge the courtyard into dazzling light.

Zorgs will be trampled out of the house with automatic doors, but the rocket launcher will sweep away their ranks. Shoot at the foot of the surviving loners - you can dodge a rocket, but not a close gap.

In the house, besides the sorg (s), there is a "scorpion". Chuck - and does not sit already ... Collect cartridges, health, in short, everything that is. With RL "go out into the street. Having entered the" left wall "for a couple of houses, we will provoke the appearance of two flocks of Zorgian hemorrhoids and biomech. Continuing this path with a fairly lighter rocket launcher, we will pass by beautiful ruins, a porch with a ramp (we came from there) and we will come to a suspiciously sparkling tree. You can simply "enter the tree" ("O Regentruda, wake up!"), You can cut it down and see what is inside. In any case, it is a teleport.

You are in a "secret courtyard with suspicious-looking heads." Throw grenades at the fish in all three pools one by one and collect the junk from the bottom. If any fish digs in a corner and will not let you near the pool, set it on fire from a flamethrower, it protrudes enough. Now you can pick up armor and health ...

My God! .. Have you ever seen skeletons of this size? A-ah-ah-ah! Not! It can't be! This is a "plane" ... But such "plane" does not exist! If this creature explodes, it will blow half a map! And what's that? "Scorpion"? A cub, or what? How to shoot at this small fry? And the machine gun is a standard, "adult" ... Oh ... I hit the stone head ... And there is biomech in it! Where is the "cancer"? It's so tiny that you can't see it in the grass! And the shells are flying ...

After recovering from the shock and rebooting, proceed as follows. After taking armor and health, burn skeletons with a flamethrower. From the small fry fire, retreat to the edge, shooting "crayfish" shells. There, take a sniper rifle and remove all the armored fronts that you can see (most likely - "cancer" and two "scorpions"). Another "scorpion" seems to have drowned on its own. Go back, collect the kernels on the left, remove two more "scorpions". Take away the cannonballs on the right, repeat the operation with the retreat, setting fire to the giant "self-propelled guns" along the way with a flamethrower. Go back, collect napalm, suppress the attack of dwarf kamikaze with fire. Ignoring the fish, pick up the weapon from the pedestal. In principle, it is not a sin to shoot from it, but we will do so. First, we shoot from the rocket launcher all the heads, starting with the farthest. Then, in the strafe, press “zero”, replenishing our account with an astronomical amount and leaving the last bomb for every firefighter. Then we take away from the "backyard" (behind the teleport) "heart". You need armor - you can dive, there are no more fish there. Not needed / picked up - on the way out.

Pick up the "heart", armor and backpack behind the door. Kamikaze will run to you, and one with a cannon. Six trunks, the whole sky in parrots ... Switch to this trophy and get ready for a long meat grinder. Shoot the machine gun until you run out of ammo. Then switch to the implement and make a little mess on the corner. When you run out of cannonballs, and only skeletons remain of the opponents, shoot them with a rocket launcher and a grenade launcher. After discharging them, take the flamethrower - it will allow you to finish with the skeletons.

Collect cannonballs and rockets at the corner. In the farthest part of it lies health (ridiculously low), and around the corner is another crowd of skeletons and biomechs. Retreat, leaving a tongue of fire behind you. Having dragged some of the opponents to nowhere, look around the corner with a gun - they are very comfortable along the wall in formation ... Another flask + 25% in another corner, a first-aid kit on the road. The next kamikaze will drop the backpack.

Now came the big biomechs. These - from the tool. Behind them again the bulls. Some carry guns on their backs. The insanity was growing stronger, the oaks were cracking ... Let's shoot them from a rocket launcher. Finally, we got to the long-noticed first-aid kits. Actually, that's almost all. Several biomechs - and here they are, the gate.

THIRD PAGE

Outside the gates, not even a battle awaits you, but rather a showdown behind the barn with a crowd of village goons. A flamethrower is an ideal weapon in this labyrinth of huts, so both kamikaze and biomechs will soon write in their diaries: "A forester came and dispersed everyone." Two "scorpions" will sit out, so you can shoot them with a rifle or still starve them out and set them on fire when they decide to approach. To the right of the entrance there is a tree that has grown into the corners of the house. Sawing this allows you to sneak up like a bastard with a sniper from the rear and ... Usually, biomech (junior) and three "scorpions" fall under fire. Having finished with the first, take the rocket launcher and lean out around the corner so that you can see the first aid kit. Immediately turn around - near both "talking heads" and on the roof near the first-aid kit, a "scorpion" materialized. Six missiles - and not a single shot in response, we stand so that they fit one at a time (and the one on the roof doesn't fit anywhere) ...

Go to the entrance with columns, analyze the door. Continue to the “right wall”, knock out the biomech, jump over the corner to get the secret first-aid kit. Then one more, three "scorpions" appear from behind, then a test tube. It seems that everyone was bypassed ... Go back, shoot another of the same company (biomech + "scorpions"), which arose (with a flask as compensation) out of thin air. Go down with the flamethrower into the dungeon.

Two kukurbits, fuel for compensation, a “screaming slide” down. If you jump over the railing, you can die happy. How? Try it - you will find out. In principle, at the end of the path, you can fly back with a rocket jump or hitting the pillars from the side, but I have no illusions about how many people will be able to do this. Anyway, I am not one of them, at the moment, at least.

Having burned skeletons from a flamethrower, examine the walls. On two opposite sides, there are two noticeable embedded openings. Behind one of them are various useful things, and behind the other - three "pigs" are cut into poker. I tried to quietly shoot one of them and join the game, but it was unsuccessful.

Above - again the wind and stakes. Don't worry - there is a shorter way. The right nearest air duct is just waiting to be jumped into. Inside there, besides useful things, there is another “Pokemon” (in the sense - “dwarf monster”), but after leaving there everything is already simple - the wind is weak, the bridges are comfortable.

In the hall and the following corridor there are zorgs and “pumpkins” that burn perfectly, and at the end there is a “pig” into which you can plant two of the few remaining pomegranates. In the dungeon - ammunition and the frightening sounds of lavopaque from the neighboring one. In the latter, you will find two "pumpkins", golems and biomechs. Hammer into the far right corner with a machine gun, fight off the cucurbits, and then, from around the corner, because of the hut drowning in lava, turn missiles sequentially: the right golem, the left biomech, the right biomech, the middle golem, the left golem as they appear. Now you can return your health to “100: 100”, fight off a very worried “pumpkin” about this, and, ignoring the hemorrhoids with islets slipped by the mapmakers, wade the lava, periodically jumping up and down. On the left, near the ruins, there is a very convenient exit ...

On the bridge you will be attacked by a small scoundrel flock - a “pumpkin” in front, a “pumpkin” in the back and biomech at the end of the bridge. "And the volleys of tower guns on the last journey" ... will send everyone. After that, we should have eight cores left. In the next room - either "luck is a reward for courage", or just preparation for something even more terrible. Total - twenty cores.

Run across the bridge. The floor here is a huge jump pad, so when the bridge collapses, jump to the “heart” and still grab it. What starts after that is just a feverish delirium, a bouncing neuroencephalopathy. Shoot your cannon with all your heart and without greed, jumping backwards to avoid your own cannonball. When they run out, use RL, shoot a little, scattering the enemy, take a flamethrower, discharge to the end, take RL again, when you stop hitting - a backpack in the center and a flamethrower again, and finish off the last Tygydymskys with a machine gun. Do not forget to periodically pick up “serious damage” in the corners. In the end, the winner will be lifted to the ceiling by some kind of buggy force, but he will still be able to get to the sites. We need the top one.

Serpent Yards

The first thing that attracts attention is the unnatural (for action) beautiful music. It seems that Croteam has “tamed” somewhere for themselves a composer who claims to be Prince. The second is the complete absence of ammunition.

Come out with the machine gun. Two zorgs will attack you - retreat, kill them and wait for the waves from behind the distant staircase. Having mowed these, get out. You have two "pigs" behind you on the wall - to the left and to the right of the entrance, plus three skeletons at the bottom. In a strafe, mow one “pig”, then demolish the skeletons. Repeat on the other side. Collect objects from the platforms with great care - they are shot with a muzzle on the wall. Behind the houses from the entrance to the right there are sniper cartridges, and on the left you are guarded by a suicide tree. In principle, it can be shot in advance, but it is better to take the armor with your back and quickly demolish it on the way. It seems that the guys from Croteam played with the players to their hearts content and even more.

Go up the steps with your back - in place of the "pigs", "crayfish" will crawl out. Leaving to the left (if with your back, then to the right), shoot them, and at the same time their shells and the skeleton that ran out of the passage. Then go along the road, having shot two "pigs", on the ring track release the remnants of cartridges into the Zorgs and grab the rocket launcher. Having shot everyone and reaching the hollow with the pyramid, take the flamethrower, run down, collect everything from the pyramid except the backpack, and burn everything that comes to hand. I highly recommend burning through the skeletons into the courtyard surrounded by a circular path. There is now a hole in the wall and biomechies, but when these are thrown out, the courtyard turns into an excellent "ambush" that allows you to effectively "steer" Tygydymsky impudent people both near from a flamethrower and away from a rocket launcher, and from a double-barreled gun to save money.

As the concentration of trash in the environment decreases, go out and catch the bastards outside. Then go to the other side of the pit (the shelling should have stopped already) and on the right you will find a telephone booth. After listening to Sam's conversation with the impudent impostor, pick up the first-aid kit and take the backpack from the pyramid. Further, on the opposite side, a “zorg shooting range” awaits you around the corner, where you can shoot from a sniper rifle at your pleasure. After walking a little, behind the very first hut you will find a “pig”, which can be killed a little perversely - from a sniper rifle, with a sight, but not from a distance, but from around the corner almost point-blank.

Secret. Hmm ... Where does it lead? ..

Around the next corner you will find a few more walking "dozens", and behind the houses - some useful things. Intercepting the beam for a second and retreating, you will be attacked by a herd of raw bulls. Why raw? Because you need to fry ... To simplify the process, I recommend intercepting the beam in front of each bull - this way it will also get it with the force field and missiles. When the "birds" appear, you can not pretend to be an air defense system, but simply burn the "landing" and the "birds" themselves when they make contact. The death of the bulls, I think, outlined the situation well in terms of which routes to overcome the force field are safe, and which are not even so. At the end, look behind all the houses, collect the cores.

Behind the next "entrance" there will be another "sniper shooting range". Through the open doors, without entering, shoot the “crayfish” from the machine gun on the left, and then start catching biomechs and zorgs with a rifle. Doors begin to infuriate with their slamming on the sly, suggesting that these doors might be broken to a famous mother, alas, impossible. Noticing the periodicity of the appearance of biomech in the arch on the right, we will determine the moment of its appearance in the hole even more to the right and we will press the trigger in advance. Now you can enter with a machine gun and walk with the “right wall”, crushing the “pig” behind the barn, “cancer” on the opposite edge of the level (“serious damage” will help) and one more - next to it, on a large roof. Now go to the opposite end of the courtyard, having shot a flock of Zorgs, look at the idol there and follow a carefully chewed route behind a mask. Grabbing it, burn the flat jumping stone head - in it you will find a "heart", and behind the pyramid - an electric detonator lever. Having pressed it, grab the cannon: there are “highlanders” in the pyramid, and there are two. You will have to tinker with them ... But as a reward we will have full ammunition ... Everything except the "serious bomb." It's a pity.

Stick the idol mask in an indecent place without bothering to knock down fireballs. Their gap radius is small, and one good jump allows you to solve the problem. Go to the temple for the "secret" armor, kill three "crayfish" at the exit (one on the roof and two to the right behind the wall). Go to the next courtyard, wield the flamethrower there until victorious. Pick up a "pill" - eyes will appear in the sky. Shoot at them - they will turn out to be the eyes of a giant kamikaze. Exploding, goggle-eyed madness will blow up half a level and drop armor.

Go to the basement to the left. Destroy two “pigs” on the left and on the right with the “perverted fire” of a sniper rifle, burn a single “airplane” in the basement. Outside they are already waiting for us - again take a sniper. Exit by strafe, remove (from right to left) zorg, "pig" and "crayfish" on the roof, above your head. When you come to the second basement, turn around and remove the "pig". There are two “birds” inside. Press the button with a bullet, it's easy. Skeletons await us outside.

Go to the main entrance, go down the stairs. Collect all the trash, take the rocket launcher. You will carry the Zorgs like flies, the younger biomechs - also by the rocket, and the elder will not reach you behind the columns. Now you can jump into the pit.

The pit

In the fall, take the machine gun: below the fish, you need to be serious with them. Raise your head - two critters attack from above. After destroying them, surface; two more attack from below. Having finished with them, jump out of the water near the shore, immediately stand on your feet and destroy four Zorgs of different ranks. Exit the hall (there is only one door - you can't go wrong), taking the flamethrower. In the corridor there will be a local disassembly with another liquid flock of Zorgs, after which you can collect the junk. Caution: “aircrafts” fall to compensation from above.

Behind the next door are crushers. Take a look at the ceiling immediately: this will allow you to find out where they are and which places are bypassed. After that, it is a pleasure to go through them, only before the last one you will have to work with a flamethrower: behind it are "airplanes", and they are a flock of twigs, and some of them break through. Keep to the right - there are fewer crushers.

Open the door, hit the "pig" with a sniper rifle. Pick up a laser, but arm yourself with a flamethrower. Burn the zorgs, take the rocket launcher, open the door. Three walking targets were hit, but now there is a firefall from above. Take "Thompson", go upstairs until the monster appears and run downstairs. Now the firefall plays into our hands - it is even unsportsmanlike to shoot dancers under such fire. "Boiled cancer", however, is not subject to such death, but we also have a cannon ... Then you need to run up again, the muzzles will die out, and you can collect many different funny things. Go further, jump into the hatch.

You have to go through an arena of amazing beauty and dynamism, which gives a real feeling of flight. In about five minutes you will be able to catch your target in these crazy jumps. Take the flamethrower first. After shooting his ammunition, take the laser, and then the machine gun. If there is still someone left, you can shoot from a rocket launcher for the sake of pleasure, drawing incredible tracks that abut the floor half a meter from the target (it is very ineffective to shoot at the object itself). Then go out the door, the blessing does not blow out of it.

Having picked up a backpack, go along the corridor. Zorgs are parachuting on you from the ceiling, and a "pig" will jump out in front of you. Burning freaks, run back, hiding behind the columns. With your prayers, the "pig" will get it on the forehead from a berdanka with optics and turn into a ham. When you try to do the same way again, you will be attacked from behind by a zorg-camper, which will fly off its “perch” from a lead butt, at the same time catching your eyes on the bulletproof vest in the attic.

To the right is a door, to the left is a torch, or rather, a bowl of fire. This architectural masterpiece simply sparkles indecently with particles, hinting at a teleport. Into the fire, onto the ledge on the left, from it - onto the ledge on the right, from it - to the bulletproof vest. Now down to the door. Behind her is armor in the center of the hall, but why do we need it now ...

Stock up on an antiemetic from your standard nuclear war first aid kit: the floor beneath your feet will start to act like seasickness compared to it is just seeds. "ErEl" is your loyal friend and helper here, and you will pick up your armor at the end when the old one is pierced. When you kill everyone (in a "two-hundredth" bulletproof vest this is a nonsense task), you can collect the healing flasks from the niches in the walls.

Coming out, immediately notice the reptilian demon camping on the left. Hide from him behind the arch, and then shoot from a sniper rifle at something protruding. Then step forward with the rocket launcher. A flock of zorgs and "pigs" will jump out of the door - well, you have enough space to strafe, but they do not know this art. Let the armor lie - where is the second for us? Go to the door, there to the right. There is a first aid kit hidden in the dark. Actually, we don't need it either, but the skeleton guarding it can be burned with a flamethrower or washed down.

The stairs will lead us to three zorgs, which are also easy to burn. In the next (fourth) window you will see a bridge and a teleport. This teleport will lead you to cannonballs that are not needed yet. Remember it. Two more zorgs will fall under the distribution, and on the next window (there is a huge shadow with wings from the torch) you will find a tiny, weakly hissing demon. Sweep it with a double-barreled gun, pick up a prize, burn a flock of Zorgs and two "pumpkins". Move on. After picking up the rockets, climb into the window and put a curtain of fire in the corridor. Beef ... On the upper platform, use the fresh "sacrifice" and mow the zorgs in the arches and the "pig" from the machine gun. Then go to the long bridge and get the weapon.

Shoot with full delay without regret. Having suppressed the wave, go downstairs (take a flamethrower - they are already camping there), collect the cannonballs (that secret, remember?), Take the carefully stored armor and go upstairs again. Behind the Bych Bridge there will be a turret - three zorgs in front of the rocket under their feet, two and the "pig" on the left - on a rifle bullet, and again no armor is needed - they did not scratch us ... There is ammunition on the sites, further - the bridge, at the end - efficiency (Brawl Preparation Room).

“Gravity sausage” perfectly demonstrates to us the schizoid capabilities of the engine, and the disgusting, flush-mounted door excludes camping, which is so dear to our hearts. "Airplane frogs" fly in a mad cloud, but against them there is a very effective and concrete means: to run with a flamethrower in a circle (closer to armor and health) with your back forward. Then the napalm will end, but bulls will also replace the "airplane". A laser will be used against them, and a machine gun and, of course, a “pipe shaitan” will unleash their anger at the biomechs and zorgs. When senior biomechs appear in this fiery madness, I recommend that you immediately remove the weapon from the wide trousers and “eight” the opponents until they show signs of obvious pacifism, such as lying on their side and shooting at the floor. However, even after this, the remaining Zorgs will be begging for rockets from you for a long time.

In the next passage, I recommend that you immediately get the "chain saw" and use it from the heart. Skeletons ... Next, at the idol, an unprecedented generosity awaits you! - a backpack and two of the most serious bombs at once, forcing you to forget for a long time how a huge toad presses on your chest with its heavy wet paws. Then there is a normal corridor, perceived for some reason as something unnatural. It contains armor, the theft of which causes the appearance of an impudent Zorg in the back and several even more impudent (plus "pig") in front. Well, the niche will shelter, the flamethrower will cover ...

So, we are at the pyramid. Take a rocket launcher, start circling strafe. When the first large biomech appears, start tossing and turning from the weapon. When you run out of cores, use the rocket launcher again. With her, you can easily hit the bulls, at the same time avoiding the fire of "boiled crayfish", and the reptilians themselves later.

After climbing the stairs, do not go into the pyramid itself, but move to the left. "Heart" will run away from you, but five large biomechs will appear and fireworks in your honor. To you.

There are not enough missiles for them, so you will have to use grenades. Pick up the runaway organ and go to the pyramid. There is no less "cardiosaur", but unguarded. Having gone down past all the thorns (you need to strafe in time: once to the right and once to the left), watch the splash screen.

A rock. No, to tear it off - you need to touch it!

Take "speed", take out the cannon. Run around Kukulkan in a circular motion, firing from your cannon with maximum delay. When a dangerous number of kamikazes will rush around you and biomechies appear - press “zero” and pick up a new “serious bomb” at the edge of the arena. When big biomechies start to bother you, repeat the procedure. Here, in fact, he should already throw off the skates ... Shoot down all the opponents from the walls, and then calmly go to the portal. The only thing you will be given to take with you is health, armor and - hurray! - “serious bombs”.

Ziggurat

Go around the corner - there is a sniper rifle waiting for you. Thank you for your health. Inside is a Benzo Pi-La, a second revolver and a pump.

Go to the well. Turn the sight down all the way: now it refers not so much to the weapon as to Sam himself. Then jump down so that you get directly to the "heart". In order to achieve the set goal and not endure a serious bams at the bottom, proceed as follows: jump onto the first (closest) comb, turn your face inward and gently “step” down. Taking off, you will find yourself facing the second comb, on which you should jump.

Pick up the pack of bullets and open the door. Bbah! Kryk-kryk ... Bbah! Kryk-kryk ... Two Zorgs, our first victims in this episode. Go left, but do not climb under the column, but jump from above: it will crush you. In the corner is napalm, and around the corner is a room with a flamethrower and a pumpkin. I have no doubt in your ability to first meet the first, and then - with the second, so we can easily burn the "pumpkin". Now a turn to the left awaits us, and behind it - good old entertainment: "jumping hole". Below is a kamikaze on an inclined floor. Pump. Then - "aircrafts" from pipes in the walls. Flamethrower.

Elevator, hall. "Pig", skeletons, "pumpkin", "fighting button". The flamethrower will judge everyone. Climb onto the "eared" columns. From one of them you can jump directly to the platform with a lever, from the second - to the platform with ammunition, from it - to the upper platform of the column, from it - to the second platform with ammunition, back to the column, to its upper platform, to the upper platform of the first columns (you can get there from the first column, but since we are here ...) and to the bulletproof vest. A bit confusing, but in place it will be easy to see. We go up the stairs, take a sniper, go to the door. We select cartridges, fry the "pumpkin" and kamikaze, take the armor. Output.

Move left and down, sniper four “birds”. Do you see a tree with yellow glasses? Take the flamethrower, pick up the cartridges and burn the tree. It is in this sequence. Then go to the adjacent corner, to the right descent, take the “wheel”. A "pig" will appear near the building - burn it, and then knock out the opening covered by the stone. Shake the unnecessary first-aid kit so that the secret is counted, and go around the “right wall” further away from the nearest temple. Having outlined a semicircle, go to the door, lure out opponents and run back, shooting them with a rifle. Go inside, collect everything you need, then kill the intruders and exit. Outside there are several “crayfish”, “pigs” and a bomber jacket. The distance does not require a sniper, but if there is almost nothing besides it, it is quite suitable for solving this problem. In the second temple, it is almost the same, except that "scorpions" and skeletons are on guard at the exit.

Open the exit. In the passage - "scorpion", and an adult, for two shots. After killing him, move on. Shoot the “pumpkin” from the grate to the left, take the flamethrower. Behind the arches are two "scorpions", serenely sleeping. They will wake up in flames. Press the button, exit.

Hardly an attempt to burn lava a flamethrower golem can be called a rewarding occupation. It is bespontovoe, like wheatgrass in the garden. Therefore, take a pump beforehand - they only need two shots. Go ahead and burn the buttons. Do you see the stone? So, he, of course, will fly at you. Therefore, descend quickly, but with your back forward. Shuffling to the side, you substitute yourself for the blow of the skeleton. Well, it serves him right. Run down the left edge of the tray and jump on the stone: six more pieces will fall out on top of them. From the stone you will come out to a small camp site, from which you will kill both the bomber and the skeleton directly from the revolvers.

Pick up a flamethrower on the shore. Plunge into the water one time and immediately jump out. Two fish will turn up under the buckshot, opening the possibility of safely walking on the impeller. However, than doing gymnastics for the mentally retarded, it is much better to swim up to the required bank, flop your body onto a rotating drum and throw it on a stone.

We again have to jump in the hole, but this time up. There is no need to teach this lesson for a long time - from comb to comb, and we are at the top. A hall awaits us there, and a double-barreled gun in the center. Having picked it up, switch to a flamethrower: after all, it is a more effective thing against the Tygydymskys. Don't miss the appearance of “serious damage”; however, it will be notified in writing.

Again the pit, again the stakes. For a long time I have been talking about this case in the “Management” section: the bulletproof vest will have to be neglected. Jump immediately to the other edge of the pit: without a “mouse step”, without disabling the mouse look, you cannot jump on such bars. Unless on load / save, on "luck" ...

The flamethrower will clear the way for us in the "buttons", the "pumpkins" also do not shine (but it does warm), and we will go out into the street. Take the rocket launcher, backpack, “speed” and run to the right, to the tree in the silver distance. Not to say that there are already particularly valuable things, but there is an opportunity to feel freedom when there is no wall behind your back, to run away into the field away from these hemorrhoids and shoot them from a rifle with a telescopic sight. After breaking the tree, you will find “serious damage” there, as well as two targets, downright optimized for it. In the end, returning to the settlement, you will shoot a flock of skeletons and kamikazes, remove several “crayfish” from the towers and, for lack of ammunition, switch to a flamethrower and your recent acquisition. The final chord will sound like two bulls.

Now you can go into the left (distant) temple, hang there at ... that is, wings, burn half of the Kyushu kamikaze in the doorway, go out and get involved in battle again. Two "pigs", two "scorpions", two "crayfish", another kamikaze, but from afar, "birds" ... Well at least they picked up the sniper cartridges. Hang the second wing in the second temple and catch a flock of kamikaze and skeletons in the doorway (you will have to wait).

Now you need to run to “serious damage”. This thing is on the right, against the wall. On the way, several kamikazes will try to intercept you, but having picked up this little thing, you can easily give an adequate and asymmetrical answer to them and the rest of the people. Having healed after this, pick up a similar icon from the other side, and then run to the gate. There will appear a "pig", a demon and two biomechs, but now they are something so insignificant that they are killed in a few seconds.

Lion's pit. The lion is Sam.

Outside the gate, someone hums in a bad voice, and we, having collected cartridges, go to the left courtyard. There, with the left wall, with a flamethrower, go behind the first house. Gently coughing (“I didn’t interrupt you?”), Set three soldiers on fire from the back. The skeleton will rush - there it is. Step back a little around the corner - a rocketman will come running, and behind him, a little lagging behind, a "pig". A flamethrower from around the corner is not a bad thing, plus there is also a tree. After crossing the street, collect the junk, return to the starting point and continue driving. Behind the next house, on the right, there are “crayfish”. Turn right, sit down with a sniper and carefully stick out with a strafe. Shooting the protruding claw, hit one, then the second. Now go between the "horse" and the large building (armor in the corner). Behind the foliage, "crayfish" are not visible, so lean out, smash the bottom from the rocket launcher and grab the revolvers. In the run back you will shoot the shells fired at you, after which, when you return, you will easily take the “cancer” with “revolving starvation”.

The very first step into the courtyard will cause an inadequate reaction of the hefty crowd of all sorts of trifles, into which the “pig” has got in for weight. The flamethrower will kill everyone, including him. In the back of the courtyard there is a small church with a "scorpion" and a pebble in it. Compact design ... After touching the stone, start wielding the flamethrower, and having succeeded in the defense of the shack, go out and take up the sniper rifle. Four "scorpions", "pigs", "birds" and some little things. Another “scorpion” and two “pigs” are guarding on the way back the meeting place of district drunks, known as “at the horse's”. You can pick up “serious damage” behind the shack so that it doesn't disappear. It’s all the same to zero.

Around the corner to the left are zorgs and two crayfish. The rifle will again do a good job, and with the “wild animal” and from around the corner, you can spend exactly one cartridge for each. A "pig" sits behind the house, his characteristic grunt will bring your sniper fire on him. Actually, the problem is solved, you can go to the second courtyard.

Left strafe - to the junk, with a flamethrower - out. The composition of opponents is very diverse, but they all burn easily and do not require special approaches. From the "pigs" you just have to strafe around ... Go to the "pill" in the corner. Who else would explain what this secret is ... Around the corner we are guarded by a “pumpkin” and two “crayfish” are campering. Place them yourself from a sniper rifle, then collect the junk on the left and remove four more "witch harpies". With a rocket launcher, continue your mournful path, clearing out the courtyard, where, in addition to the “temple” (remember the place), you will find the “Samovsky quad” and cartridges nearby. Behind them there is a small opening. We entered a rocket into it, a rocket into the balcony. So, next to it is “quad” and “Venus of Krotimsky”. You will need to run quickly, so remember the route.

Go to the "temple", enter, collect trash, touch the stone. Now with a rocket launcher, run to the secret, grab the "smiley", "Venus", after which the completely brutal Sam, under your strict guidance, will blow all this halabuda to smithereens in half. You need to run very specifically to the exit, since Sam will tear everyone like Ace's slippers, but not for long. Then you can return, because, having gone all the way to the end, you hang 99.5% of the attackers on the offal branches, and there will be nothing dangerous in the yard.

There is no one behind the door, and we will calmly enter the “front entrance”. A lion's pit awaits us behind a short "dressing room". Instead of lions, however, there will be skeletons. It's a pity ... A tree with a laser, which means, for the sake of one joke, it is not a sinkhole, but lions are not guts ...

However, a closer reading of the clue explains this phenomenon. Lions, according to regulatory documents, sit in the pit, and the convicts are thrown from above. Hence the conclusion: the lion is Sam. And the skeletons are thrown at the mercy of him, and not vice versa. Well, that is quite consistent with the observed pattern.

And we observe something like the following: under the crosshairs, slightly to the side, Sam stands with a bored face with a rocket launcher and everything that tries to jump from above knocks down in years. In the center, the skeletons are all together for a second, which is why they simply do not reach the ground alive. What kind of lions are there ... Lions, even from the "shaitan-trumpet", do not beat left and right ...

When the “smiley” ends, take the flamethrower. Behind the skeletons will jump out "pumpkins", in the amount of completely sucking - two pieces, and behind them you will find a toilet with a switch. There were crushers on the ceiling, the switch was pressed, they crammed into the corner to the right, missiles - into the door opposite. They entered there, pressed the switch, went to the opposite one. So this is where that mrrrrrraz, which for the last half hour has been driving us with her muuuuuuukanym from behind the wall ... [Squeak of teeth] I would stammer with my boots, make me eat my own manure ... Nothing, it's good from a flamethrower too ...

We go outside, but not into the door to the right, but into the door opposite. Like a secret ... We drive up to the switch, look at the ceiling, switch gravity at the right time. They caught the extreme platform, waited, sat down at the switch, and caught the middle one with the same technique. We jumped onto the porch, spioneered the "heart". Went outside.

It was in this “arena” that I was not allowed to fall asleep at the monitor by the extremely cheerful Croatian tunes. With a "heart", a flamethrower and a "wild animal" with horse doses, the fight turns into a trivial, degenerate task. Sam just runs in circles and cock everyone who comes within the jet's distance. Everyone, hello nafig, Persepolis.

FOURTH PAGE

The elephant atrium

A brave warrior wielding a formidable weapon

With six trunks,

Not afraid.

Good haiku ... A clear hint. Six-barrel here ... Well, let's look. To begin with, let's go down the corridor (see torches? And in RTCW, the sources of dynamic lighting could not be smashed to smithereens), go down into the hall. There is a slippery mirrored floor, in which hilarious red paws are reflected under your feet. You shouldn't laugh at the engine, by the way. Try to observe such a picture in real life, somewhere in an expensive supermarket. Just don't laugh too loudly - the guards will take you out.

Here a double-barreled gun will reliably serve us. Collect cartridges, nail two, go out into the room with normal coverage. Shoot down the rockets, "bangers", up the stairs with a fight. There is such a fork in the “khalepa” system, you can go to the left or to the right. So, we go to the left, around the corner we lead a "tygydymsky", from a tiny, with a rat-trap the size, a jump-pad to a post, from it to another, and so on to the "heart". We ate, returned, went to another gut. "Scorpion" appeared as if from a bad place, skeletons jumped out to the left. We quickly jump back, we fill up the corridor with missiles. Then we return, to the left we tear the "pumpkin" and several idiots "for a hundred little bears", we go down. Two more candidates for cadaveric poison - "flapper" and "pumpkin" will attack from behind, shoot them with a double-barreled gun. Then let a rocket or two go around the corner, smash the "scorpion". Around the next corner - the same "rocket-sawing brigade", and behind them - "self-sawing frogs". “Son, we sold some pears, so play your minuscule if you want ...” We were also given a little fuel, and now the airplanes will be fried. Behind them is the "scorpion" again, and behind it is the exit. Oh, how tired of these sand marathons ... No, of course, it is necessary to demonstrate the capabilities of the engine and all that, hehe ((C) Beavis and Butthead), but still there should be enough open spaces. Or give me a motor hang-glider, since the number “nine” is empty. Or a chopper ...

In Elephant Square, walk along the left wall. Two “cybercooks” will jump over the fence in front of you, another one will simply break it. Well, the range rifle is fine. Behind the fence is a secret courtyard in which a weapon awaits you, as well as a flock of walking frags around the corner. Pressing against the left wall, get to the detonator and press it. As a reasonable reward, "speed" and just a shitty ton of cores await you.

The "left wall", slightly worn out by running, but rewarding with a backpack, armor and a first-aid kit, will lead us back to the breach. Go further in the same way. Sniper biomechs, but it is better not to spend cartridges on skeletons - they themselves will run up to the distance of ignition. When you reach a tall small building, do not hesitate to look inside. There is "Thompson", which (in a reasonable combination with a sniper, manifested in the strategy "sit in the corner and get on everyone's nerves") is able to exterminate most of the opponents. Having finished with them, go back to the house for cartridges, and then continue your way. Passing the gate, you will be attacked by three "crayfish", one of which is "boiled". Leaning out from behind the "mini-skyscraper" so that they fall into a straight line one at a time, you can easily remove them from the rifle. After that, having tossed out the nearest raiders from nowhere from the machine gun, also re-snipe the “pigs”. After passing by the pyramid, immediately flee from the golem back behind it. Shoot from the kamikaze machine gun and open rocket fire at the golem.

Now the expression about a hundred little bear cubs has taken on a literal meaning. Scraps of the golem also ask each for a rocket. Having given them what they need, take the weapon and pick up the shard of armor by the “reverse gear” from the wall. Biomech will open fire, but we will go into strafe, and he will only break the secret with the "weaving" armor. But he himself will take a point-blank shot from a cannon very painfully ...

Now you can complete the “circle of honor” around the yard, collect the rest of the junk. Go to the building opposite the Thompson pyramid. There, behind a short corridor, you will descend to the “space zucchini” set on a pedestal (an obvious nightmare of a mapmaker). To the left and to the right of him are two "scorpions", but a short firefight on machine guns will reveal their complete unsuitability for guarding anything, including this aluminum cucumber on a canvas field.

A Hot Bath will be found behind this outlandish vegetable. Do not touch your backpack on the way, go to the bath and dive. At the bottom, catch another backpack and take the rifle. Going out, you will find a guard running by the "Iron Glitch", including a "scorpion" in the distance and two skeletons behind the wall at the "architectural excess" itself. The first one is subject to an immediate headshot, even though the engine does not go into such details - it is still more beautiful in the head. Skeletons, as always, are successfully set on fire, only a close distance forces you to run strafeed. : there are clearly some squares on the wall in front of you. These are such gigantic potato pushers that hit Sam in the forehead without a miss. Walk around them, otherwise they can star out so much that there are enough birds out of the eyes for the officer's annual ration.

On the street immediately take a sniper rifle, strafe to the position of fire at the "crayfish", remove them. Go to the gate (I think it's clear to which one - they got stuck to us while swimming). There will be two “crayfish” - “raw” on the right and “boiled” right. Shoot them slowly (start with "raw", because its shells are more accurate and require constant lead attention). Walk a little forward - bulls and more demons will appear. Turning from a rocket launcher or flamethrower is your personal choice. Both are very effective, but with that, and with the other Sam will get wrinkled.

There is a biomech right outside the gate. The good old "leaned out-fired-hid" technique in relation to the rocket launcher is absolutely reliable in this case, so there will be no problems with penetration into the courtyard. There you will find zorgs and "pigs" - a combination that has already become a classic (if not gored). In addition to them, skeletons slowly but regularly fall out of the abundance hoof from somewhere. After interrupting all this gang, go to the only working door.

The "airlock" contains very valuable ammunition. After collecting them, save and reload the video several times. Did everyone notice? Forward. Go with the “right wall”, in the corner you will be attacked by a tree-chicken mutant and a flock of trifles. For a mutant - a cannonball in the forehead, a trifle - from a flamethrower. Further, at the helmet, a skeleton and a bomber jacket on the roof (the flamethrower will get it), and as soon as you reach the gate - immediately back, the "crayfish" are mean campers. The saw will cut both "crayfish" shells and skeletons, and we traditionally remove the shooter from a rifle.

After the gate we will meet another camper, only this time "scorpion" on the fence. One bullet ... Without leaving the gate, we will complete the detour. For this we will be rewarded with a “heart” and armor in cozy niches. Now you can go further, to where we looked out for the elephants on the screensaver.

Here is the garden that de Sade built.

And here is the camper that guards from morning till morning the garden that de Sade built.

And these are squeaky vile birds, which sometimes cannot sleep at night, which briskly fly across the sky and cover the “crayfish” with unhurried fire, since all “crayfish” are camper, they watch from morning till morning the garden that de Sade built.

And this is a priceless cast-iron elephant, on a pedestal he rests, over which squeaky birds fly, which sometimes cannot sleep at night, because they have a camper in the detachment that watches from morning until morning the garden that de Sade built.

And this is the most serious Sam, who clicks in the snouts of all of them, who brought "Thompson" with him, who will easily solve the issue that will tear off something for the elephant, replace the clip and kill everyone, and from the sky fall nasty birds, which sometimes they can't sleep at night, they hang on the branches of the oak trees of the camper that had been guarding the garden that de Sade had built in the morning.

At the end of the garden, press the "secret" switch, go back, go into the house with a grate, press the second switch. Outside there is a "scorpion" and two "crayfish" plus "birds". The "scorpion" and the right "cancer" are easy to punch holes in them, and the left one is in dense foliage, so the most effective method would be to grope it with the fire of a tommy gun. In principle, we can jump from the secret switch directly to the elephant, but this will avoid meeting not so much with opponents as with cartridges. The latter will be dumped in a sack, so we will try to optimize the consumption a little so that they do not remain on the ground.

Let's go back and kill the skeletons from the Thompson. Let's go into the newly opened door, kill the gnaar and the "scorpion". Now we have exactly 500 cartridges for it, and too much for a sniper. Let's shoot a little from the door (maybe we will be able to lure out the "scorpion") and go left to the elephant. An excess of ammunition for the "Thompson" is a charming thing in its idiocy, so we will spare our skeletons with this ammunition. The screensaver will show the doors that have opened, but they will pass over in silence the reptiles that have appeared. Therefore, before going out, take a sniper rifle and remove the "scorpion" and "cancer". After leaving, stand in the doorway in the dead (for the second "cancer" above your head) zone and, without getting hot, calmly interrupt the whole rag-go from the machine gun, ending with two bombers who climbed onto a pedestal with a minigun. After that, with a sniper, go out from under the canopy with your back forward and put a good piece of lead into the “crab”, who had missed the whole battle. Return to the elephant for cartridges for the rifle, and then calmly go around the courtyard. After collecting ammunition and removing the "bird", go to the machine gun. “Birds” will flock to Sam's cry. Running away from them a little, you will gather them into such a dense flock that the machine gun will leave just corridors in them. Then you can go to the building with a large round shield above the entrance. There are cartridges and a semi-secret "left" door. Behind her is a courtyard, where the phone rings. Sam is teased again ...

Now go to the narrow passage leading to the arch. Skeletons will be trampled towards them. Kill more with the rifle, then take the flamethrower. After finishing with them, collect cartridges and go outside, then to the building with a round dome.

You see "cancer"? And I don’t see. And he is. ((c) "DMB")

We don't really need a bullet-proof vest, especially in a trap, but the very opportunity to make someone a “goat” is very tempting. To achieve the cherished goal, stand on the very edge (or in the corner) of the sash, quickly jump back and launch the rocket down. Repeat the procedure until complete rule, that is, a feeling of deep satisfaction with your trick. Jumping down and walking along the corridor, you will stumble upon a flock of nerds rushing at the machine gun. The back ones, unlike the Chinese from the famous anecdote, do not reproduce at the same time, which makes it easy to distort them in a long queue - my favorite entertainment since Wolfenstein 3-D (6th episode, end of 1st level). Then, having furtively shot down two more missilemen, lean out with a sniper and sequentially remove the bomber and - quickly - the missileman under the "pig" (he will jump into the abyss - the points will be lost). Then the "pig" itself (he will shoot - you will have to hide for a second), the second bomber and in a jump, fill the "garbage chute" with fire on the left. Having finished with the skeleton, go out to the balcony and knock down the last bomber, like a mouse in the toilet.

You need to jump onto the “carousel” in the middle and from it to the other end of the room, observing the general rule: run away without turning about 60 degrees. Then at the time of the jump, it will be exactly opposite the floor. There, go to the right, take a double-barreled gun, with the “right wall” reach the former “trap”, turn around and turn the “button”. Continuing the same path from it, you will set fire to the skeleton, collect napalm and withstand a small siege with a flamethrower. Then again, with a double-barreled gun with the same wall, you will go further, beat the soldier, slap a cold-blooded sniper bullet into the “pig” on the opposite edge and another one into the “bomber” (where did they get them from?). You will pass on the other side by the door, which is “Locked forever”, go down and reach the napalm.

Take a flamethrower, climb into the corner and set up a "curtain of fire". The Gnaars will burn without even reaching you. Go a little further, burn the soldier and the skeleton, return for fuel and continue on your way. Another "pig" is on guard around the turn to the right, so that, together with two soldiers, fall victim to a sniper rifle. From them go straight, and you will find yourself in the "garbage chute", where the skeleton burned down. After collecting everything more or less interesting there, go back and go to the door. We are on the street again.

With a double-barreled gun, stick to the right - two corpses will fly off to the wall, a sniper rifle, in the corner, lay down. The "pig" who ran up got a bullet, went into strafe ... Phew. Now, with a machine gun, we are breaking along the left fence (and the door from which we entered), we carry the "cancer" into the jibzy, we demolish the soldier on the left and right and crush a huge flock of skeletons with hurricane fire. Now to the left, press the switch and go to the opposite section of the “vegetable garden”. There we open the door, restore the ammunition to the minigun, go out with the rifle. Towards - "birds", we shoot, not sticking out. On the left - "cancer", we shoot, leaning out a little. Now we go to the right and around the corner we shoot another one through the foliage. And, finally, with the machine gun we rise up the steps and go to the door.

Take another machine gun behind the door, turn right, then right again, before the second turn, untwisting the barrels. Smash the "scorpion", go back, at the opposite fork, turn right and use the same technique to spread the skeleton. Now go to the "checkered" room and there take a "state of siege" with your bow and trunks to the lattice opposite the exit door (through it, the entrance is very clearly visible, respectively). Almost all skeletons trying to get to you run past this grate. Rather, they are trying to run ...

Returning for the bullets, go to the exit. In the vestibule on the right there is a narrow and inconspicuous passage down to the warehouse. After visiting him, go out the second door - towards ...

Courtyards of Gilgamesh

On the street immediately take a rifle and hammer to the left in the distance "cancer". It is covered with carved fences, so you will have to look for a position (this is within five meters from the entrance). Then go to the right: there are balconies sticking out of the wall. Jump to the first, then to the second. Grabbing the "heart", hammer into the corner: the senior biomechanoid already rises above the shorter of the walls with a huge red rock.

A point-blank shot from a gun with a maximum delay is a terrible thing. Even biomechs know about it. But the two "pigs" that dug in in the distance, at the door with a winged cross between a lion and Karl Marx, are clearly susceptible to being eaten by rifle bullets. After feeding them one piece, go to the other door, to the left of the Marxist one. It is better not to arrange duels “camper versus sniper” there, but honestly go down the steps with a machine gun in hand and riddle the right “cancer”, the left “cancer” and two bombers into the bast. Now you can go around the courtyard: on the right - a backpack, for some reason declared secret, at the exit - cartridges in a terrible excess, and on the left and right - "drowned" cellars.

Let's start with the right basement. It, like the left one (in which we just don't need a backpack), contains two floors with four doors in its entrance well. Let's number them from top to bottom.

On the first floor, three doors are open, one with a grate. We swim to the far right (for those in the tank: it is oriented towards the door through which we entered the courtyard). There, using the “right wall” method, we will come (through a square room with various pleasant things) to the underwater hall, where the “Rybanskaya electric” swims. From this fish soup by the same wall, we will sail into a narrow well, where you can ascend, breathe, spit, and dive back. Having passed further straight, we will find ourselves in a secret room with a "heart". Returning and catching our breath, we will swim this time to the right, where such a disgusting corridor will lead us to the circular path around the pool. On the opposite edge there is a backpack and armor, but where to put them ... Therefore, just emerge into the pool, and there, on the surface, immediately open fire on the “cancer”, since the cartridges and the machine gun are at hand.

The cartridges on the platform will serve as a kind of arrow indicating the direction of travel. Go to the right column, go around it on the right, don't care about the armor, take “serious damage”. Then we go right strafe to the pyramid, frankly mowing everything that shows some signs of aggression. A machine gun with a “smiley face” in the hands of a hero in a state called colloquially “one hundred or two hundred” is something... Of course, you need to return for the ammo, and you should dive for a backpack with armor, but then we will still return to the pyramid, or rather, go behind it. There are rockets that ... Of course, you can first cut down the trees, but this way we will not only be enemies, but also lose money. Therefore, let's take a weapon, pick up the missiles (while facing the pyramid), hit the “triffid” point-blank on the right and cover the two left ones with missiles.

Standing with our backs to the entrance to the pyramid, we will find on the left a suspicious light source on the column. Looking through the telescopic sight, we will find a target there. Or not detectable if the video card is on a VooDoo2 or Vanta LT machine. In the first case, we will neatly hit the target with a sniper rifle, in the second - we will star in the center of the column from the “shaitan-pipe”. In any case, this will lead to the collapse of a piece of the wall in the same area and the opening of the hole. We look, remember, go to the pyramid.

They took the laser, no armor was needed, there was an excess of batteries, the lever was pressed. Jumping out, we run to the stitch and briskly empty it (except for the backpack). Our opponents are still sporting biomech, three “raw crayfish” and one “boiled” one. Tearing them, like Tuzik a heating pad, in our current state is just trifles. If you enjoyed this activity (which I have no doubt about), use your rocket to punch through the wall of the stitch on the opposite side of the yard. By pressing the detonator, you will be able to cut down a wagon of cabbage by cutting the highlander's laser. It is easy to hide from him behind any building and shoot him in any paw. Then go to the previously closed door and return to the courtyard with wells.

We get down with a machine gun in our hands diagonally to the left. Having instantly subdued the left “cancer”, we go into the right strafe, demolish the right one and switch to the farthest one. In principle, you can unnaturally hit it from a six-barreled gun at such a distance, but if the monitor resolution is less than 800x600, it is better to take a rifle. Having passed a little forward, we will meet with a slightly buttered combination “Zorgi +“ pig ””. To use a machine gun, an RL or a rifle is a matter of taste. However, now we can collect cartridges, armor, a flask (which is not needed anyway) and dive into the left well (which is now right for us). There, on the ground floor, we will find a hefty backpack behind the only open door. In the second well, you can get the left cartridges, but typing these lines, I already feel the multi-ton weight of a toad falling on my chest and cold paws falling on my throat.

At the door, remove two zorgs, enter, go to the left strafe, remove the “cancer” in the distance. Climb to the pedestal and take the winged (in English "winged") lion reincarnation of the theorist of communism. Directly in front of you two "cancers" will appear on the wall, which are "very susceptible", for the column is still closing you from the right one, and one by one they obviously do not "rule". Now you can go to the lion's door and knock two Zorgs, and then grab the grenade launcher with an unwavering hand. Instantly switch to the rocket launcher, smash the "scorpions" to shreds and (I hope for your dexterity) do the same with the gnaars without blowing yourself up. Then go into the corridor to the right, clearing your way with a flamethrower. Having obtained the "heart", get ready for a long battle. In principle, you can send everyone to hell by jumping out on "solid ground" before the elevator goes down, but we will not do that. Money, sir ...

On the first floor we will be met by "rocket men", an excellent weapon against which in the fog is the "Thompson". Then the gnaars will fall, against which the flamethrower is optimal. A few skeletons and a "bomber" are also better to burn. Back upstairs, head back down the corridor. There is a golem behind a 180-degree turn, which is clearly asking for a grenade from around the corner. He will receive it, and in the room where we picked it up, two skeletons are waiting for us. A flamethrower, of course.

After that, you can remove ammunition from the scorpion nest and go with a flamethrower along the second corridor. Behind the bend to the right there will be a ramp from which Sam runs the risk of sliding into the hole, but if you increase his speed by running forward, he will safely fly over it. All kinds of walking firewood that we meet, I will not list due to the futility of this lesson, I will only say that at the fork with the "pumpkin" it is better to turn first to the left and collect ammunition, and then go through the door and the long hall-corridor.

In this room, due to its immeasurable length, our big cannon is an absolute, almost cheating weapon. Having smashed the oncoming stream of reptiles (it is especially nice to see how a bull drives in by inertia on its back, catching a cannonball in the forehead), go with a flamethrower further, at a fork to the left, in the dark, take out your armor from a mouse hole. Then - to another branch, up the stairs, "pig" in the forehead with a rifle. Four backpacks are overkill. Croteam, for all their merits, clearly needs a map maker. We fly along the corridor, the "nail driver" works on a time delay, not a critical point. From skeleton to strafe - God forbid this bastard will push us under the stakes. We go down to the hall.

I can shave off my beard. And what do you want to do with the cleverness?

So, we are in the Execution Hall. Now it will begin ... The most effective tactic is to stand in the corner and control a 90-degree sector from the "Thompson". When the floor collapses, start running around with a rocket launcher sausage, gently dancing to the armor, and then to the first-aid kit. On the next floor, a gun with a maximum delay (against older golems) and a machine gun (against everything else) will be used. Golems sit almost on a "serious quad", so it will be possible to get it only at the end. And it will be used on the next floor - against the "scorpions". Having shot all the cartridges, use the rifle, and then, when the "airplanes" fall, - the flamethrower. With burping sounds, the vile creatures take you to the next floor, where you have to run with a flamethrower backwards along the outer wall in a circle (sometimes looking at the sound) and set fire to the pursuers. Then a giant demon will come out of the collapsed wall like a huge rock to burn up in a man-made hell without firing a single shot. The last fuel will go to skeletons.

The corridor with its carved arches will lead you to the room with the test tube. Grabbing it, jump back and open rocket fire from the corridor. Having turned the bombers, go to the right corridor, collect ammunition and go to the left.

Take a rifle, aim at the floor (no optics). Take the first aid kit, and ... You will be thrown into the corner - turn around to face the center and fly there, “centering” yourself in the mine. Having taken off from it in a giant leap, you need to shoot the “pig” in front of you with a breathtakingly spectacular shot, fly away from the mine, land (already with a flamethrower) and briskly clear the room. Sam, being a very intelligent person, will take a laser when the ammunition runs out without additional reminders, which will roughly coincide in time with crawling out. serious enemies, including biomech.

Cartridges, turn, rise. There is no fuel, so we cut the skeletons with a laser. The splash screen will give us the "secret of the heart", but will keep silent about the fact that on the left is a "pumpkin", and on the right is a "pig" and two bomber jackets. We will shoot them like this: "pig", then "pumpkin" and guys with grenades. Go around all the bridges, then jump to the center. From the bridge you will have to shoot back into the fog, so take the machine gun. "Cancer" at the top right (thirty degrees), "pig" straight ahead. The green sight will give them out, but if you are completely unbearable, press "zero" - there is a "serious bomb" ahead. Upstairs there is another "cancer" (from his weapon) and a "pig" with a sorg (left strafe, from both rifles). The first wave of skeletons (from the opposite side, to the right from a narrow door) can be stopped with a rifle, while collecting a roll. Then take the rocket launcher and follow the others. Climbing over their bones, immediately turn to the right and explode equally “buttons”, as well as “pig”. From the bridge to the right - "birds", and to the left - two more flying pornography plus a "scorpion" and a bomber. We take a machine gun behind the bridge, before the next one - to the right, we instantly mow down the bomber, take its place, mow down the "scorpion", hiding behind a column, mow down the "witch harp". We take a rifle behind the bridge, stuck to the right, slapped the “pig” in the forehead, to the left, armor, to the “pig” and further, to the right, corridor, again a fork, to the left, a bullet in a soldier, back to right, first aid kit, to the corpse of a soldier, further , one more, and here is a hall with a mirrored floor.

Sam slides, vidyuha slows down, in short, you can fight, but not for long and with yourself. "Right wall" to the stairs, there we will sit out, "knopiks" burned, went out, climbed to the "serious bomb" (remember, promised?), Passed, reached with fire and a sword ... that is, only with fire to another deranged hall , passed him too, packed our backpacks, went out into the street.

FIFTH PAGE

Take the rocket launcher, with the “left wall” get to the “smiley”, grab it and release all the missiles at the attackers (both of them will run out at about the same time). Then take the weapon and run to the right in a circle, to the opposite end. The skeletons are oblique guys, so you will get to the biomechs without a single shot, and in the meantime the skeletons will gather in such a crowd ... There are no more nuclei, but the biomechs are one and a half disabled, and the remains of the skeletons can be easily burned from the flamethrower, running to the front door. Then finish off the biomechs from the rifle, in parallel, "imperceptibly" licking out of it the "pig", which, due to general leisurely, just hobbled here.

Well, we have collected first-aid kits, then "heart", you can feel like a man. Did you feel it? Now from the machine gun convinced of the same "cancer" and biomech, trying to throw fingers, despite their physical absence. Another "piggy" came from somewhere ... Either they missed it in battle, or now they pinned it down ... What's the difference ...

We will enter the room where we will be fully equipped. All the ammunition, itself "two or two hundred", everything is fine ... At the exit we are waiting for "serious carnage", as Sam put it. We take a flamethrower, we stupidly wait at the "Samquad". When the skeletons come up, "eat" the "smiley" and go on the offensive. Having exhausted its effect by fighting in the "oncoming stream" of skeletons, we return back, firing from a rifle. Having picked up the second one, we again drown everything in flames, advancing, and after having dispersed the reptiles, in retreat we remove from the rifle “in the gallery” as much as the biomechs themselves. Then we burn the skeletons again (the next wave and the "smiley" will end at about the same time), take the gun. Bulls and biomechs, and the remains of skeletons. That's all, you can't trample against the weapon ... Having reached the middle of the field over the corpses, you will be attacked by “birds” from the sides and a completely brutal crowd in front. Your task is to grab the armor, "wings" and run forward until the golems appear. Then turn around and run back, hitting "zero" as you run. The hellish smile of a steel devil in your backpack will momentarily immerse the level in dazzling light.

Continue to retreat - new ones have already come to the place of those killed. The last cannonballs have already been swallowed up by the crowd, retreating to the same place, you must plant the entire ammunition of the machine gun on the run, cutting off the “birds” along the way. Now the rocket launcher will be used. When the last demon collapses, collect missiles and cartridges and go on the offensive again. In the middle you will be attacked by a flock of vociferous "Vitas", maybe a couple more skeletons will be carried away. Kill them with your rifle.

Oh, I don't like this sunset ... The hour is uneven, we won't make it before dark by the end of the episode ...

Tower of babel

Collect napalm, ammo, rockets. Go up with the laser, kill the soldier. Behind the door, shoot the scorpion on the left and, holding the doors, mow the small riffraff. Go back for ammunition, go upstairs again, remove the second scorpion from the rifle. Follow the “right wall”, remove two “pigs” along the road, another one from the corner. After reaching the middle of the long wall, remove the emerging "scorpions" at lightning speed (or even faster). Skeletons and kamikazes will attack you, and switching from a flamethrower to a rifle in a tight battle is slightly, um, inconvenient. Then, after running away from the "disposable soldiers" (you still have to take off a couple of "scorpions" along the way), switch your attention to biomech, and weapons to a rocket launcher. Having turned the "chicken", take the statue and instantly remove the "scorpion" in front and the "pig" on the left, freeing your hands for a showdown with three kamikaze. Behind them, to the left of the exit, there is a cache of cores.

A "pig" is waiting for us outside the door. The distance is quite rifle. After collecting the cartridges, rise backwards with the laser, shred the emerging "scorpion" into the cabbage. Stand in the doorway, chop another one, equip it with two rocket launchers. Return, collect batteries and go to the Hall of Space. Here we will be greeted by a zorg, a skeleton and a flying gnaar. The machine gun is the best friend there, and with it you will climb the first flight. From there, you can scratch out a “heart” for a long time and persistently on a sly jumping ledge under the ladder until you reach it along the wall. In the middle of the "strip of armor" you will be brutally fired from behind, and at the end - also from the front and left. Jumping for napalm will be worth a duel with three "scorpions", but before the next staircase, on a wide floor, it is very easy to dodge the fire. Do not go directly to the staircase itself, but first look behind it - there are rifle cartridges, very timely. A soldier is waiting for you upstairs, which was simply donated to Sam, otherwise you will not say.

From this floor, you can jump over the abyss to the opposite edge. Whoever is broke to fight - forward. The rest are in the elevator. After that, you will have to work with a laser, and after clearing the basements, I advise you to shoot into one of the "mouse holes" to expand your views on life. Rabid “mouse bulls” can cause a slight insanity in an unprepared player. It's good that we are already meeting with such jokes ... Beeeee!

Press both elevator buttons and quickly run to some corner. And do not hope - there is already a "scorpion" sitting there. And in the one in which “eh, I had to run there,” too. The laser will "persuade" both, as well as three skeletons who arrived in the elevator. This piece of iron will take you up without additional buttons, quite willingly, and just as willingly they will fire at you upstairs - take a rifle in advance. It's also a good idea to jump out before the elevator takes you back downstairs, as the elevator who was installing the electronics on it was clearly in a deep hangover.

After interrupting everyone, go to the stairs. Walk around the "pills" to the left along the wall, take the flask and collect the "pills" on the way back. Climb the stairs while collecting armor. In the middle of you the arisen "scorpion" will wait for you - retreat, shoot it with hinged fire from a grenade launcher. Go up, take your armor, take out the machine gun and boldly slide down. Under the right canopy, you will find yourself in a dead zone for a demon, and killing gnaars on the fly is just fun. The demon, too, will easily fall under fire, to which he will not be able to respond.

Here we are again in a narrow, long room. Such a bad room ... It reminds me of something. Himself, filthy, I guess. Let me guess ... Skeletons? Exactly!

The flamethrower "rules" here in a shameful way, it's time for skeletons to order coffins. At the end - a door, behind it - darkness, darkness. The only light source, also a switch, is bullet-fired. But do we need it? We have our own "lamp". 500 charges. The flamethrower is called.

As long as there are cartridges, we will shoot from the machine gun. Having shot all the ammunition, take the "lamp". The first to attack us is the "scorpion" to the left of the exit - shoot him and stand in his place. Then remove the second one to the right of the exit. Shoot at the sparks of your eyes and at the flashes of weapons, try to mow the kamikaze to scream (no Dolby is needed for this, ordinary stereo headphones). When the "self-flying machines" fall down, run across to the corner in which the second "scorpion" was. The third is opposite us, diagonally, so let's switch to the rifle for a second. Snipers hit at night without missing a cigarette light (by the way, the omen not to light three cigarettes from one match was born precisely in the war - sniper work does not tolerate haste, usually the third or fourth was "lucky"), so we will remove the "scorpion" without difficulty, instantly switch back and start frying the frogs again. Biomechs are also easy to burn on the sly in the general confusion.

In the next room, we can arm ourselves quite well. Collect cartridges, go out into the street. In order to enter the tower, you need to collect three Funds From Stupidity. And in parallel to cure everyone around her from it. First, remove the bomber on the left side of the tower from the "vintorez", then bang the biomech cannon on the right, then kill the soldiers on the bridge from the revolvers. The next one will be hit by the biomech sniper bullet on the left. And, finally, the last - "scorpion" over our head. Now collect the armor and the test tube on the porch and get down.

The "left wall" will slowly lead us to the flask in the corner. Then - to the soldier, who will receive a doublet in the back. Then - to the backpack, for which bulls and biomechs will pay. We have few nuclei, but there is only one life, and it’s good if that’s one hundred percent. So get your gun and ...

It is better to get closer to biomechs in order to ensure the proper speed of the core. Bykov, and so it stitches through several pieces, so it's better not to risk it. You have to go back upstairs to the porch, whatever the cost. From there you will release the rest of the cannonballs and take the rifle. And against a rifle and a bull is not a bull, but so ... Flocks running towards you are an excellent target for a rocket launcher, and when there is no one but them left, you can do the same path again, coming to the door at the end of it.

There is a garden behind the doors. At the gate are two "scorpions" who will instantly start poisoning lead from a rifle. Otherwise, there is only a rolling need, begging for a bullet that will cut off their worthless painful life. The machine gun is the highest blessing for them ... Having taken the first "wisdom", stand in its place and launch the rocket so that it explodes in front of the entrance, outside. In response, two skeletons will come running, which otherwise would have attacked us very meanly. And while they are running, we will already switch to the machine gun and cut them off in a jump. There are four "scorpions" on the left and right on the gate - there is where to frolic with a "telescope". Further - two zorgs, a “scorpion” very offended by their death and a detachment even more offended by his death, consisting of a flock of skeletons, a “scorpion” on a pillar and soldiers already offended by his death. From these offended, I strongly recommend sitting out with a flamethrower and a rifle in the tower where we got the first artifact. Fortunately, some of them materialize there, immediately falling under fire. But your victory will offend another "scorpion", and then - an adult "scorpion". On it, this chain will end, and you can leave the courtyard.

In the walk-through courtyard, a backpack and armor are waiting for you on the left and right. Behind it you will find another "test yard", where rockets and bulls will attack you. Take the "smiley", and then "drive" everyone from a simple double-barreled gun, with the transition to more "complex" laser and machine gun. In response to this, biomechs will be screwed up, and their destruction will cause a demon from the non-existence of the "Winchester". I recommend a rocket launcher in combination with a rifle.

Another "wisdom", but for it Sam was so much sausage at the entrance that they would be allowed to leave without hindrance. Behind double doors with unnecessary grenades - "bees in buckwheat rest" and rockets with "pumpkin". Behind the tree, straight ahead and to the right, there is a secret with a breakable wall, and only the “smiley” and “Venus of Crotim” remind that everything can turn into a fiery hell in a split second.

Take the armor-"weaving" and retreat with a flamethrower (you can grab the "speed" around the corner on the right). When the biomechs stick around all the walls like flies, grab “Venus” and “smiley”. Now the rifle is our friend and comrade. As, indeed, always. Cartridges, "crayfish", biomechs and "smiley" will run out almost at the same time. Proceeding further, we will stumble upon several disparate opponents, but they can simply be shot from a machine gun.

The third "wisdom" is guarded by the skeleton around the corner. No one else hinders us either inside or outside. However, instead of “walk-through doors” we find ourselves in the whole “joy of the flamethrower”, smoothly turning into “joy of the machine gunner” due to the banal lack of fuel. Behind her is a courtyard again, the courtyard is full of people. Do not let the doors close and release from behind these doors the remnants of rifle cartridges on the "scorpions". Kill the rest with a machine gun, especially if you work well on two targets. In total, there are four "scorpions" in front, two to the left and to the right of the doors from which we left, and two more - to the left around the corner. Three more will spawn along the long wall as you begin to collect armor, forcing you to switch to laser: the TMAR, alas, is not installed on the machine gun.

Having picked up the "pill" in the corner, take the rocket launcher and - where are you, our flamethrower? - get away from the giant "airplane" back to the entrance, onto the porch railing. Shoot once at the monster, and a hundred tiny, not amenable to aiming "aircrafts" will fly out of it. You will not even see them, but already being well acquainted with their average movement speed, you will kill everyone with a carpet rocket fire. After that, go forward to the porch, into the building, collect cartridges and return to the tower.

Again, those damn bulls ... Dodging them with wild leaps, get to the gun and break your way into the opposite part of the courtyard, where the "smiley" was laid. Now he is more needed. Having picked it up, you will destroy the nearest “muu” from the rocket launcher, and you will remove the demons from the rifle with one shot of each. Then you can pick up the "pill" in the corner, which we left when we walked through the doors, and destroy the biomech that has arisen. I recommend the cannon.

Finally, we are walking along the bridge to the goal. The emerging biomech and the demon will devour the last rifle cartridges and a couple of missiles, and we proudly, with a machine gun, will enter the Tower of Babel. The Larva is waiting for us.

Having entered the hall in a state of "two or two hundred", take the weapon. First of all, ignoring the creature and strafeing from it with the back of your head, by ear and by “sixth sense”, break all the reactors on the walls. Then start working on this abomination with a machine gun, which is also effective against its small critters. After shooting all the cartridges, take the laser. Having shot him too (and weakening the oncoming fire by tearing off one paw), switch to the flamethrower and burn the second one. Then the Larva will begin to fight back with lasers, excluding the use of a flamethrower, which, however, is already empty too. Grab your backpack and start scampering around some column, shooting the Larva and its henchmen from a machine gun, and then switch back to the weapon.

After covering the Larva with a death mat, collect the flasks. In battle, I think it was not up to them. Step into the portal.

The citadel

Some kind of "vampire" area ... We take a pump and, desperately strafing, we demolish three Zorgs and two "commanders". We take a saw in the corner (well, at least not a doha on the fur), we cut skeletons. In the church - armor, in the other corner - the second revolver, in the house behind the creaking door (sawing) - a double-barreled gun. We go downstairs, we bring down the zorgs.

Let's wait for the “choke machine” to strangle all the “aircrafts”. Then we jump over the teeth to the column in the center. The crushers form rings, in the very center of which it is safe. Having collected the cartridges there, we will stand on the collapsed crusher from above and, when it lifts us, we will jump to the elevator with a revolver.

Go downstairs. As soon as the "cancer" attacks you, rush to the side lever and press it. A boxing glove of terrible force will fly out of the hole and gouge the "cancer" so that its corpse will fly across the room.

Take the rifle, go to the bridge. Clear your way to the middle supports, and having succeeded in this, take the flamethrower from the left. Supports are not held in the air, but on the rocks, and on them lies "health". Go ahead, burn down the "airplane", take away the "smiley", burn the "birds" and skeletons and remove the biomech and "cancer" from the lock. In the courtyard, use the flamethrower, go, like a narcot, for the "wheels", at the end, cut the skeleton. Take the key, the armor, to the right of the church, lift from the graves of the fans who died in the accident on the screensaver. To the left of it there is an excellent shelter from the skeletons - a narrow gap into which Sam crawls, exhaling, and puts out only the saw.

Go back, cut through the courtyard with a flamethrower and a rifle (on the right around the corner - secret missiles), go to another door. Against junior biomechs, the rocket launcher is the very thing, so get through to it as soon as possible. In the next courtyard there are bulls, sniper them from a distance until you shake off the Semquad from the airplane and hit them at once. On the second "smiley" remove the demon from the castle, finish off the bulls. We are “pulled out” by two cannons: one from the tower, the other from the castle wall. Rifle fire is completely destroyed.

In the next courtyard, use the flamethrower. On the left, behind the house, is a telephone booth. Behind the barrel at the end is invulnerability. Go with the flamethrower to the castle. Burn your way up to giant gears. Diving under them, you will find rockets and a "heart". Then tear off one tooth from each with rockets and, using the hole, rise to the window. To do this, you need to jump onto the next tooth after the broken off, as soon as it begins to take a more or less horizontal position.

Jump out, shoot the shooters, burn the attackers. To the right behind the houses is the secret armor. Outside the gate is a passage to the castle. We are unobtrusively advised to stir up a little more so that the owners send a pogrom team across the chain bridge. Well, this won't work for us ...

A flamethrower combined with invulnerability is a very powerful thing. Unless he will not remove the demon from the tower. So the bridge will soon go down, though (shame on the mapmaker) no one will run across it to meet us. Go with the flamethrower to the boarded up door, jump into the pipe. Swim to the back entrance, burn the road to the rise, climb, avoiding the fire from the muzzles on the walls.

In a hall with crosses, it is quite possible to conduct a normal battle, you just need to hold on to the walls. Then go up to the switch, press it, quickly jump over to the right. Take the elevator, get past the painting (ghm ... I saw them somewhere ...) to the jump pad. Jump up, there will be a decent fight. Smash the barrel in the corner - there is armor in it. On the stairs, to where the demon stood, at the door, take the book.

Land of the Damned

Go downstairs, take the machine gun. In the house - "smiley", in the snowman - armor. At the mill, get to the switch - “Dead Moroz” will appear. Smash him with a rocket, pick up a backpack. Behind the gates there is a "serious bomb" and kamikaze, reinforced by skeletons. Further, as the attack progresses, biomechs and turntable cannons will be added to them. At the end of the path - a village, in it - a snowman-avenger with rocket launchers and in the house behind the creaky door "invulnerability". Kill the zorgs, remove the demon from the cliff and the cannon from the castle wall. Sign in. Kill all opponents, "reduce" the secret snowman by shooting "to zero". Pick up the "heart", destroy two biomechs.

The cave will lead us to the lava. Go along the bridge, giving the golems a rocket and jumping over the gap. In the next cave, everything is exactly the same, only longer and more tedious, and the brakes are simply killer. Then another tunnel, another fiery extravaganza. A bridge, islets in lava, another bridge, and the last one, the narrowest, on which it will take your breath away. Now through the tunnel - and into the portal.

Changed fire to ice ... Here the main tool is a sniper. The second number is a machine gun. A rocket launcher with a grenade launcher is too dangerous for themselves, but since so much ammunition was put on them ...

But at the end of the level, a bummer awaits us. Big bummer. Stole our artifact ...

Grand cathedral

Armageddon.

Here I listened to music for the first five minutes. Then, reluctantly, he began active actions.

So, first turn right, break through the wall with a rocket and do not touch anything - you will have time yet. Then go to the zorgs in front and shoot back from the laser for some time. When you get a little tired of it, press "zero" and pick up the gun. Then interrupt the rest with a laser and a flamethrower and, returning, collect ammunition. With a machine gun and a "smiley" break through again forward, around the corner, mow everything that comes in front of you.

The cartridges will run out about a flock of biomechs, drowning in all sorts of small fry. In principle, such a company is an ideal target for a cannon. It goes to everyone - both large and small. When you run out of cannonballs, take the flamethrower. Having burned the skeletons, retreat with the rifle to the corner, where you will kill the next wave of them from the rocket launcher. After collecting the flasks, continue the retreat, shooting the biomechs from the rifle. When there is no one to cover the skeletons, burn them with a flamethrower. Then move forward, collecting whatever you left behind during the retreat. Leave the last backpack: excess ammo - lost ammo.

Again, go into a frantic retreat, firing back from the gun. Again, the kernels mow through the corridors of the enemy, finding at the end something large, such as biomech. After using up this truly adorable ammunition, switch to the rocket launcher. The last few biomechs are so far behind that it is best to remove them with a rifle. As, however, and the cannons on the castle wall.

Pick up the stored backpack, shoot some rapunzel in the window. Take the "smiley", run forward, break into the enemy's ranks with a whirlwind of missiles. Break through the wall of the castle - a teleport to the Pumpkin Field will open. Again retreat, again the rifle removes the most frisky from life. Ended up with those - the counteroffensive, around the corner we shoot three demons.

We return, we teleport to the Pumpkin Field. Here you will have to conduct preventive fire on pumpkins from a machine gun and a rifle before monsters with saws hatch from them. After clearing the territory and collecting the armor, backpack and "heart", go out.

Well, we finally got there. We were “squeezed” around the next corner. On the one hand - skeletons, on the other - "pigs". ZERO!!! We leave the encirclement, new pursuers are pouring down from the walls. We are trying to break away ... We are going around the corner ... ZERO !!!

Now we go to the Pumpkin Field - and we again have two "serious bombs". We return, go further, pick up a backpack, armor - "two hundred". Around the next corner again the crowd - we retreat with the weapon. Then we change it to a rocket launcher, and after firing it - to a grenade launcher. Two biomechs managed to get close from the rear - turn around, destroy.

Clash of the Titans. Mordecai vs. Sam.

Now take the machine gun, start chopping off the attacking skeletons. If you run out of cartridges, take a sniper, and even “his own zoophile” will save it. With the last cartridges in it, go to the “wings” and rush forward with a bird cracked on the nozzle. At the corner of the name of Two Serious Bombs, you will encounter some undershoots, which did not deserve anything more serious than a double-barreled shotgun. The white first-aid kit has a hole in the wall again - teleport to the Cabinet of Curiosities. In it, as it should be, the freaks are preserved in alcohol. And not only the alcoholic ones: “highlanders” crawl out of the corners. We take the "smiley", shoot the "mountaineers" with rockets. We collect everything, go out, turn the corner. The last turn, the last enemies. Zero.

The muzzles on the walls came to life, they started spitting cannonballs. We take the cannon ourselves, go around the danger zone along the wall. Two "scorpions" at the end die under our gunfire. We go to the door.

You can “disown” the first jump-pad by running backward, before reaching the next one. "Samolopki" - they are in Africa "samolopki", and on the jump pad too. They won't even come close to the flamethrower. Biomechs will be caught on the core, having arrived not quite alive anymore. But skeletons are already hemorrhoids, and older biomechs too. We'll have to hit with a gun, piercing through and through both of those and others.

There are two stubs at the opposite end. There are still closed doors - the far left and the far right. Zanykavshis there with a flamethrower, you can simply send your neighbor, blocking with a stream of fire all attempts of uninvited tenants to register nearby. And if the biomech decides to put his rocket launcher in there - well, in that case we have a cannon in store. With a complete delay, one core will be enough for him, is it a long job ...

After finishing with them, you will meet with kamikaze and "birds". Kill them with the machine gun. Then quickly climb back into the hole: now reptilians will crawl out onto the walls. They need to be removed one at a time from the rifle, carefully showing the nose from around the corner. There are exactly six of them, three on the wall.

Now you can jump back and forth, collect bonuses. By jumping over the jump pads “manually”, you will avoid unnecessary flights and easily get to the required things.

A highlander is waiting for us on the street. The gun with the maximum delay will greatly dissuade him of its own steepness, opening the way for us to the fortification. In it, we are thoroughly attacked, and when a kamikaze raid, I recommend leaving it immediately and running from them around the surroundings. Not a fig it does not "strengthen". But back forward in a clear field, away from this hell and the thunder of heaven, so that all the points of emergence of opponents are in front of your eyes, under control - that's it. It is a pity that revolvers do not have a telescopic sight ... I have no illusions about how long rifle cartridges will last, and therefore I recommend this technique: aim at a flock of kamikaze with a rifle, leave the mouse alone and switch to revolvers. After that, you can hold the “fire” on the keyboard and go to bed (drink beer, dig potatoes, steal chickens with subsequent imprisonment, load cast iron, breed a person). When you return, you will find them more than thinned out. Well, if the painting by Korovin "The Guidemaker is driving to the deadline" was written from you, then go to meet them and use the same revolvers to bluntly interrupt.

Both the one and the other technique can subsequently be successfully applied to skeletons, which will continue to successfully poison life instead of the retired kamikaze. The only difference is that the use of such a pound and expensive fool as a rocket launcher on skeletons instead of revolvers is economically justified, in contrast to its application to kamikaze.

In my personal experiments, I even had the audacity to fire a gun, and the corridor, which remained in the skeletons barely visible in the optical sight, exceeded some “critical mass”, and the next wave went - biomech. Do the same and you, after which fire “at forty-five” from a grenade launcher, interrupt them and return to the fortification. And everything will start all over again ...

This time everything is serious.

Even Sam, seeing how much more he had to fight, broke out in obscenities. Therefore, get ready to regularly visit here for a backpack-first-aid kit-armor-"smiley" - "wings", and then go into the field. In the end, the gates will still open, and you will go out for the last fight. With the boss. Third episode. The main one.

Mordecai.

The fight with Mordecai is disgustingly devoid of tactics and satiated with technique. Stupid running around with a worm. Positional advantage ... Main strategy of action ... Maintaining control over the situation ... Key points ... Empty words. Run, jump, shoot. It would be simply unbearable if it were not for two funny jump-pads on the sides of the level. And then - what kind of battle tactics are there ...

You say - am I inconsistent? At first I was glad that I could finally mow for my own pleasure, but now I scold you for this? Not at all. There is a line between a "meat grinder" action movie, where stupid opponents cheerfully throw a rod under fire, and a degenerate game where you win with countless saves, waiting for the map to "lay down" in the right way and the spinal cord turns into a ballistic computer. This line is by no means thin, and it can only be crossed because of complete incompetence. Think of, say, Downtown from Doom II. Key points. Nichki. Roof. BFG. The main strategy of the passage. Point one. Point two. Now to the gun ... And - the same "no" AI, the same "meat grinder", the same crowds of enemies. Everything is the same ... Only the level is different. Fundamentally different. Quack arenas are basically unsuitable for Doom, Serious Sam and the like. Here the entire level “plays” against the player, and he must play in such a way that it is interesting.

And if Croteam does learn to make levels, then I won't find anything to complain about.

Having dealt with Mordecai, you watch the splash screen that promises us ... Well, of course, a sequel. What else ... Well, we'll wait. It's hard to imagine that Croteam won't bring anything new to the game. Too painful it would be a method of suicide.

Bugs

I have a growing and growing opinion that most (if not all) bugs were introduced into the game by you you know who. But I'll tell you about them in detail anyway, since many of you will probably come across the same version.

When you try to watch the first splash screen (at the very beginning of the game), weak machines hang to death. To still play, I recommend using the save attached to the walkthrough. It was made at the very beginning of the game, right after the splash screen.

If you look at the screen for too long without taking any active actions, then you can discover with interest that it is too late to take them - the system hangs tightly. It's like the screensaver has turned on in the middle of the defrag ... This applies to the pause and the prompt screen, and also manifests itself differently on different video cards. Sometimes it can be interrupted by pressing Pause, Esc, Esc, Pause. The resulting menu “sobering up” the engine that had been sleeping. But such shamanism does not always help.

At the beginning of the level, Sam is "out of the body." At the same time, exactly the same Sam remains standing at the start site in immobility. At first he interested me, but the bullets passed through him, as though through Sablenog Gridnev, so I just twisted my finger at my temple and went on.

The loading / saving algorithm is clearly broken somewhere. Well, the save cannot be loaded for half an hour, it cannot! There is nothing to load so much there ... Moreover, the loading time greatly depends on the video card. I guess that, say, VooDoo 2 requires a “light” shoveling of the graphics before being fed to it. But what does Quick Load have to do with it?

Saved

Following this link, you will find the game saved immediately after the introductory video, which has the property of "hanging" some cars. This archive is for those who cannot run Serious sam due to problems with the video card.

1 2 3 4 5 All

Description of the game

Croteam was once famous for its excellent action. Not too long has passed since the developers released it, and it was decided to make a wonderful sequel called Serious Sam: The Second Encounter. Cool Sam will return to the fans and will be able to please them with a new story.

The graphics were left by the developers the same, with the exception of new models and textures, respectively. Since the same engine was used, not much difference can be found. Physics will remain at the same level, and effects will be improved, but not significantly. The audio accompaniment will leave a huge impression. The sound effects remained the same, that is, explosions, screams, roars, etc., but the music has changed dramatically. She will fully fit the atmosphere that surrounds Sam. And also the players are waiting for the famous phrases of Sam, such as: "No one will calm down until you gouge his eyes out."

The plot of the game has not changed. It has already been said that history will change, that is, there will be a different situation, but the story is the same. The world is again on the verge of destruction and Sam has to save him. Namely, you will have to save from the attack of aliens. This time Sam will be sent back in time. The player will have three episodes that will take place in three different worlds:

South America.
You will meet with the buildings of the Maya, while there will be no civilization itself, only monsters. The terrain of this episode implies huge spaces through which it is difficult to move, but not because it takes too long to walk, but because you have to walk literally over mountains of corpses and cross rivers of blood.

Mesopotamia (Babylon).
Who wouldn't love to visit Babylon? Beautiful architecture, exotic vegetation and a huge number of monsters. There will not be large plots here, and therefore you will have to turn around in buildings with monsters like a herring in a bank. Traps await the player on the levels of the second episode. Unfortunately, Sam does not have the ability to see traps, so he will have to use his own, already quite experienced after South America, eye, assessing the situation, to climb through the most dangerous traps. Fortunately, not all of Babylon's traps kill Sam, but only severely cripple him.

Middle Ages.
Elements of the Gothic style will delight lovers of antiquity. The traps of the third episode kill immediately, so you obviously have to reinsure yourself several times or often save the process.

A variety of types is provided and will delight both the gaming veteran and the novice gamer.

For the most part, the enemies migrated from the first part, but the developers still added some for a change. For example, it will be possible to meet an alien in the style of Halloween, from a weapon that has a chainsaw - in the hands of the enemy, this weapon is incredibly dangerous, in fact, just like in the hands of Sam.

Sam became more experienced after the "first blood", therefore, stronger, and therefore he was handed a new arsenal, perhaps not the best, but reliable. Here are some of what the opportunity to fight against aliens will be:

Chainsaw.
An excellent weapon for close combat. You may recall that in the first part, Sam had to use a 35 cm army knife. But you need to strike with a knife, which reduces the chance of survival in a battle with a monster, and even more so with monsters. And the Chainsaw is a great help in the absence of ammunition.

Flamethrower.
A fiery weapon has appeared in the game. And it pleases. It is meaningless against bosses, but against a large number of small monsters getting in the way underfoot. The "trick" of the flamethrower is that after setting the enemy on fire, it burns out on its own without unnecessary help.

Sniper rifle.
To the delight of snipers, the developers have introduced such a wonderful weapon. Ordinary ordinary aliens are killed with one shot, and more difficult ones with three or four. The sniper rifle will save you in the case when you would not really want to approach, because it is equipped with an optical sight.

If you are a lover of "meat", then this game is clearly for you.

Legend of the Beast

Legend of the Beast (Russian Legend of the Beast) - paid downloadable add-on to the game Serious Sam HD: The Second Encounter, which takes place in Egypt. The add-on includes 3 new levels and a new boss - Khnuma! And so we have compiled a complete video walkthrough for you ...

Children of Amon Ro


The level is not at all great, and from the opponents only the Rocketeers, Kamikaze, Yellow Arachnoids and a few Skeletons from Clear. The difficulty lies in the fact that from the beginning of the level we have only 30 health, and that the entire level we will run only with pistols, and only at the end we will be given a shotgun (if we do not use one of the secrets).

The level starts in an empty room. We leave it and find ourselves in fresh air. We shoot oncoming missilemen and kamikaze. There is a dark square in the right wall of the right arch. We touch it and get light armor and a green flask (secret number 1). Behind the arches we see a shotgun, unfortunately closed from us by golden bars. Caution: on the left and right on the houses there are two rocket men. We collect everything we can and return to the first courtyard.

We go into the right door, if you look from the beginning of the level. We find ourselves in a large courtyard with houses. Rockets and kamikadas are scattered around the yard and constantly appear, and in the center - a pair of arachnoids. There is also a second pistol in the center. Shooting the headless and trying not to catch the eye of the arachnoids, we go along the wall to the opposite side of the yard. One of the sections of the wall is darker than the surrounding ones. We touch him, he drives off and reveals to us a shotgun, buckshot and an image of a Serious Bomb (secret number 2). Now we get rid of the arachnoids, take the pistol and press the lever on the statue. A bunch of headless people appear, a couple of skeletons and an arachnoid at the exit. We clear the territory and carefully inspect everything around for armor, health and ammunition. In the left corner of the courtyard, as viewed from the entrance, there is a first aid kit. If you approach it, it will jump over you. We take it (skeret number 3).

We rise along the ramp and go into the room above the arches. Inside are a couple of headless people, cartridges and another pistol.

We go further and find ourselves in the second courtyard. In this courtyard in the center there is a small lake across which a bridge is thrown. Here, too, rocket men and kamikazes are scattered everywhere. I advise you to grab your pistols, stand at the edge of the wall and shoot the missiles, but first, kill the arachnoid that shoots at you in the distance from the foliage. Kamikaze will run into the wall below you and accumulate. When there are enough of them, kill one of them. From this, everyone will explode with a big roar. As soon as the enemies run out, we go to the bridge. Under it is a teleport, which for some reason is considered just 2 secrets (secrets No. 4 and No. 5). He will take us to a room with blue armor, but to take it, you need to slip through the spikes constantly closing in the middle of the room. Returning back, turn the lever on the statue and fight the newly arrived monsters.

Now we return to the place where we saw the shotgun behind the golden grate. There will be a couple of clear and headless. We grab the shotgun and go to the exit.

Holy Spirits


At the very beginning of the level, several rockets are standing right in front of us, who immediately begin to shoot at us. We kill them. We examine the second tower on the right. On the side opposite to the starting point, there is a button with a target under the roof. We shoot at it, and several boxes with buckshot appear in the middle of the yard (secret number 1). We hide from the appeared arachnoid behind the third tower. We look out, shoot, quickly hide back. Together with the arachnoid, missilemen, kamikaze and one zumbul appear - they do not bring problems. We go to the next yard.

Shooting headless, we jump to the left and go behind the wall. There is a shallow pool surrounded by columns, in the center of which there is a pedestal with a chainsaw. We grab the saw and run for the middle column at the far wall. We saw off all the gnaars that are running at us. Together with them, a zumbul appears, from whose missiles we hid behind the column. It will get stuck in the pool, so we can safely cut the gnaars until they run out. We carefully examine the column in the right corner of the far wall, when viewed from the pedestal. There is a small lever on one of its sides. We turn it, and 16 tablets appear around the pedestal (secret number 2). We go to the exit, but not to the one through which we entered.
On the left, above the entrance with two statues, an arachnoid appeared, so we do not go out into the courtyard until we shoot all the headless in the field of view. Having done this, we quickly run under the left wall of this passage - there we are temporarily out of reach for him. Here we kill a couple of kamikaze and a flamethrower that stood around the corner. We look up - the arachnoid is already standing over us and is trying to shoot, but in vain. We kill him until he fell off the wall to our head. Now we go into the building to the right of the entrance to the courtyard. Inside there is a pink flask and buckshot, picking up which, we will summon a couple of gnaars and a skeleton. Then we go into the building, above the entrance to which there was an arachnoid.

In a room with columns, behind which a couple of rocket men are hiding, we go to the left. There is a hall with columns and a few more headless ones. In the next room there are again columns, but behind them are the gnaars. We collect everything here and return to the fork. We go this time to the right. Killing the headless, we go up the stairs, we go past the balcony where the arachnoid stood. And in the next room we select the key. We return to that balcony and, bending down, we hide from the new arachnoid behind the ledge, then we jump down and hide behind the obelisk. We kill the headless and the gnaar, and then, looking out from behind the obelisk, we kill the arachnoid. We go to the next yard.

Here we are met by several rocket men. We reach the middle of the courtyard, and a crowd of various headless, gnaars and zumbul appears in front of us. After that we go into the building on the right. Gnaars and a couple of skeletons with them begin to run at us from all sides. And again we go to the next yard.

Entering, we immediately notice a small gnaar boldly running at us from a distance. While he is running, we manage to shoot from pistols two flamethrowers on the pyramid on the left and take up a saw. We pass a couple of steps, and a huge crowd of missilemen appears around us and one zumbul in the distance. Running sideways and avoiding missiles, we kill them all one by one. We go into the pyramid and saw the gnaar. Take a close look at the ceiling on the left side of the room. There is a dark square. Shoot him and he will drive off. Jump up and you will be thrown into a small room with a rocket launcher. Don't waste it - there are no missiles on the level. We jump out back, go downstairs and take a double-barreled gun. On the way back, a gnaar appears on the stairs in front of us. When we rise into the room, 4 more appear. Outside on the street 3 skeletons are running. We go to the gate opposite. A reptilian and a small crowd of missilemen appear near them, and a little later several kamikaze will come running from all sides. We quickly get rid of the reptilian with the help of a rocket launcher, we bring down the headless from pistols or a shotgun. We go to the gate.

To the right is a lone rocketman. We reach the middle of the courtyard, and a zumbul and two flamethrowers appear in front, and clergy jump from the right wall. First, we go behind the towers to the right, so that the zumbul does not interfere with us, and we destroy the clears, and then we kill the zumbul.

In the next courtyard there are a couple of flamethrowers, a gnaar is flying to the left, and kamikaze are running at us from different sides. One (or not one?) Of them, for some reason, constantly remains somewhere behind the wall and screams there out of reach = (Ahead are a double-barreled gun and a door for which you need a key. Go left. There are two passages. Go to the left. Here a pair of rocket launchers and a flamethrower on the wall. We go further, there are 3 gnaars near the house without a roof: two small volatile and one large walking. A rocketman hid around the corner. We go into the house, take the armor. We are attacked by a crowd of gnaars, and with them a few more kamikaze , so you won't be able to just cut them all while standing in the corner.

We return and go to the right passage. There is a green flask surrounded by pills. Take any, and we will be attacked by two small gnaars - one volatile and the other ordinary. Take 6 more, and rocket men will appear on the walls, gnaars will jump from there, a few more with clergy and kamikaze will come running from the exit. Take 7 more, and several more rockets will appear on the walls, and several more kamikaze will run past the exit. For the remaining 2, nothing terrible will happen. Now you can finally go into the building.

We pass into the room with columns, shoot the headless ones and go to the right. There is a bunch of rockets, a couple of flying gnaars, a flamethrower on the top left, and a pool. We jump into the pool and swim into the passage from the side of the entrance. There is a first aid kit (secret # 4). In the same room, you can see the Red Armor on the ledge. To the left of the ledge, a dark rectangle is clearly visible - this is actually an invisible platform that you can jump onto, and from it to the armor. But the secret here does not count for the fact that you take the armor. For it to be counted, you need to find a very small lever in the pool - it is on the wall opposite to the entrance to the room. Turn it and the invisible platform becomes visible (secret # 5). Now you can safely take this armor. But for this you still need to go upstairs. We go back to the room with columns and into the remaining passage. We rise along the stairs, we kill the rocketman and gnaar. We find ourselves in a room with a pool, but from above. We kill the headless and take the red armor. From here it will not be possible to jump back, so we jump down and again climb the stairs. We go into the passage on the other side of the room. We fall into a narrow corridor. It contains a pair of rocket launchers on one side and a flying gnaar on the other. The nearest passages lead to the platform, from which you can quickly get to the closed door, but it is still early there. There are several rocket men here. We go to the right end of the corridor, we go into the room. Here is the key. We take it, and gnaars and kamikaze begin to run along the corridor, and a flamethrower appears on the wall. We shoot them from afar. A skeleton appeared on the landing directly opposite the exit. In the courtyards where the entrance to the building is located and between the courtyards with the entrance and the door, rocket men appeared, and in the courtyard with the door already open - rocket men, 2 zumbula, and a flamethrower. We kill everyone. We go to the door.

There are several headless and zumbula here. The door on the left requires a key. We go to the door that is in front of us. We shoot the headless, collect armor and health, if necessary, and go to the next door. Headless again. We go into the building. We find ourselves in a large hall with columns, headless, a pair of Zumbuls, and in the center there are an adult arachnoid and an automaton. This is where the rocket launcher comes in handy. We quickly get rid of the arachnoid, take the machine gun and the bullets, and smash everyone around, including the clears that have appeared. We go into the rooms behind the distant columns, kill the headless there and pick up more cartridges. We leave the building and go around it. Skeletons are running around here, and when we pass half the way (from either side of the building), a pair of headless and a flying gnaar will appear in front and behind us. We go to the door.

In the next courtyard, we kill several headless ones and move on. We are met by several more headless ones. There are 2 mini-courtyards surrounded by a fence and 2 underground rooms. Each has something, and when this something is selected, various headless people appear, including kamikaze, and zumbula. In the room on the left there are cartridges, in the courtyard on the right - blue armor, behind this courtyard there are two green flasks, in the courtyard on the left - a first aid kit, behind it - bullets, and in the room on the right - a bunch of cartridges, armor and health. Having collected everything and killing everyone, we take a saw in our hands and go to the house in front of us. Right outside the doors are two flying gnaars and a skeleton, which we immediately cut out. We select the ankh and go back. A couple more Zumbuls and a bunch of kamikaze have already appeared there. We go to the previous yard.

Then there were 2 zumbula and a flamethrower on the wall. And in the courtyard with the building where we took the machine gun, skeletons and kamikaze will run at us from both sides. I advise you to stand on the corner to shoot enemies from afar with a machine gun while there are bullets. You will also meet a couple of Zumbuls there. And if you then go on the left side, then there will be another crowd of missilemen and zumbul. There are two arachnoids at the exit from the territory.

There is only one zumbul in the next courtyard. We pass through the doors. Here, on the left, a bunch of kamikaze and zumbula are running from the wall. In the door on the right. This courtyard is the last. From the other end of the yard, a pair of male gnaar are running towards us. We wait and saw. Also, on the other side of the yard there are several headless - we shoot them with pistols. We collect buckshot and bullets. We reach the middle of the courtyard, and headless, gnaars, skeletons and zumbul begin to appear around. We crumble everyone and go to the exit.

Great Obelisk


We leave the room where we appeared. We find ourselves in a large courtyard. Before us stands the Great Obelisk and several headless ones. A large biomechanoid wanders to the left. We need to go to the Obelisk. To get into it, you need to go through a building connected to it by a bridge. To get into this building, you need to find a key. But you can bypass the building and jump onto the bridge with a rocket jump, or if you own the technique of climbing steep inclined planes (for this you need to run not perpendicular to the base, but at a large angle), then you can climb there without spending a rocket and health. Thus, you will reduce the lion's share of the level, but miss the secrets and the rocket launcher (if you did not pick it up in secret in the last level).

Bulls are falling from the wall of the obelisk to the right, and at the other end of the courtyard is a red mechanoid. When you kill the mechanoid, another one will soon appear, and when you destroy all the bulls, skeletons from the clear will start jumping from the wall to the left. After all this, we go further. If we go the honest way, then we need to left. I advise you to first go to the right, collect cartridges there and at the same time kill Zumbul. We go left along the path. When we turn around, headless assorted suits start to appear all around. We run to the ramp to the door - it is convenient to shoot from there. On the other side, the kamikaze are running. Do not let them accumulate too much in the corner, otherwise they can overhead ... that is, over each other's shoulders, they can climb up to you. As everyone was killed, we go through the gate on the left.

After entering the next area, look to the right. Above, on the wall of the Great Obelisk, there is a ledge that holds the Heart. To get it, you need to send a rocket there (secret number 1). If you have nothing to start up, don't worry - there is a rocket launcher nearby. We collect a bunch of cartridges in front of us and go along the path further. We are attacked by a crowd of headless people, several Zumbuls and bulls. There is a yellow arachnoid behind the sphinx statue. We jump onto the lamp, and from it onto the pedestal of the statue. There is a lever on the sphinx. We turn it, and the pedestal drives off, revealing bullets and green armor (secret number 2). We go to the obelisk.

We go up the stairs and find ourselves in a large hall with columns, biomechanoids, skeletons and a rocket launcher in the middle. There are 5 rooms here - 2 on the right, 2 on the left, and 1 in the front. Visiting each one summons a new batch of skeletons and mechanoids. Each room contains light armor, health, missiles, and buckshot. In the far left room there are bullets instead of buckshot. A lever is hidden in the far right behind the lamp. We turn it, and the ceiling section slides down. We rise on it to the secret room and find there a bunch of helmets and ammunition (secret number 3). There is a figurine in the front room. We take it and make our way to the exit.

If we haven't broken that ledge with the heart yet, then we go back and break it. Go ahead. We are again attacked by a crowd of headless people, and with them a few small mechanodes and a couple of bulls. We go to the next yard. Here we are met by a bunch of blue mechanoids. And when we pass a third of the yard, another one appears. We pass another third and red fur appears on the right. We pass through the next gate and find ourselves in the first courtyard.

Here, bulls and large bellows are already running everywhere. We throw missiles at them. When we approach the doors for which we took the key, a large mechanoid rises in front of them, and clears begin to jump from the roof. If now we again go to the doors on the left and enter them, then the Heart and Red Armor will appear in front of us (secret number 4). Take them quickly and run back until the doors are closed, otherwise you will have to re-run around the Great Obelisk, only now there will be no enemies here. We go to the Obelisk.

In the building in front of the Obelisk, we are attacked by a bunch of chaotically running skeletons from the clear, and four flamethrowers are shooting at you from above. After a while, a zumbul joins them. We pass along the bridge and enter the Obelisk.

After passing a couple of stairs, we find a room with a cross-shaped hole in the floor. We collect first-aid kits and armor here, if necessary, and jump down. We find ourselves in a room filled with blood-red light. On the other side of the room, a huge horned creature, Khnum, rises from the throne. Trying to kill him just by shooting is pointless - even from missiles, the damage is very small. To kill him, you need to activate 4 round panels located in the corners of the room. Although, when you approach them, no inscriptions that they can be used appear, they can and should be used. Dodging the spheres launched by Khnum and trying not to come close to him, activate the panels. After that, you need to shoot from any weapon at two panels under the ceiling, to which the white stripes from the panels, which we have already activated, lead to. This will activate a beam that will hit the center of the room, and if Khnum is there at that time, then 2/5 of his health will be taken away from him. Do this 2 more times and he is dead.

SERIOUS SAM: THE SECOND ENCOUNTER SECRETS, some secret-like non-secrets, plus an endgame spoiler Date: February 2002 Author: LM Copyright info: This document may be freely copied and reproduced. INTRO SEQUENCE: "IN THE LAST EPISODE" (1 secret) Note: Secret not found. It would seem that the player cannot influence what happens in the intro. However, when you access the "Statistics" section of Sam "s computer display at the start of the next (first playable) level of the game, you will notice that the current total number of secrets stands at 13 whereas the subtotal for level 1 is only 12; there is a discrepancy in kills statistics as well. That means that you have already missed one secret, and yet you have not even started playing.MISSION ONE: MESOAMERICA LEVEL 1: SIERRA DE CHIAPAS (12 secrets) CRASH SITE 1 .From the starting position, dive all the way down to collect a weapon in the lit spot near the bottom. 2. Once you surface from # 1, get onto the small peninsula with a tree to collect an armor piece. 3. Still on the # 2 peninsula, walk towards the phone booth to "discover" it. (You might as well get inside and make a call.) NEAR THE FIRST TEMPLE 4. Skirt the outer left wall of the temple. Find a darker section on the wall near the spot where it meets the mountain. Blast it to discover an entrance. 5. Get through the h ole you created in # 4, and go down to discover a "hall of fame." (Stick around for a silly presentation.) 6. From # 5, get outside and walk straight to discover remains of the crate bus that collided with Sam "s spaceship in the intro. 7. From # 6, continue up the slope until you collect an ammo pack. INSIDE THE FIRST TEMPLE 8. At the end of the corridor with hazy sunlight coming through the openings in the roof, there will be a T-junction. Turn left, away from the corridor with crushing blocks. Go on to find a "secret Mental" s room. "(Use the jump pads marked by lit letters, in this order: M, E, N, T, A, L; a niche with a healing pack will open on the other side. After you collect the pack, you can jump on any pad to get back.) SECOND VALLEY 9. When you exit the temple, you will notice a pit not far off. There is a ledge in the pit that you should jump down to, to collect a weapon. (When done, drop to the lower ledge to be teleported.) 10. After you pass the first suspension bridge and before you reach the second one, look for a conspicuous rock on the mountainside on your left. Blow it up to discover a cave. (Go inside, dive, and swim on. ) 11. When you emerge from the water passage you entered in # 10, cross the suspension bridge to collect a healing pack on the other side. 12. When you reach the second temple, dive into the pond to find another healing pack in the lit spot near the bottom. LEVEL 2: VALLEY OF THE JAGUAR (8 secrets) Note: One secret not found. Maybe non-secret A is actually a secret too stubborn to register. STILL INSIDE THE TEMPLE 1. When you get across the cave outfitted with both floating and stationary jump pads and find yourself on the final ledge, jump onto the smaller ledge located slightly lower, on the left, to be catapulted onto the overhang above the larger ledge for some ammo. VALLEY Non-secret A. As soon as you get out of the temple into the open, turn around and you will notice a camouflaged ledge on the hill slope. Blow it up to release an invulnerability power-up. 2. When you get to the top of the pyramid to the right of the entrance, slide down to the nearest ledge on the right side and blast the dark er section on the wall to reveal a weapon. 3. Proceed to the corner of the valley where you can see a huge ball sitting at the top, to collect an armor piece. 4. Head for the corner of the valley diagonally across from # 3, where you can see the "Crollywood" sign, to get a "movie studio" secret registered. 5. Go inside the stone hut to the left of the pyramid that has an antenna on top. There is a small ammo depot there. 6. From # 5, circle the base of the pyramid to collect a healing pack, which is located where its right side meets the grassy slope. INSIDE THE MOUNTAIN ON THE LEFT SIDE OF THE VALLEY 7. After you pass the windy room with spikes on both side walls, you will find yourself in a corridor with four health vials. At the end of it, there is a bounce pad in the alcove on your left. Jump up and collect the items sitting on the overhead beam. LEVEL 3: THE CITY OF THE GODS (15 secrets) FIRST LARGE COURTYARD 1. When you leave the ammo depot (where you start) and enter a courtyard, walk to the right and cut down the tree in the corner closest to the entrance. This will reveal a wedge-shaped area between the stone hut and the perimeter wall. Collect the healing pack there. 2. In the right-hand corner furthest from the entrance: In the area between the building with facade columns and the perimeter wall, find a darker section on the building and blast it to find an armor piece. 3. In the left-hand corner furthest from the entrance: Get behind the corner building to find a health pill. Pick it up to activate a "secret bloodbath." 4. Get inside the building where you are supposed to find the scary mask; it is on the same side of the courtyard as # 3. Blow up the fallen pillar to reveal a corridor. 5. Follow the corridor you found in # 4 into a room with cannon balls. Destroy the central pillar there to find a weapon. 6. Visit the remaining corner of the courtyard to collect an ammo pack. NEXT LARGE COURTYARD 7. On the left side, behind the third tree from the entrance, there is an unobtrusive twinkling teleport that takes you to a "yard of strange-looking heads." Non-secret A. In the # 7 secret, blast the "strange-looking heads" for a higher kills count. 8. Back in the courtyard you teleported from, go behind the large building opposite the entrance to collect an ammo pack. VILLAGE AFTER THE "VERY LONG RUN" 9. Find a hut with a snake ornament on the roof. Enter the hut (and sidestep quickly) to discover a "lost Spanish cannon." (Destroy the canon. ) 10. Reach the section of the perimeter wall that is directly opposite the entrance. There is a healing pack behind the hut that stands at an angle to the wall. UNDERGROUND COMPLEX 11. In the village, you enter the building that leads underground. In the middle of the first hall, there is a healing pack pulsating just under the ceiling. Blast the stone piece it is sitting on to collect it. Non-secret A. After you get through the door at the end of the hall just mentioned, there will be a sloping passage. If you jump over the rails there, you will find yourself in a chute. As you slide down, several power-ups get spawned. However, the chute ends in spikes. Once or twice I was able to jump out of the chute before getting killed by the spikes (I even managed to grab a couple of items before escaping). I think you should bump into a side beam to achieve this feat. It happens really fast, so I am not certain. Maybe there is an easier way. 12. In the hall into which you are dropped from the sloping passage mentioned in the non-secret, blast the central section of the wall on the right to find some items. 13. Repeat # 12 on the left wall to discover a "secret poker game." 14. In the windy corridor with rectangular holes in the floor and round holes in the walls, enter a secret passage through the first round hole on your right. 15. In the lava cave, go to the right, towards the half-submerged building. There is a low-lying ledge between the building and the rock wall, with an ammo pack on it. Non-secret B. In the pit where everybody jumps up and down, picking up a second health pill creates temporary "gravity off" conditions, meaning that everybody will stop at different altitudes for a while. I think this procedure can be repeated indefinitely, since the pills are respawned. LEVEL 4: SERPENT YARDS (10 secrets) FIRST COURTYARD 1. Go right from the entrance and collect an ammo pack in the corner. 2. Same as # 1, only in the left corner: Pick up the armor shard there to discover a "suicidal plant." 3. After the explosion in which red mechanoids get released from a rectangular enclosure, search inside the ruins for a healing pack. FORCE-FIELD PASSAGE 4. After you cross the force field, go behind the stone hut on the right to collect an ammo pack. MOON PYRAMID 5. Approach the flattened head to the right of the structure that housed the mask of Ix Chel (only possible after you capture the mask). Blast the head after it attacks you (or just let it explode) to get a healing pack. 6. From # 5, walk to the rear of the Moon Pyramid and use the switch there to activate a "mega ultra explosion." BACK IN THE SNAKE-GATE COURTYARD 7. Before leaving through the Snake Gate, get inside the "bad head" building (accessible only after you pick up the Ix Chel mask) to collect an armor piece. COURTYARD PAST THE SNAKE GATE 8. In the far right corner, collect a health pill to reveal a "secret watcher." 9. Shoot the watching eyes spawned in # 8, to activate a "mighty kamikaze." LAST HALL 10. Destroy the two jaguar statues on the overhang above the exit to release a healing pack. LEVEL 5: THE PIT (10 secrets) FIRST CORRIDOR 1. Behind the fourth pillar on the right, there is a darkened passage to a spot with a healing pack. PAST THE "DANGEROUS FORCES" HALL 2. At the end of the first corridor with arches, there is an twinkling teleport in the lamp on the left. Use it to collect an armor piece. STONE BRIDGE STRUCTURE 3. Near the end of the first bridge, jump onto the side ledge on the right to find a twinkling teleport just off the bridge. Jump into it to get some ammo. Use the nearby teleport to return to the bridge. 4. Right after you enter the stairwell tower, go right to find a healing pack under the staircase. 5. In the seventh window up the staircase, there will be a mini-version of the red reptiloid demon. Kill it to release a healing pack. 6. At the L-shaped intersection on the upper bridge, destroy the two lamps on the first (as you approach) outer ledge to summon "annoying Pinky" s lost brothers. "7. From # 6, go to the other ledge at the same intersection and use the "secret broken teleport" in the right lamp. (Once teleported up, you will have to jump towards the armor piece to get it.) PAST THE "NEWTON" S NIGHTMARE "TUBE 8. In the corridor following the room with a stone head and two Serious bombs, destroy the eight lamps to have some ammo spawned. FIRST COURTYARD 9. After you repel the first enemy attack, the gate with the snake ornament will be opened. Walk up the staircase, turn right, and use the teleport in the corner lamp. Jump down to the roof of the booth where you have been teleported, and collect some "rocket-festival gear." 10. After # 9, quickly jump off the booth onto the perimeter ledge and then towards the healing pack sitting between the two nearby lamps. A "rocket festival" will be activated. MISSION TWO: MESOPOTAMIA LEVEL 6: ZIGGURAT (10 secrets) ZIGGURAT PROPER 1. From the starting position, walk around the building to collect a weapon. 2. In the hall with spiral staircases on the central pillars, one of those pillars has a side opening. From the opening, you can jump down safely and collect the healing pack that you may have noticed from upstairs earlier. FIRST WINGED-HORSE COURTYARD 3. After you enter, head right and look for a darker section on the wall of the ziggurat where it meets the perimeter wall. Blast it to find a healing pack. 4. As in # 3, only to the left of the entrance: Pick up the ammo pack sitting in the corner to discover a "suicidal avenger plant." 5. There is a darker section on the perimeter wall behind the tower housing the "hawk wing" artifact. Blast it to find an armor shard (and a monster). BUILDING AT THE END OF THE COURTYARD 6. When you enter, you will notice a supply depot through a grating on your right. After you unlock the door on the same side, enter and go to the right. Move into the dark area between the first two pillars on the right wall; you will find the items you have noticed. FIRST RESIDENTIAL AREA 7. There is a solitary plant in the desert at some distance from the village, to the right of the entrance to this area. Collect the speed power-up there. 8. Still near # 7, blast the plant to find a damage power-up. COURTYARD IN THE RIGHT SECTION OF THE SECOND RESIDENTIAL AREA 9. Walk to the wall opposite the entrance, past the lone statue of a winged horse. Turn left there and collect the health pill near the two-story building to enable a "Boxing Barry" secret. Then, walk along the building until you hear a squeaking sound. Look up and shoot off the flapping window shutter. A green reptiloid will be spawned on the roof of the opposite building, only to be knocked out. 10. After you touch the green stone, exit the tower housing it and go 10 o "clock. Blast the darker section of the wall in the niche and enter. Look up, and you will see a wooden platform up above. Blast it, too; an invulnerability power-up will be released. LEVEL 7: THE ELEPHANT ATRIUM (12 secrets) STILL INSIDE THE BUILDING 1. From the first hall, go through the door on the right, turn left, go up the staircase, and make two lefts. You should be on the platform overlooking the first hall. Use the bounce pad on the left to get on top of a pillar and jump your way to the healing pack on the other side. ELEPHANT SQUARE 2. On the left side of the outer wall of the "Holy Bathhouse" (the building with two warrior statues), blast the darker section to find an armor piece. 3. If you go left from the entrance to Elephant Square, you will find a health pill by the perimeter wall. Pick it up. Several mechanoids will be spawned, and the wall will be partly blown up, revealing a secret yard. 4. When you reach the end of the # 3 yard, you will find a detonator switch. Use it to destroy a pyramid. SMALL COURT PAST THE DOOR OF PURITY 5. Now, this one is really frustrating. When you have eliminated the initial enemy presence, six Kleer skeletons will be catapulted, one by one, into the court from behind the perimeter wall to the right of the entrance. If you succeed in taking each one out before it touches the ground (only possible with the sniper rifle, I think), you will receive a congratulatory message. NEXT ACCESSIBLE COURTYARD 6. From the entrance, make two rights and pick up the ammo pack. A "mutated plant" will appear. 7. As in # 6, only on the left: You will notice a darker section on the wall of the entrance building. Blast it to find an armor piece. 8. Diagonally across from # 6, there is a niche in the perimeter wall, with a healing pack. COURTYARD WHERE YOU FIRST SEE THE GOLDEN ELEPHANT STATUE 9. Go around the pit with the statue and use the switch on the wall to unseal a secret yard. SECRET YARD 10. You will know you have reached the secret yard (that you unsealed in # 9) when you see a red phone booth. Go to the end of the yard to find some useful items. LAST WINGED-HORSE COURTYARD 11. To the right of the horse statue, there is a building with a locked door. If you go to the left of the statue, you will find a switch to the left of the up staircase. Use the switch to unlock that door. (Visit the building, naturally.) 12. Approach the horse statue from behind. Get as close as you can to its, ahem, rear. When the "Use" message appears, press the Use key to harness some "secret horse power." LEVEL 8: COURTYARDS OF GILGAMESH (11 secrets) FIRST COURTYARD 1. Go to the right of the entrance and use the two ledges on the wall to get onto the otherwise inaccessible platform. You will find a healing pack there. NEXT COURTYARD 2. Dive into the left pool and go through the only opening without a grating. Collect the ammo pack. 3. Go to the other pool and collect the ammo pack sitting by the pool. 4. Dive into the # 3 pool. Right after the underwater hall with a pillar in the middle, you will find yourself in a room where you can: (a) surface to catch some air; (b) swim all the way down; (c) go to the right towards the exit. Opt for (b) first, then go straight and swim up to find a secret room. COURTYARD AFTER THE "NASTY DIVE" 5. Look for two golden domes located outside the courtyard, and you will notice a red-and-white practice target on a tower that is also located outside. Shoot the target, and a niche on the right side of the perimeter wall will be opened. 6. From # 5, walk along the perimeter wall until you reach the corner, then turn left. Collect the ammo pack behind the pyramid to discover "a mutated plant and friends." 7. From # 6, walk along the perimeter wall some more, and you will reach the point opposite the niche opened in # 5. Blast the darker section to reveal a "don" t push "detonator switch. (Ignore the message and push the switch.) BUILDING YOU ENTER AFTER GETTING THE GOLDEN LION STATUE 8. Go through the opening on the right, and you will reach a hall with a pulsating heart. Collect it to get the secret registered. 9. When you have fought your way through a particularly nasty narrow corridor (you will know), walk to the left to find an armor piece in a niche. MOVING PLATFORM 10 . At some point, the "leap of faith" platform will be passing under a small ledge with a pulsating heart (on your left). If you time your shot correctly, you can blast the ledge so that the heart falls onto the platform. (I think your cue should be Sam "s second utterance while under attack, something like" Now I am seriously serious. ") LAST COURTYARD 11. There will be an outside tower on your left. Shoot the red-and-white target on it to observe some wild hearts and eventually get one. LEVEL 9: TOWER OF BABEL (10 secrets) CEREMONIAL HALL 1. Find a niche in the wall to the left of the exit to collect some ammo. CHAMBER OF COSMOS 2. Between the second pillar (from the entrance) and the staircase, jump down into the lower niche to collect a healing pack. (You will be teleported back. This secret can be obstinate, so you may need several tries to make it register.) 3. After the narrow bridge and before another up staircase, visit the lower platform to collect some ammo. 4. In the lower area, where you get via the elevator, shoot any of the mouse-sized holes to summon "deadly midgets." 5. In the area where you slide down towards the exit door, go to the floor lamp located on the right side of the slide. Use the bounce pad behind the lamp to be catapulted onto a platform where you find some ammo. (There is a teleport in the corner there to take you back.) FIRST COURTYARD 6. In the left section of the courtyard, there is a pillar in the perimeter wall, with a bas-relief of a warrior. At some point, its eyes start to glow. I do not think you have to wait for that, though; just blast the pillar at any time to find a "passage to Egypt." Non-secret A. Once on the movie set in the # 6 secret, you can destroy the mini- version of Ugh-Zan III to spawn an armor piece. Non-secret B. Still in # 6, a healing pack can also get spawned after some additional destruction, but I am not certain what exactly triggers that. One thing for sure: you may not kill the mini-version of your own character, Sam. COURTYARD PAST THE ONE WITH THE SECOND TABLET OF WISDOM 7. Go to the perimeter wall directly opposite the entrance, behind the flat statue. There is a darker section on the wall of the building there, on your right. Blast it to collect an invulnerability power-up. COURTYARD PAST THE ONE WITH THE THIRD TABLET OF WISDOM 8. Go 1 o "clock from the entrance and pick up the health pill in the corner to summon a" mighty gizmo. "BACK IN THE FIRST COURTYARD 9. When you return to the" magnificent view "courtyard, go to the left of the base of the entrance to the Tower of Babel, to collect an invulnerability power- up. 10. Rather than going into the Tower of Babel right away, revisit the courtyard to the left of it - the one where you got the first tablet of wisdom. Go in for a "secret round two," ie, for another raid through the courtyards surrounding the tower, following the now-familiar path. MISSION THREE: EASTERN EUROPE LEVEL 10: THE CITADEL (16 secrets) Note: Before starting the level, read secret 11 below. STARTING COURTYARD 1. The third hut on the left side has a squeaking door. Destroy the door (with the knife) to collect a weapon inside. BUILDING AT THE END OF THE COURTYARD 2. Soon after you leave the Kill-o-Matic room via the elevator, you will notice a niche (with a switch) in the wall. Come closer, and a "Use" message will appear, as will a green reptiloid behind you. Use the switch then, to knock out the monster. STONE BRIDGE 3. Jump off the bridge onto the rock base of the first stone pillar on your left to collect a healing pack. (Use the glowing bounce pad to get back.) FIRST COURTYARD PAST THE BRIDGE 4. Go behind the hut in the corner to the right of the entrance to collect an ammo pack. 5. Same as in # 4, only at 2 o "clock from the entrance. 6. In the smaller, enclosed area to the right of the courtyard, discover two sets of graves by the perimeter wall. (You may open each grave, if so inclined.) NEXT COURTYARD 7. In the far left corner from the entrance, there is a dead tree. At some point, apparently after you collect the nearby napalm capsules, the tree turns into a "secret jumping plant." SECOND COURTYARD AFTER THAT ONE 8. In the far right corner from the entrance, there is a barrel by the building. Destroy it and get behind the building to obtain an invulnerability power-up. 9. Diagonally across from # 8, to the right (if you look from your # 8 position) of the entrance, there is an area with a phone booth behind the stone hut. Move in to find some ammo. ROOM WITH BIG COGWHEELS 10. From the entrance, go through the small opening on the left, into the water. Dive, turn around, and look for a niche with a healing pack. CLOCK COURTYARD 11. To discover this secret without resorting to a cheat, you need to get from the level "s starting position to this courtyard in time for the clock to strike midnight. You start the level at about 11:45 pm (virtual time ), which makes it a tough task indeed, especially since you probably want to check the previous areas thoroughly enough to discover the other secrets. A "midnight mega secret" gets enabled at midnight: the door of the hut located to the left of the entrance ledge opens, providing access to some very useful "midnight items." Entering the hut gets the secret registered. You have 1 minute to claim the goodies, after which the door closes again. I wonder if the door opens again, eg, if you leave the game running for 24 hours, but I am not obsessed enough to try that. Anyway, if your only concern is to make the secret register, you can go behind the hut and get close enough to its rear wall. For some reason , you will pick up the damage power-up from insid e the hut and get the message about finding the "midnight items." 12. Go behind the clustered buildings to the right of the exit gate, to find an armor piece. NEXT COURTYARD, WITH A DRAWBRIDGE 13. Collect some ammo behind the hut to the left of the courtyard entrance. 14. Diagonally across from # 13, there is an armor piece behind the corner hut. WATER CAVE 15. After you fall from the chute into the water, search the bottom for items. The secret registers when you collect a 50-point healing pack. KILL-O-MATIC HALL Non-secret A. Before any enemies appear, you can blast the thumping spikes off the pillars and blow up the pillars themselves for better fighting conditions. LAST COURTYARD 16. There is a barrel in a corner, which you can destroy to reveal an armor piece. LEVEL 11: LAND OF THE DAMNED (13 secrets) FIRST VILLAGE 1. One of the huts at the start of the village, on the left side, has a squeaking door. Blast the door and step inside to collect a damage power-up. 2. Press the switch on the windmill to summon a "secret Santa." Non-secret A. Find and shoot the running Santa for a present. If you choose to dispatch him with the single revolver (or better yet, the flamethrower, using short bursts; that will sometimes produce an amusing effect) rather than a more devastating weapon, you will be able to maximize Santa's gift output. 3 . In the second half of the village, beyond the windmill, look for Santa "s feet in a chimney. Blast the chimney to unplug the "secret jammed Santa." 4. There is a snowman close to # 3. Shoot it to find an armor piece. SECOND VILLAGE 5. Pick up the armor piece in front of the bespectacled snowman, who will then attack you. Terminate this "snowman avenger." 6. The hut just to the right of the # 5 avenger has a squeaking door. Blast the door and step inside to collect an invulnerability power-up. 7. Not far away from # 6, on the right side of the village, there is a snowman with a switch. Use the switch to summon another "secret Santa." Non-secret B. Same as #A. YARD WITH THE MOUNTAIN ENTRANCE 8. Shoot at the snowman repeatedly to find that you were dealing with an "incredible shrinking snowman." FIRST LAVA CAVE 9. In the middle of the stone passage that serves as a bridge, there is a gap. Drop through the gap into the familiar twinkling, to be teleported to a healing pack. SECOND LAVA CAVE 10. When you enter, you should be able to discern a glow on a stone ledge up ahead. Blast the ledge, and an ammo pack will fall onto the passage below, where you will pick it up when you reach it. (You may also destroy the ledge when you get across the lava to the other side of the cave, but the ledge will be even less visible then.) 11. Before leaving this cave, go to the left of the exit and then to the left of the boulder that gives the impression of blocking the passage. Follow the narrow ledge to collect a weapon. THIRD LAVA CAVE 12. When you reach the point where you have to use floating platforms to proceed, get on the one on your left that is furthest away from your position and closest to the two-pronged solitary rock standing in the middle of the lava lake, also on your left. The platform will start sailing towards the rock. As you get nearer, you will notice a ledge by the rock, with some goodies. Grab them when you feel it is safe (the armor piece counts as a secret), and jump back onto the platform, which will make a full circle around the rock. (You may want to forgo the platform and just wade to the ledge, since the platform moves rather slowly and you are open to enemy fire all along.) 13. When you cross the arched bridge that leads to the exit from the cave, circle its base to collect a healing pack. LEVEL 12: THE GRAND CATHEDRAL (6 secrets) CORRIDOR OF DEATH 1. Turn to the right from the entrance and blast the darker section on the perimeter wall to discover some items. 2. In the far right corner of the second leg of the corridor, there is a dude with an Afro looking out from a window. Shoot him to have a damage power-up launched from behind the perimeter wall onto the passage. 3. Towards the end of the third leg of the corridor, blast the darker section of the left perimeter wall to discover a teleport to a "pumpkin field" (go there). 4. In the sixth leg of the corridor, blast the darker section on the left wall to discover another teleport, which leads to an "embryo museum" (again, go there). 5. At the start of the seventh and final leg of the corridor, look to your left. In the middle window of the bastion you will see a Scythian witch-harpy mooning you. Kill the witch to have an invulnerability power-up launched onto the passage from behind the perimeter wall. FINAL COURTYARD 6. At some point during the final battle, you will receive a message about a pink secret having been enabled. That refers to the pink section of the perimeter wall just to the right of the bounce pad on the right side of the courtyard (if you are looking from the starting position). The message means that you can now approach that section and just crawl inside to retrieve a healing pack, at which point the secret will register. Major spoiler. Apparently, Mordekai the Summoner summons his minions and teleports himself back and forth only when you are in his line of sight. If you are wise (or cowardly) enough to choose your position correctly, ie, hide somewhere behind the protruding features of the cathedral on either side, you should be able to dispatch the monster pretty easily, without being bothered by lesser enemies - or the boss himself. Peek outside just enough to be able to shoot at his shoulder or some other part of his anatomy. The sniper rifle is your best bet.



 
Articles by topic:
What can and cannot be done for the Annunciation
What date is the Annunciation celebrated in 2019? What is the history and background of this holiday? Read about it in the article Pravda-TV. Annunciation in 2019 - April 7 The beginning of our salvation Annunciation in Orthodoxy is included in the list of twelve feasts
Basal exchange.  Basic metabolism.  Calorie needs determination methods
0 4078 2 years ago When considering drawing up their own meal plan for losing weight or for gaining muscle mass, people begin to count the calorie intake. Earlier we have already considered that for weight gain, you need about 10% overabundance,
International Day of Human Space Flight Purchase of a floating cosmodrome
MOSCOW, December 15 - RIA Novosti. The outgoing year 2016 in the Russian space industry was remembered for a number of victories and a series of failures. The Soyuz carrier rocket was launched for the first time from the new Russian Vostochny cosmodrome, and the first ever collaboration was launched to Mars.
Is protein harmful for men's health: reviews Protein is good or bad
Often, protein is understood as a sports supplement in the form of a powder from which cocktails are made and drunk in training, mainly by athletes to build muscle or lose weight. There is still debate about the benefits and dangers of this supplement, many are often confused